Some ideas for the game
Occasionally I have an idea while playing the game to make it a more consistent, intuitive, and pleasant experience - but I don't post it. I've had a few of these, so I decided to make a thread for all of them.
I'll start with
. Chogath is pretty much the archetype of an AP tank, with CC and a kit that adds tankiness, as well as great engage. You could make an argument that his Q is difficult to hit, but it is still amazing in a lot of situations and if you buy
and use his W beforehand it will land almost every time. Chogath is a pretty great champion, the problem I see is with his ult. I like the stacking aspect, I like the mini-nuke aspect, but I don't think it should be true damage. One suggestion I had, would be to raise the base damage by a bit, make it magic damage (or physical, why not), and add an AP ratio to the health added by each stack - also lowering the base amount. So at max rank, something like 150 HP + 15% of AP health (or even scale it with health) added per stack. I recently had a game with Chogath where at level 18 I ended up with 5.1k Health and 591 AP. With the amount of damage, CC, and a massive execute that Chogath has, I think that's too much. His immobility is a weakness, but in general with Chogath's theme I think the solution to this would be modifying his tankiness, as opposed to his damage. He fills a very important role, we already have several nuke-heavy immobile mages.
Another idea is
. A rework has been incoming for years apparently, but as someone who has given him a good amount of play I think there are a few very simple changes that could see him being a very competitive pick. First of all, for his W, I think the simplest thing would be to add a lifesteal buff to the active for WW only (and - maybe - a reduced amount to allies). Start at say 5-7%, and scale up to 15% at max rank. That would make his jungle sustain insane, but that is really what Warwick is all about. He has a mini nuke on his Q that goes a bit further than melee range, an extremely conditional movement speed buff, and a suppression ult. A very bland kit. His (at that level) unparalleled jungle sustain would be metered by the fact that his jungle clear time is not particularly stellar, so he would still have a weakness to exploit even in the early jungling phase, which is a strong time for him. On top of this, I would suggest adding damage reduction as a component of his R. He is already locked down himself when he casts it, and the lifesteal bonus is quite negligible given the amount of damage he is doing if he ults into the enemy backline, like it is designed to do, so give him an edge to at least survive for the duration of the ult. I think these mechanics would solidify him as a solid life-steal tank, that would reward proper engages very well.
Another comment that I have is on the rank system. There are many things to say, most of which have been talked about ad nauseum already. But the fact of the matter is, there really needs to be a consideration for personal involvement in each match, with meters for AFK's, objectives, and lastly KDA. If a team has an AFK, then the LP lost for a defeat should be greatly reduced (as should the LP won for the winning team, to a smaller degree - to encourage reports from both sides for that kind of behavior). We have many valuable states available at the end of the game, such as damage dealt to champions, damage taken, and towers and inhibitors taken. We should use this information when considering LP rewards. If I play as
, and I take more damage than anyone else on the team by a large margin, and have fewer deaths than all but one person, or the least overall, there should be a consideration for my LP. There are a lot of ways just looking at pure stats and charts as to who made a concerted effort to winning the game and being productive, and they really need to be taken into account. As it is now, I am in B5. I am not going to whine, but I am constantly taken aback by the lack of organization and self-evident strategic choices in my division. But as it stands, it seems as if the outcome of every game is completely random. Yes, there's the 20% rule, but if we are going to do the math and say that I should be able to carry myself out regardless of the other 9 people, then it really comes down to 10% of the time. And when that time comes, let's say I win 75% of the time. That means that 3/40 games I will be able to win based on my decisions, and the rest of the time it is essentially random. That does not account for the fact that strategy is fundamentally different in bronze - a good engage, a well timed gank, an ace, these things are responded to very very differently. At the moment, the only reason I play ranked is because people tend to not surrender.
Then we have that - surrender. I think that in normals (even ranked?) there should be an option to play without being able to surrender.
I want to end with the fact that I have a lot of faith in Riot in spite of a lot of talk on these boards. I love to tank, and I was worried reading the preseason changes thinking that they will be made obsolete - but that has been far from true. There is enough of a tradeoff for a lot of the things that are meant to bust tanks so that they create weaknesses that are very possible to exploit. I see Riot trying to make decisions based on critical thought and possible consequences, and that is why I waited so long to make this post so that I could see if my opinions remained consistent. I would appreciate a Riot response on these issues, especially my idea for individual consideration for LP rewards for each game,