Suggested Nerfs for Current "Problem" Champions
Hey, so there are very clearly some champions that are way too powerful in the current meta, and I'm going to suggest some nerfs for them.
These "problem" champions are chosen based on many things, such as my personal gameplay experience, comments I've heard from players of all skill levels, and ban rates on op.gg. I'm making this post to suggest nerfs for champions that most people playing this game have issues with.
Please do not say that I don't have a basis for this post and please don't downvote because you think that because I do have a basis.
All champion information sourced from the League of Legends Fandom Wiki. Champions addressed in alphabetical order.
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Aatrox
- Q Base Damage Reduced Early
In the early game, Aatrox feels way too overpowering. If the the person playing him decides to take ignite, then you're double dead. The only champions that can play around this are ones that have low cooldown dashes such as Fiora, and even then the person playing that champion has to be good with them. Basically it's very easy to get first blood as Aatrox level 2 with Q and E regardless of player champion experience and that's not a good thing.
- Bonus Damage on E Cast Removed
This just shouldn't be a thing. Aatrox should not get free AD for doing nothing. It's giving him a little bit too much oomph at all stages of the game.
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Akali
-
Passive Base Damage Reduced Early
-
Q Cooldown Up Until Max Rank
The combination of these two things allow Akali to dominate the early game and start a snowball very easily, especially against melee champions. These two things also combined with Electrocute make a deadly early game lane machine. They need to be toned down a little bit to make her feel fairer to play against. She should not be good at all stages of the game.
https://melbournechapter.net/images/shadow-vector-divider-3.png
Irelia
- Passive Damage Reduced Early
This is the reason she can win duels in the early game and the reason she ends up being in so many stream highlight videos. It just does too much damage early if she can 1v2 just by auto attacking.
- E Range Reduced
This is Irelia's biggest snowballing tool. She can place the first part of it behind herself then the second part in front of herself for an instant stun with a very large range. This helps her catch people out and get solo kills in the lane phase. Irelia players should have to be a little bit more skilled to do well early.
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Kai'Sa
- Passive Proc Base Damage Reduced Early
This, paired with Kai'Sa's W, allows her to beat many carries in the botlane in 2v2 fights. It does such an absurd amount of damage that she doesn't win fights early if she doesn't proc it. That's not good. If she has a support with many CC abilities such as Leona or Nautilus, she pretty much auto wins. I don't want to remove that teammate dependency, so I'm reducing the damage on the ability that gives the advantage in fights instead.
- R Shield Scaling Reduced
This ability is negating so much damage that sometimes it's not even used to catch out enemies and duel them but only to get the shield. Yeah that's not ok. Free shield anyone? (Yes I know it costs mana but you know what I mean.)
https://melbournechapter.net/images/shadow-vector-divider-3.png
LeBlanc
- Q Base Damage Reduced Late
This ability is a point and click damage amplifier that's extremely easy to proc with LeBlanc's W. So basically free damage. Rather than reworking her, which I don't have time to do right now, I've decided to reduce that free damage.
- W Damage Reduced Late
Since this is the first ability that all LeBlancs max first, it should be doing more damage than all other abilities earlier. That damage shouldn't be as much though.
- E Range Greatly Reduced
This range is bullcrap. We all question why they gave her an E range this big in the first place. This ability single handedly gives LeBlanc the tools she needs to snowball extremely easily. Your opponent has Flash? Hit this one ability and I guarantee that they won't have it anymore for the next 6 minutes. Hit it again within that 6 minutes and I guarantee that your lane opponent will be locked down, ready for you to do anything to them.
- R Base Damage Reduced
The copy of one of LeBlanc's abilities shouldn't be doing as much damage as the actual ability, so I'm lowering that damage because it feels bad to be one shot by a fed LeBlanc's EQR combo just to be shown that you're being played with.
https://melbournechapter.net/images/shadow-vector-divider-3.png
Sion
- W Second Cast Enemy Maximum Health Damage Scaling Reduced
This is really helping Sion trade in the early game and win fights that he shouldn't be winning, so yeah, that's getting bumped down so he's not as oppressive.
https://melbournechapter.net/images/shadow-vector-divider-3.png
Urgot
- Passive AD Scaling Reduced Early
This just does too much damage early game and really helps him get that extra poke in lane since Urgot can basic attack a minion and still hit the enemy with this. It also really helps him win fights.
- Q Base Damage Reduced Late
If an Urgot maxes this first, it becomes a crazy poke tool and allows him to engage later to easily kill his opponent and then get a lead, so yeah, that max damage is going down.
- E Damage Reduced Early
So I saw that this actually has ridiculous base damage at rank 1, so that means it contributes a lot to his early game fights. That's going down as well to make him less oppressive in an all in.
https://melbournechapter.net/images/shadow-vector-divider-3.png
Viktor
- Q Upgrade Movement Speed Removed
So, I don't really think it's right for him to get a bigger shield AND a movespeed boost. This just means he can kite melee champs for days and take no damage from dives. I keep seeing that in stream highlight videos and I want it to stop. He already builds Iceborn Gauntlet, so he doesn't need more help.
Lastly, if you downvote this post, please think about WHY you're doing that and comment WHY you're doing it. Also, thank you for reading and commenting. It really means a lot to me that you spent time reading what I wrote.