Let's try some constuctive theorycrafting on how to balance Lee Sin without gutting him.
So as I am sure you know
is the subject of major controversy lately due to his extremely dominant role in the jungle since his release. He has for a long time been a stable champion in any pro event due to the sheer amount of sustain, tankiness, mobility, damage and crowd control he possesses that allows him to make important plays with little costs. So I was hoping that instead of us crying about "won't get nerfed because of LC$ playz" we could try to have a constructive debate on what exactly people find to be so powerful about him and offer suggestions on what can be done about it. I will start with a couple of my thoughts on it.
Hypothesis: Lee Sin's mechanics, mobility, high AD ratios and crowd control are all too powerful simply because of how often he can use them. If his energy was limited it would stop him from being such an incredibly safe pick while still allowing him to dive in and do his thing.
What can be done about it?
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Idea One: Remove the 15 energy regeneration off of* Flurry*. The passive is already powerful by giving him a near permanent attack speed boost just by mashing skills.
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Idea Two: Increase the energy cost of Safeguard. This is so it isn't an always available skill that allows him to escape bad engages easily while diving headlong into good ones for a free ult. This would force him to pick his fights more carefully knowing he may not have the energy to escape a turn around.
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Idea Three: Give Dragon's Rage an energy cost. Right now it is a free skill that can be used at any point in a fight with no cost to him. There is nothing to prevent him from saving it the duration of the fight or managing when he uses it with his other skills at all. This itself is my favorite option, because it prevents Lee from using his excessive combo and mobility skills freely by forcing him to manage his energy. Do you want to get behind the enemy and kick them to your team, or save your energy to put out more damage during a teamfight? Those are the kinds of decisions that create counterplay and give he enemy a chance to respond to your actions and punish your mistakes.
Hypothesis Two: Lee's excessive damage ratios are the main cause of his problems, nearly all of his abilities have a 90% Bonus AD Ratio or higher (With Dragon's Rage having a 200%) , meaning that every bit of damage he builds now matter how small creates dramatic differences in the effectiveness of his skills.
What can be done about it?
Idea: Lower the damage ratios of his bread and butter skills like his Q. There is no reason for him to have a skill that has such a high AD Ratio and a built in execute with a small cooldown of 7 seconds.
Hypothesis Three: Certain utility mechanics about Lee Sin make him seem completely excessive and create the idea that his kit is overloaded. If these mechanics were toned down he would be healthier.
What can be done about it?
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Idea One: Remove his ability to hop to wards using Safeguard, being able to hop to any friendly unit is powerful enough in lane, but having an on demand flash get's excessive quickly when his ultimate goal is to kick your backline out of position.
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Idea Two: Remove or tone down the Spell Vamp/Lifesteal from Iron Will gaining a free 25% of both stats (on top of what you currently have) gets out of control quickly and allows him to recover too quickly from teamfights as well as sustain himself in them for too long for a guy who functions as an assassin most of the time.
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Idea Three: Remove the execute from Resonating Strike. It already has an extremely powerful AD Ratio built into it and can be cast twice, it doesn't need to have an execute built into all that as well. It allows him to shred targets who attempt to defend against him too quickly for an ability with such a low cooldown.
Welp, that is what I got so far. Now keep in mind these ideas are all meant to be separate, I am not saying we should dump 50 nerfs on him and call it day but rather trying to find the best way to balance what seems like an overexcessive kit for a champion with little costs to his abilities. If you have suggestions or want to discuss points made by myself or others, feel free to do so in a calm and respectable way.
, Lee has a ton of tools (even more, in fact) to avoid or block damage (or kick damage sources away), yet despite this he has some of the strongest sustain in the game. I think it would be healthier for everyone if he actually got flipped to having some of the worst sustain in the game, and not the best, by having Iron Will's life steal/spell vamp removed, and his health regeneration slashed. That way, he'd be forced to use his shield, dashes and kick in order to actively avoid damage, and not just enter and exit fights at will. While this alone would go against this thread's "no gutting" policy, I think this would give Lee the opportunity to have lots more power elsewhere.
), and would allow his team contribution to genuinely scale, rather than just stop at the Insec kick.