Thoughts on improving this season.
Okay this is going to be a tough one.I'm not even native english but I hope it will be understandable anyway.
I'll just throw ideas to try to balance things I've noticed since pre-season started, because the current state of the game is just too depressing for a player who's been there since season 1. I don't want to target any champions in particular, there is way too many to talk about anyway, so I'll just focus on items, runes, and mechanics. I'll give actual numbers, but of course I'm no balance designer, so please hold your flamethrower people.
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Turrets need to be tankier and deal more damage, add a new scaling algorithm taking into account the total gold earned by each team, (15k gold/team for +75 AD/+50% HP on the towers of the enemy team?), throw in a cumulative Max Hp 1.5% true damage per hit so that tanks stop taking 15-20 tower shots during late game.
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Give 9 armor to every champion in the game that didn't get them on patch 7.22 OR take said armor back from these champions and give a passive to the Smite summoner spell which would give 9 armor.
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Add a new minor rune on the sorcery tree to compensate with the magic pen/lethality runes gone, maybe tune it so that it goes off for a few seconds after using a dash, leap.../ any movement ability so it doesn't stack with [Sudden impact]
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Tune Gathering Storm to allow the ap/ad gain to occur more often then every 10 minutes, maybe every 2min30sec ? (games are way too short at the moment to allow this mastery to be impactful)
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Add new Ap items to the game to give more possibilities for AP characters to get flat magic pen/ mana regen / armor
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Make lethality bonuses from lethality items actually UNIQUE, seeing characters with youmuu's/duskblade/edge of night is just ... yeah ... depressing. The same rule should be applied for lifesteal items, it's less common to see those in action, more than one lifesteal item on a character becomes overwhelming really quickly.
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Define a cycle in elemental dragon spawn order, the first spawn would random, but every dragon would spawn, eventually turning the ancestral drake to an elemental ancestral would be decent, get a definitive elemental drake buff + the extra spice for 2 minutes after 35 minutes into the game, reducing RNG but more rewarding if you couldn't secure drake in the early game.
Well that's it for today I guess, it may look like I didn't think this through, but with a bit of thinking, I hope you guys could understand what I'd like to happen with these ideas.
Peace.