Champion Balance Opinions and Discussion!
Hello, I am a Diamond player, not the best player in the world but I probably have a couple or more opinions that could potentially improve the health of the game.
Note that all of these are just personal opinions, it is okay to disagree with me! I think this could be a great starter to a general champion balance discussion. If you do not agree with something, it would be nice to say why and start a debate! That way a better opinion can be achieved.
With "Currently no thoughts." I don't mean that I think that the champion is in a good state, by that I mean that I don't know what changes could make them better (And also some of them are Ok as they currently are. Some). This can be edited in the future based on debate.
Thought on (most) assassins: They are just a pinch too resistant in addition to having massive damage, in my opinion, it is enough for them to be very slippery and have very high amounts of damage output, resistances should be lowered at least a bit.
: Currently no thoughts.
: Make W a skill-shot like Nunu's snowballs. In my opinion, this could make her game-play experience a lot more fun.
: Slightly reduce W smoke final spread radius. This could be a bit too much, I myself play Akali a lot and I enjoy her, but I still think current W radius gives her more than enough space to move around inside it and takes away too much space from the enemy player, specially in lane.
: Currently no thoughts.
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: Slightly reduce Q range. General collision bugs should be priority and shouldn't be a problem at this point, fixing W glitches is important.
: Add animation for R. By doing this there is a chance to give her a really cool R animation, aside from removing the "Instant, no counter-play" burst from her. The animation doesn't need to be slow and predictable. Imagine a similar cast-time to
's R.
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: I do not have a clear opinion but I still think his concept is about soldiers, and people play more around his Q and R rather than soldiers. This doesn't necessarily mean anything. Currently no thoughts (Open for debate).
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: I think he could use lower base damages and higher scaling damages.
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: Right now her skill order would be maxing E first and then the rest, I do not think maxing a CC ability and still having enough power from her damage abilities despite not leveling them up is a healthy game-play mechanic. Maybe make her Q and/or W more reliant on scaling?
: Currently no thoughts.
: Add an "eating" animation to R. Imagine
's R. This could give more counter-play during team-fights, given the fact that right now a single R burst could win a game-deciding fight by pressing a button to the enemy core with almost no counter-play.
: Currently no thoughts.
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: I'm not sure if these are still in the game, but: fix knock-back bugs.
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: Make her R deal reduced damage the further the enemy is/increased damage the closer the enemy is from her.
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: Currently no thoughts. His Q could be a pinch too good.
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: [Not sure about this one] Make turrets able to hit him while he is invulnerable from E. Think of
's W functionality.
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: Two options here:
- Add a mana refund to Q on unit kill to encourage Q farming over poking.
- Add a special Q mechanic, reducing the mana cost on "minions-only".
: Currently no thoughts. His abilities might have a pinch too much base damage.
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: Add a hit-box indicator to tentacles that are going to attack even if the tentacle is not seen by the enemy player. I am not sure if this is a feature or a bug, nonetheless, it feels really unfair to be hit by an invisible tentacle.
: [Not sure about this one] Add one more charge to passive from 4 to 5.
: Increase range and projectile speed to Q.
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: Remove the ability to apply W on Q. Add a new debuff to E: While E is active, Jax becomes disarmed and cannot auto-attack. Visual Update.
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: Two features that in my opinion are un-healthy by providing excessive movement speed on critical strike:
- Hail of Blades.
- Stormrazor. This does not mean I think nerfing the item/rune is the best option, in my opinion, the issue is the champion, not the item/rune. This issue could become worse with the new 8% increased movement speed boosts on Celerity, although the damage bonus from it is removed.
: Currently no thoughts.
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: Revert to E refunding full mana cost on minion kill.
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: Add mana cost to passive. If Karthus does not have enough mana to use his passive, he will die right away.
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: Currently no thoughts due to incoming rework.
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: Currently no thoughts. Sometimes his Q range after evolve can feel too unfair for the victim.
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: His R has some important path-finding issues.
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: Increase passive cooldown. Currently it doesn't feel like it's cooldown matters at all.
: He got a little bit too strong after the over-buffs. Maybe lowering Q damage could be an option. [Not sure about this one] R knockback duration lowered if the target hits a wall.
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: Since pre-season Kleptomancy changes there is a chance that Lucian could potentially abuse the new mechanic.
: Currently no thoughts.
: Her R's cooldown reduction on champion kill got a bit out of hand in my opinion.
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: If his R gets cleansed, the damage is stopped as well.
: Currently no thoughts.
: Currently no thoughts. I know Yi might be too strong right now (Specially for lower elos), but I want to see how he turns out after the
's changes before formulating any final opinions.
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: Currently no thoughts. He's got too many bugs and has several balancing issues, but I want to see how the rework turns out before formulating opinions on his state.
: Currently no thoughts due to incoming rework.
: Her W might deal a little bit too much damage.
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Neeko: Do not release her.
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: Make his R only apply nearsight debuff to champions near the target. Right now feels like using Nocturne's R can lead to collateral damage to enemy players that have nothing to do with what he is doing. Sometimes this is done intentionally, but I don't think (For ex.) the enemy TopLaner should be in a indirect/unintentioal disadvantage only because Nocturne went for a gank in the BotLane.
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: Make his R have a clearer/narrower X shape loyal to what the grid indicator actually loos like.
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: Sometimes his leap glitches out for the target perspective if he is jumping from too close and from fog of war.
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: She might have a pinch too high base damages.
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: Change passive: After reviving, Sion cannot attack structures. Since the "Inting Sion" strat appeared, this has been a really strong way to play him, this can be too unfair, toxic and obviously, as the name implies, too much "int encouraging".
: Sivir is, in my opinion, one of the most boring champions in the game, she needs a gameplay update, please?
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: Lower Q base damage.
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: He might have too much damage on his E passive.
: Sometimes her W glitches out for the enemy perspective if she jumps over a wall from fog of war (Her jump doesn't show up and just "appears" after landing).
: As with anivia: sometimes his pillar can lead to collision glitches.
: Currently no thoughts.
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: Add a proximity indicator for enemies. Think of
's W.
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: Make his Q animation slightly slower.
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: Decrease movement speed boost and shield values from empowered Q. Make his R no longer damage instantly after cast.
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If you got here, THANK YOU.
There are many champions I do not have an opinion with yet, help me by commenting YOUR opinions!
[slayer-jinx-wink]
user with that change.
Lux is fine.
Nami would need her mana cost lowered by doing that.
Ok with lucian nerf but not because kleptomancy he has too much dmg.
Ok with thresh.
Tamh kench need that Q dmg .
Shyvana has already enough trouble.
Her passive look nowhere to rewarding and her base high damage is basically her E %hp (2,5 for aa and her E dragon form) the other part of her kit are too weak like her W dmg and Q dmg (both got nerfed).
Karthus passive nerf make no sense.
It's like killing 70% of his kit effective since he got more dmg when he dies because he's able to cast R because it can't be interrupted and his E is more valuable.
Make him having to control his mana bar make him too complex to use.
Ok with fizz and irelia.
Ivern buff look a bit too powerful (his root is fast enough) exploring a major duration on his W aa after exit from bush maybe?
Ok with lee sin.
Not really happy with jax nerf but I think it would make sense.
Not ok with kha and lb.
Lb passive is ok, her problem is more valuable on her W (being burst and safe at the same time) and E (#thether range)
Kha'zix has too much dmg on his passive.
His Q range is fair honestly and most of kha zix player upgrade his W and E before his Q.
Buff kalista would be too hard to do.
She need to lose something for be functional.
Garen dmg is fine by me (switch from Q to E maybe?)
Jhin is ok as he is now.
Gp sound like an overall buff.
The only thing I can thinking is to add "grasp cannot proc on range on onhit ability casted by far than 175 range (I tryed to don't nerf fiora Q and Gp Q if casted at melee range).
This way he isn't forced to spam Q on champ for free reward because now he's forced to walk in.
Cho'gath R animation is ok but he would suffer a lot like annie from that (RoG or Flash + R).
Anivia is fine as she is.
Other i'm ok except ahri maybe.