I had this massive idea and tell me if you agree with any of it
So I had an idea to how to overhaul every class in a more balanced/interesting way, yes I know how often this is talked about on boards but I hope that those who are reading this will give me a chance and read the points that I made. I have thought quite in depth about this so I appreciate those who will choose to read this.
Right let's get into this...
Marksman Class
- Less Damage, no longer use critical strike.
- Have a really high basic attack range.
- Have a lot of mobility.
- More dashes, jumps, skips (ways to outplay opponents).
- Have more utility in every kit.
- More changed towards the style of executing a low health enemies that try to get away (with your high range and mobility).
- Help weaken opponents with new items (referring to the idea of more utility).
- Potentially basic attacks needing to be aimed instead of clicking on a target (I strongly doubt about this one, even if it would introduce skill).
Assassin Class
- Deal the same amount of damage but it's no longer as simple as a basic attack.
- Make use of critical strike instead of items like duskblade.
- More unique assassin items to choose from that would help trick your opponent.
- Better and buffed items for chasing down opponents (ex: such as ghostblade) that would potentially increase movement speed when moving towards low health targets.
- Still have the same style of assassinating opponents by using the entire combo (no longer one or two abilities that would be able to do a one shot).
- Have lower cooldowns on abilities, but harder to hit opponents (shifting it to be more based around skill).
- Have tools like stealth when low on health (in case a engage gone wrong).
- Having an item or two that would weaken tanks in a way that other team mates can use to bring them down (not instantly, but slowly).
Tank Class
- Less to little effected by the armor or magic penetration.
- Deal less damage (don't be mad about this).
- Having better item options than sunfires cape that would help clear waves of minions/monsters.
- No longer gaining damage from building defensively (like iceborn gauntlet).
- Having the ability to gain even more armor and magic resistance from buffed defensive items.
- Slightly slower in mobility.
- The same amount of CC but point to click CC would no longer be a thing (introducing skill).
- Having tools to protect marksmen or any team mate chosen better (similarly to Tahm Kench W).
Fighter Class
- Having better ways/items to help tanking damage just a little bit better (with items such as Sterak's Gage).
- Have tools for better sustain.
- Have the ability to be more effective against tanks (making armor/magic penetration for melee champions better than for ranged).
- Have the tools to occasionally deal true damage with a new item (or a new keystone like in this case).
- Have better item actives to choose from to gain an edge in teamfights (ex: like gaining a temporary shield to block damage).
Mage Class
- Have unique tools to help them punish their opponents when they make a mistake.
- Have more utility to help team mates, instead of just having a simple and plain, just damage based kit/items.
- Unique ways to get away (ex: short range teleportation item active).
- Having the ability to empower elements in the actual game like, tower structures (another possible mage item active?).
- Items that would weaken enemies in a way that would (ex: change their stats for x duration, another item active?).
Support Class
- Having the option to help other teamates instead of just one single team mate (like your marksman).
- Having more creative ways to pull away opponents from their team (essentially creating a good engage for your team).
- Shielding and healing power would be transfered into a single item, but all the items like Mikeal's, Ardent Censer, and Redemption would remain just without the increasing healing passives. Instead this X item would have a stacking healing percentage passive based on how many x stacks you have from doing Y. This proposed item would cost around 3000g, making it not to be rushed early because of how expensive it is and how weak it would be early, it's more aimed towards mid to late game. *Better support item choices to gain better gold income, that wouldn't allow other roles to abuse it (ex: if there is no nearby ally near you the item would not work).
- More interesting starter items in general rather than collecting coins, hitting a low health minion or damaging an enemy.
- When finishing the Quest for one of the support items, having a better reward that would help the support itself more rather than team mates.
- Supports having some form of power to protect themselves better instead of having all the protective power shifted towards helping their team mates.
Tell me your thoughts in the comments section about some of these points that I made, I am curious to know if some if not all are bad or good ideas.