Ideas for balancing Elise and other champions @any rioter willing to provide feedback :)
I read a thread awhile back about elise and the proposed changes, and I thought some changes for her myself. My experience with Elise, playing since release when people didn't know if the build for her was even full ap/tank/ad is that her q is probably the thing making her hard to balance. Before she had the nerf hammer's aggro, I played her top lane to disgusting efficiency . Her q is just too powerful for being a point and click. My proposed change is something I think should be used as an easy bandaid for champs with problems like these.
The akali q treatment
First, I'd say take off the percent max hp on her q. Not sure how people would feel about this, but bare with me. I think just giving it a base damage and adding a secondary effect saying something like "hitting a target with neurotoxin leaves toxin mark on the target for a certain period of time, and any damage done in spider form (or maybe even by human w) will proc the mark dealing bonus damage"
The mark could deal the percent max hp on hit, so that elise's human q isn't so overpowered, and could possibly get a lowered mana cost on it. In the case of using human q and then spider q, the percent max hp should pop first, and then spider's percent missing.
This way, Elise's human form is the set up and support for her spider. Weaken and entangle them, and then feast with spider (and human w joining in when you spider q)
I saw discussion on Irelia later and had an idea for her too. The topic was mostly about Irelia's E, so I'll just copy/paste what I wrote there.
I think something as powerful as Irelia's stun shouldn't be a point and click. Seeing as she's the "Will of the blades", how about she sends one of her blades ahead a certain distance. She would use her "force" and just plant it into the ground ahead of her. The aiming reticle thingy would look like Aatrox's q, just not a gap closer. Instead of the low/high hp thing she has, if it hits someone on the inside it would stun, and on the outside it would slow. The range would have to be pretty short considering her love of dashing. Anyway, that's an idea I had for her. One of the worst things about fighting irelia is knowing that she will just e > auto you 3 times with w on if you have more hp. With a skill shot on that strong of a skill, some counter play could be introduced.
And lastly, with the name I have I could propose some fizz changes. I really don't care what happens to fizz, as long as he stabs people with a trident, tbqh. (this is why I loved the fizz "nerf" that added perfect missing health on autos)
A couple ideas I have for him is to just kill the invincibility frames on e, and either lower mana cost and or cd on it, or make it so if he lands on someone with either cast, his E would temporarily gain either: A reduced cooldown, a removed cool down, or a third cast that puts the skill on cool down is added that only gives him a third mobility jump adding no damage, or something is amplified. Damage, attack speed, more damage on w (his staff DOES light up when he uses E, so it could be a cool way to add more power to it if he ever needs some)
One last idea for e is to change it to have one hop, where the animation would be changed to fizz stabbing his trident into the ground on landing, but otherwise doing the same damage and slow as the current one cast E. If fizz hits someone with the skill however, it could increase damage on something, lower the cd on something, or give him an additional hop that's just for mobility, like the previous idea. Another interaction I thought of would be stunning anyone directly under the trident, but that would be overkill.
That's it for now, please feel free to discuss these I guess?