Giving a Polish to Ol' Blitzcrank
Blitzcrank is very powerful. His CC can screw over an entire enemy team with a single pull. This however is not really a problem though: with good wards and playing with care, any enemy can avoid his pull.
Blitzcrank's problem is that after he pulls, knock-ups, and uses his ultimate, he can not do anything else for at least 7 seconds, due to his cooldowns, and becomes useless. Also, its way to easy to steal kills with the rocket grab due to its high early damage. To fix this, I thought of a solution.
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First of all remove the base damage of the pull and replace it with a 100% AD ratio, making it essentially be an auto-attack skill shot that moves the target it hits. This way Blitzcrank can't deal 300+ Damage at level 9 with an ability which is primarily used for it's CC.
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Next, remove the attack speed increase from Overdrive and move the Powerfist active to this spell. This way Blitzcrank needs to choose between immediate CC and chase potential. Also thematically, it makes sense.
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Lastly give Blitzcrank a toggle ability on his new E, making a reference to the Steam part of Steam Golem. On Active have Blitz emit Steam in a trail behind him that increases movements speed for allies significantly, say like 60 or 70%, while in the Steam and slows enemies by a tiny amount, say like 5 or 10%. This way Blitz has a way to contribute to Steam fights (get it?) after using all his pick/burst potential with constant small CC that helps his team.