If I worked at for the League of Legends balance team this is how season 8 would start.
First off all of us at Riot would like to apologize for the atrocity that was season 7. Its pretty ironic that the season started with "LOL ADC season 7" to "LOLOLOLOLOLWTFAREWEDOING ADC season 7". We have a TON of item balance changes so that this never happens again.
CRITICAL HIT ITEMS Crit items are all being reworked as we are changing the base crit modifier to 150% instead of 200%. To compensate attack speed items will be increased greatly to get closer to cap and EVERY crit item will have Attack damage on them. One other thing... the maximum amount of crit you can get from any one item will now be 20%. Our goal is to have Marksman damage more consistent. Check it out below (the cost of items will be raised to lowered accordingly)
10% critical hit chance
10 Attack damage
(Now builds out of
)
20% critical hit chance
20 Attack damage
builds out of
and
X2
40% attack speed
15% critical hit chance
20 Attack damage
60% attack speed
20% critical hit chance
35 Attack damage
Passive remains the same
55% attack speed
20% critical hit chance
30 Attack damage
Passive remains the same
50% attack speed
20% critical hit chance
30 Attack damage
Passive: Your next enegized attack fires 3 bolts at once. Bolts deal 60% attack damage and can crit. (does not apply on hit effects)
55% attack speed
20% critical hit chance
25 Attack damage
Passive: same however secondary Bolts deal additional damage based attack speed
70 Attack damage
20% critical hit chance
Passive: Crits deal 50% more damage
70 Attack damage
20% critical hit chance
Passive: same
NEW!!!
builds out of
20 Attack damage
15% critical hit chance
Passive: Critical strikes deal 15% of its damage as true damage
50 Attack damage
20% critical hit chance
Passive: Critical strikes deal 25% of its damage as true damage. Auto attacks deal an additional 5% of targets _current health _ as true damage
50 Attack damage
20% critical hit chance
Passive: Critical strikes deal 25% of its damage as true damage. Auto attacks apply_ grievous wounds_ to enemies.
70 attack damage
20% critical hit chance
20% lifesteal
Passive: same
20 Attack damage
10% critical hit chance
passive: same
40 Attack damage
20% critical hit chance
Passive: Critical hits cause enemies to bleed for 140% of your base attack damage over 3 seconds
HEXTECH ITEMS We have spoke before about hextech builds and we feel as though we never did anything with it yet. Introducing hextech items. We have remade every hextech item to have our new stat "Adaptive"(ability power or attack damage). This allows these items to be built by any champion and it allows new hextech builds (for people who like actives)(Hextech items no longer share a cooldown)
Hextech core (image is a placeholder)
20 (Adaptive)
100 Health
100 Mana
Passive: The core charges over 40 seconds. Upon being charged it can be activated Active: Next basic attack deals 50 - 125 bonus magic damage (based on level) (All Hextech items build out of a core)
300 Health
50 (Adaptive)
10% cooldown reduction
Passive: same 40 sec CD
300 Health
400 Mana
70 (Adaptive)
Passive: same 40 sec CD
Reworked
150 Health
150 Mana
80 (Adaptive)
Passive: Fire a fast bolt in a line passing through all enemies dealing 175 - 250 Physical damage. Within 2 seconds this can be reactivated to cause the bolt to return to the caster (smart weapons). The returning bolt deals 80 - 130 magic damage. 40 sec CD
NEW
Hextech Battery (image is a placeholder)
200 Health
200 Mana
30 (Adaptive)
+10 (Adaptive) for each additional _ Hextech _ item
Unique Passive: Hextech items have their cooldowns reduced by 20 seconds
Hextech Grenade (image is a placeholder)
100 Health
200 Mana
80 (Adaptive)
Passive: Throws a grenade dealing 100 physical damage upon impact (skillshot). Can be reactivated withing 2 seconds to explode dealing 180 - 280 magic damage in a radius.
Hextech barrier (image is a placeholder)
400 Health
300 Mana
30 (Adaptive)
Passive: gain a shield equal to (100-200 + 20 for each additional Hextech item). This shield generates slowly at a rate of (2 + 1 for each additional Hextech item) per second
MAGE ITEMS We mentioned that we were making a pass on mage items so buckle up here they are.
Does not transform anymore
same
New Additional passive: Gain a shield equal to 10% of mana expended
Will now split into two items
Passive changed from 1.5% of current health to 1.5% of maximum health as true damage
other half
80 Ability power
300 Health
20 Magic penetration
Passive: hitting an enemy with a spell reduces their magic resistance by 1-18 (based on level). Stacks 5 times
Passive: If an enemy is reduced below 0 Magic resistance they will be cursed for 20 seconds negating heals and shields by 70%
WILL BE CONTINUED