Thoughts on ALL champions of league (Encouraging players to respond with their thoughts on this)

Light Burner·6/17/2019, 1:02:02 AM·1 votes·1,665 views

Let me just start by apologizing about the length of this post, but please read it through and let me know what you guys think about it.

We all know the complaints going on about tanks being too weak, mages being non mobile, and assassins running around 1 shotting everything. Adc's falling behind and not being able to come back and supports either dealing too much dmg or just being useless. What i want to discuss is what i think the problem is and how Riot can fix it so take a seat get comfortable and lets begin.

  1. True damage needs to be removed aside from summoner spells like ignite and possibly conqueror (this will come back up later on in this post).

  2. Remove grevious wounds from items. Tank champions rely on sustaining through dmg to tank when you remove that option by giving them 1 item that has % armor pen and grevious wounds you're killing tanks by allowing 1 item to make them useless (if you havent figured it out yet its mortal reminder). Thornmail also has to lose its grevious wounds and possibly morellos (Like conqueror we'll be revisiting this later).

  3. Lower infinity edge's crit rate by 5%. This may not seem like much, but most builds go double atk speed crit items with ie giving them an easy 75% crit chance if they opt into one more which is almost never seen this is 100% crit. Issues with this is crit becomes a necessity not a luxury, what i mean by this is the adc who crits more often wins because its a race to see who can crit first. Furthermore, for all the yasuo haters this would reduce yasuo's 2 item crit rate to 45% which would double to 90% instead of 100% meaning yasuo can't be certain to crit every time, it'll still happen majority of the time but not all the time.

  4. Make bone plating go on cooldown AFTER all 3 charges are used instead of it going on cooldown after a certain period of it being popped. This would then force all in champions to not only poke the bone plated champion 3 times before they can all in it also opens poke champs the chance for favorable trades in their favor during this time to chunk out the all in champ (assuming they dont have bone plating because normally these champs cant afford to be defensive early on unless against another all in champion). Plus its a lot easier for a poke champ to get rid of those 3 charges than it will be for an all in champion.

  5. Stop making damage so accessible, items like deaths dance shouldnt have 80 AD on it. If you're going to make infernal drakes which give AP and AD to the team that gets it then why not make a drake for armor, magic resist, or health? % health dmg should never be true dmg and should never exceed 10% physical or magic dmg a second and heres why. Let's take blade of the ruin king for example 8% of the targets current health as physical dmg per auto, our favorite dmg dealers adc's can auto 2 to 2.5 times every second which means 4 autos at least per second lets round down and say they only hit 3 autos per second with 1.5 atk speed (despite 2 crit atk speed items and bork) This is equivalent to 24% of the targets current health now i know the numbers are going to be a bit lower since each auto will drop the current health of the target, but level with me 8% of 4k health (tanks health roughly) is around 320 dmg reduced by around 40% because of armor pen lower resistances we're looking at around 192 dmg per auto this isn't taking into account any auto attack dmg. That alone is higher than duskblade's one time proc dmg and this happens on every auto. Over 1 second those 3 autos bork will deal about 600 dmg. The adc's autos will deal 200-300 dmg per auto sometimes 400 but for this case will stick with 300 so 900 dmg from the actual adc's auto attacks in 2 seconds and 2/3 of that by just bork's passive... Raising their dmg to 1.5k every 2 seconds against a tank. If this is the case tank's will be lucky to survive more than 4-5 seconds considering they're also being hit by other targets as well and other resources from the adc as well. 4k health isnt gonna cut it and hitting 6k health would just make bork do more dmg. I believe that bork's dmg % should be cut to a point where if the target had 2.5 atk speed they would not be able to go over 10% of the target's health per second. Meaning bork's dmg should drop to around 3% of the target's current health from its current 8%. Same rule applying to conqueror as we talked about earlier.

  6. Finally class changes (this one is going to be a long one) a. Tanks- First and foremost with the changes mentioned above to make them more sustainable allow them to spam their abilities more but lower their dmg output. Tanks are meant to be this force that feels really beefy and not worth the time it takes to kill them. In most game's tanks are given the ability to taunt, much like rammus but in league this isn't the case so how to deal with this situation. Allowing them to spam more as stated before will end up causing a huge amount of disruption in teamfights especially if the tank gets in the backline cutting the dps' dmg considerably and allowing their own dps to run rampant on the enemy team. Now by lowering the dmg of these abilities you make it so the tank alone is harmless and cant kill in 1v1 situations as well as not making them unbearable to play against like tank fizz was(I know fizz isnt a tank but for the sake of example tank fizz came to mind).

b. Supports- Right now supports dont feel like what a "support" actually is. When you think of someone supporting you, you think of someone helping you to do better, not taking over the entire job for you. Brand support, Zyra support, Lux support, and others don't actually enhance their team but instead do their dmg for them. The issue with this is when it comes to gold income supports are now making enough gold to go for damage items and still be relevant in their dmg. Now i'm not saying lets go back to the way supports used to be because no one wanted to support because they found it boring. What i propose doing is instead moving the impact of supports into enhancements for their team instead of just flat dmg on their own kits. Take nami and braum for example braum hits a target it applies a mark and now teammate's who normally dont have a stun now can stun by procing the mark. Nami puts bubbles on her teammate (her E) and now they have slows as well as do extra dmg. These are good examples of support abilities. Now if i wanted to take it a step further remove hard cc from supports(slows are fine to keep on supports lulu is a perfect example), my reasoning for this will show up later on. A nice change to give support's that feeling of having an impact is lets talk about nami's ult. Instead of being a movement speed increaser with knockup and slow abilities. Lets leave the movespeed buff and the slow debuff on it and remove the knockup and instead add a mark thats put on every enemy champion hit with it and when this mark is popped by lets saying hitting that champion the target that hit that champion gains 50 AD/ AP adaptive for 3 seconds. Now you open up combos for a nami/mf ult combo to decimate an entire team if played well or be completely useless if missed completely. There'd be that feeling of "I have a chance to change this entire game with just this ultimate" but it doesnt have to be in the form of wiping the entire enemy team with the support's dmg. You can change nami's Q which is the hard cc bubble into a cleanse ability to remove all debuffs and grant debuff immunity like morg shield but it doesnt block dmg and cant be removed for like 2 seconds. or whatever length of time(this will come into play in the next class we talk about).

c. Mages- This is what brings this entire post full circle- By removing grevious wounds from items, removing hard cc from supports, and taking into account the same changes we talked about with tanks. When i think of a mage i think of a magic caster which can inflict dmg through status effects or damage. Lowering a mage's dmg output a bit so it doesnt rival an assassin's burst but giving them status debuffs to inflict on their enemies. For example brand can inflict grevious wounds and would be a good counter to tanks because just like ignite hes a fire element. Another example since lux uses light magic lets have her E blind the target's she hits. Now since we also talked about lowering their dmg, we can also cut the cooldown time off some of the abilities making them more accessible. This will give mages that disruption role that tanks have while safely doing it in the back as well as opening them up to more survivability in matchups against assassins by cc'ing them and having their cc up more often. While also not killing assassins because their dmg wouldnt match that of an assassins. For example it'd take like 3 lux E's to do the dmg of one Zed Q, but zed wouldnt be able to auto lux when hit by her E. Mana costs would also need to be adjusted accordingly. This would turn the mage gameplay style into that of an adc, but through the use of constant spell casts like a mage should feel like. Just rapidly firing off spells inflicting status debuffs on the enemy team. This would also separate assassins from mages and make mages a factor when dealing with enemy champions in various ways like applying grevious wounds to healing champions or blinding the enemy ad carry while still not one shotting the ad carry.

d. These changes would give each class their own significant role and each one impacting the game in their own unique way instead of just centered around dmg. ad carries may do the most constantly dmg but they'll also be bombarded with spells and tanks flying at them that they need to avoid to put out their dmg effectively and whichever team does a better job balancing their strengths (protecting their ad carry and allowing them to do dmg or blinding the enemy ad carry or applying grevious wounds to kill the enemy tank faster while your tank disrupts the enemy team's dmg that may not have grevious wounds but instead has a blind to try to stop your ad carry from dealing dmg to their tank who's afflicted with grevious wounds from your mage) It becomes a battle of team's working together and not just a mesh of who does more dmg. Which means you can then remove grevious wounds from items, and have something like nami Q to remove all debuffs from a character and grant debuff immunity to that character for a short period of time.

Finally there would be more status effects of course, but it wouldnt be my job to come up with everything that would be on Riot to make these changes but i just gave a few examples to make the ideas clearer. Feel free to ask if you have any questions or leave any input or your thoughts on this. I've thought about this for awhile when talking to various people on here and from my experience with that state of the game. I'd love to hear what you guys think and your thoughts on it. Sorry for making it so long didn't really how to shorten it or make it clearer.

4 Comments

macspam6/17/2019, 2:40:45 AM1 votes

So I just kinda skimmed through the beginning of this but ... I dont really have so much of a problem with ADCs scaling. I do have a problem with full build mages ignoring any kind of defense ... Rabadans with void staff is just overkill

PopcornBunni6/17/2019, 4:22:12 AM1 votes

People don't really have issues with assassins going around oneshotting. Evelynn is the only one that's problematic, the others just feel like shit to play against because they make the entire game revolve around them. Talon and Ekko come to mind especially for being able to clear waves with a single ability and proceed to roam for free.

But being annoying isn't the same as being meta bending like Mordekaiser in his current state, or bruisers in general getting to be tankier than tanks while out damaging them as well. Top lane is a mess because its a revolving door of cancer. Ranged matchups come in to bully immobile juggernauts, then hyper mobile super carries start shitting on the ranged characters, then the juggernauts start shitting on the mobile bruisers, all while tanks lose to all three and can pretty much only fight against the divers and assassins that have a 10 second period where they're useless if they don't one shot someone. Oh, and other tanks, of course, in which case whoever gets the first non tank item first wins lane because damage so heavily and rapidly outscales defenses.

As far as boneplating is concerned, just bring back Fearless with better scaling and less base resistances. As is boneplating is a win-lane lose-game keystone that offers invisible power on otherwise nontanks to take free trades, which then does nothing after laning phase because all its power is so front loaded in the early levels and only works against a set number of attacks rather than for a set amount of time against burst in general.