League needs changes
So, i've sat down and thought about this, league has been out for...nearly 10 years now and has seen a fair amount of changes since release....the only things that haven't changed are the core stats of the game...now hear me out here before you start the witch hunt...a lot of scaling with the game has been weird as of late, marksman becoming far more difficult to deal with with their hyrbid items, tanks being forced into doing dmg rather then tanking, overall the game is in a damage heavy meta...favoring high dmg over tankiness, now im not here to say we need a tank meta, but rather to touch on things i see as problematic (some other stuff added aswell which would be in response to the core changes, mostly just my bias)
Defensive scaling The defensive core stats i would want to touch up on Defenses So im sure we all know tank items provide diminishing returns...what if instead the effectiveness of defensive stats ramped up as you got more rather then starting off super strong and diminishing (no im not saying 100% dmg reduction here, hear me out) so heres a basic idea of what defensive stats currently look like 100 Armor/MR = 50% reduction 200 Armor/MR = 65% reduction 300 Armor/MR = 75% reduction 400 Armor/MR = 80% reduction 500 Armor/MR = 81% reduction now this.....this is just bad...giving champs a whooping halved dmg at only 100 Armor and mr, and for another 400 you get another whole 31%...this isn't quite right and easily explains the damage creep now here is what i feel it should be changed to 1 - 100// Can bring you up to 15% reduction at roughly 1% reduction per 6.6, of the stat 101 - 200// Can bring you up to 35% reduction at roughly 1% reduction per 5 of the stat 201 - 300// Can bring you up to 60% reduction at roughly 1% reduction per 4 of the stat 301 - 400// Can bring you up to 90% reduction at roughly 1% reduction per 3.3 of the stat 401 - 999// Will add an additional 1% per 100 in the stat...but mostly just a buffer against armor pen of course the last levels of these stats would only be acquired by specialists such as a mundo or malphite, but a new core mechanic to help mitigate lack of tank, while giving more play potential (both counterplay and additional play) while additionally making giving fighter champs a pseudo tank stat Block Now how would this mechanic would work exactly...well block would only be activated under certain conditions, either by having an item to allow it, a rune, or possibly champ abilites, how it would work though, is you would take 50% reduced dmg from FRONTAL ATTACKS (30% reduction vs ranged attacks) this means running away like a coward or dancing around like an enemy may not be the most optimal way to fight...
Offensive scaling
Just some scaling changes here
AD/AP
These stats are very well known, their simple and fairly easy to understand...the only changes i would probably see here are item based, and to reduce the total scalings on items due to the lack of scaling in armor/mr on weaker champs, now im not saying strip IE down to 30 dmg...but definitely some tweaks would need to be done to both base ad on champs and ap/ad on items
Crit
Critical strike is an awkward stat to talk about, some say its overpowered, some say its balanced, some say it needs buffs, but the problem remains that it's there....now personally i feel is a little overtuned in comparison to anything AP champs have but it definitely could use some tweaks so here are my suggestion on how I feel crit should be changed
Critical strike damage reduced from 200% - 150%
New effect: Critical strikes now wound the target, causing them to bleed for 35% of the dmg taken over the next 4 seconds as true dmg (6 seconds for ranged crits) (this would stack in a way similar to deaths dance where it would keep adding the damage you do onto the debuff and refreshing it it as it ticks down)
ALL basic physical damage abilities may now critically strike for a 30% damage increase, but an ability can only critically strike once every 4 seconds (6 for ranged) unless otherwise stated by the ability, this cooldown is reduced by 1 second per 25% critical strike
Attack Speed
I'm indifferent about attack speed scaling right now....it feels fine
Item changes
Just some item changes here (please note most of here is used in example to give an idea of the changes, numbers may easily look too high/too low)
Health Items
Tweaks to improve QoL on these items, while many champs like health, some times what an item can give is just ridiculous, especially for a tanks, examples below of what that changes would look like
Ex. 1
Health changed from 800 to 250 (+30% of total health)
Ex. 2
Health changed from 400 to 150 (+15% of total health) + New active giving block for 10 seconds
Ex. 3
Health changed from 450 to 200 (+20% of total health)
Ex. 4
Health changed from 300 to 50 (+15% of total health)
Now i understand this may seem a little out of control, but the point of these changes would to allow better scalings for tanks/bruisers with various items, on top of preventing said items from becoming too strong on the other champs that use them how it would calculate said health changes is in the example below
Darius is at level 18, and has Steraks, Warmogs and Rylais (he's a noob, shut up) so darius has a base health at level 18 of 2282.2, so how it would calculate his health is as follows
2282.2 + 250 + 200 + 50 = 2782.2 total health, now it calculates (30 + 20 + 15 = 65% increase) so now 2782.2 + 65% = 4590.63 health
AD items
Just some minior tweaks plus a stat wide reduction of around 10 - 15 AD on every AD item right now (minus long sword and dorans ofc) to compensate for the reduced early armor scaling
Rune Tweaks There is so much i would change here i can't even begin...
Overall these are changes i personally feel could be made to league to help balance the issues it has, ofc numbers would have to be tweaked in various areas on top of many champs needing to be changed to compensate, but I personally feel a lot of these changes will slow down the game a bit to make it more enjoyable to play and less of a burst fest REMEMBER THIS IS MY OPINION, NO NEED TO BE HARSH, BUT CONSTRUCTIVE CRITICISM IS APPRECIATED