Concept for role passives

Virtuoso Loki·1/17/2019, 4:41:49 PM·2 votes·2,545 views

So with all these posts about how to fix Crit adc's and me myself thinking its kinda not great changes being purposed by riot at the moment I want to throw my idea for a bit of a mix up for really every roll in a very simple small change to every champion per role in the form of a passive. These Ideas would need focused item tweeks for each roll which I may do my versions of these changes in a post in the future.

Marksman - I think the best thing for ADC whether that be Crit, on-hit, or burst would be to add 'The Damage' : Marksman deal 10% of their damage as true damage from all sources to all targets (Turrets being the important 'all')

My Reasoning: This will add some nice turret pushing power to all types of adc which is nice since alot of adc are being out performed by mages in the bot-lane because mage champions can push turrets better because of magic damage on their turret hits. This will also make crit carries feel stronger because when you build IE you will have 20% of your crits as true damage making IE once again feel like a power spike. I think this also makes marksman feel better without making tanks irrelevant as true damage is less good against champions that are going to be walking around with 4k HP, plus Tanks will get their own passive to exemplify their characteristics as well.

Supports - I think the support role has been hungry for some cash for a long time so lets give them a 'Pay Day' : Supports earn 33% more gold from assists and gold per second.

My reasoning: I think this will help good supports rake in the gold without making it too flush with cash. I think this will also create a nice difference between a support and a Mage playing the support role without punishing one over the other.

Assassin - I would really just push the lethality game since lethality is already better the more of it you have 'Thats alot of damage' : gain an additional 15% lethality from all sources OR 7 lethality can't decide if one is better fit.

My reasoning: Honestly I love assassins and don't think there is much wrong with them other than they need a little help if everyone else is going to get some.

Mage - Personally I think mage is plenty good, but if I was going to try to encourage any play from mages it would be roaming so 'The Quickening' : gain 1-15 movement speed out of combat over 7 seconds.

My reasoning : I think the mage role is at its best when it has a global presence, I think roaming is a healthy tactic for many mages to have as an option, especially in a match-up that would otherwise leave them hugging turret.

Fighter - Fighter has been a almost overly dominant role for basically as long as Conqueror has been in the game, regardless of what some Jax one tricks might think, so this is also predicated on the basis that Conqueror will be either removed or changed in some fashion. 'Better Nerf' : Fighters gain 5% bonus armor and magic resistant.

My reasoning : I think resistances over health is a better form of survivability on a fighter, this is mostly because I see most fighters as a melee carry. Right now a fighter 'like jax' can walk around with 100+ armor and magic resistance; 3k health with built in shields; They will also more than likely have 250+ AD with built in true damage on top of Conqueror... I think the essential items of fighters should push armor and magic resistance over HP making HP more of a tank focus in conjunction with armor and mr. I mostly think this because a fighter with high mr and armor isn't likely to blow up but still could, and with the addition on marksman, the marksman will always be able to easily kill the fighter as long as the team protects them.

Tank - I want tanks to be walking around with colossal health bars 'Thicc' : Gain 15% of your bonus health as additional health.

My reasoning I would potentially nerf some champions HP damage scaling while doing this, but ultimately I think it would be healthy to lower damage on most tanks while increasing ways to not take damage and/or longer and more CC. I do think tanks should be able to take down other champions so I am not saying nuke their damage but more make sure a victory from a tank is not because they can chunk you for 50% of you life bar in one hit but because they are chaining CC and stacking other debuffs like damage reduction on their targets and other status effects like 'grievous wounds'. Ultimately I just don't want a tanks to ever blow up in a fight in half a second.

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