Ideas for NOT Completely Nerfing Lee Sin, but Instead Shifting Around Some Power and Nerfing a bit
I get that the boards HATE Lee Sin, I do too, but the way to balance a champion isn't to dumpster them. (
, Riot's working on the last two so lesson learned.) What if instead of just directly nerfing Lee, his power gets switched around?
Maybe something like this:
#Stats:
Health Growth: +85/level -> +70/level. I noticed that Lee has a LOT of health late game, 2016 to be exact. Lee tends to build bruiser/heath items such as
and
, so having something like this wouldn't harm him too much, hopefully.
Attack Damage: Unsure what to do exactly, but may need changes, likely nerfs overall, force him to build damage to GET damage.
Attack Speed: 0.651 +3%/level -> 0.55 +5%/level (.98301 attack speed at level 18 -> 1.0175 attack speed at level 18) Lee is known for being an early game monster, a thing a lot of people tend to not like. Balancing for fun is just as important (if not more) as balancing for game health. Lee will have a bit less attack speed at level 1 (make his clear a bit weaker) but have a higher attack speed late game.
Movement Speed: 350 -> 345. Self-explanatory.
#Abilities:
Passive - Flurry: 20 energy on first strike, 10 on second -> 10/15/20 energy on first strike, 5/7/10 on second. (Levels 1/9/13) In early game, Lee will have to manage his energy a bit better, but get his normal energy back later in the game.
40% attack speed on next two attacks -> 45% attack speed on next two attacks, to make up for his weaker early game attack speed.
Q - Resonating Strike: Scales off of 8% of target's missing health -> Scales off of 8% of targets current health. This could make Q more satisfying as a way to start a combo, and Lee could save his ward hop for dodging or sticking to enemies. Also, this would make R-Q-Q NOT so optimal, since you technically have less damage on Q.
Ultimate - Dragon's Rage: Was thinking lower base damage but increase scaling to compensate. Go along with the idea of build damage to deal damage.
Yeah, I'm a bronze scrub who hates Lee Sin (most people are on the boards) but I think Lee may need some power shifts so he feels less annoying to face in game. He's meant to be an early game powerhouse, but transitioning some power to late game may help with his weaker early game. The point of these changes weren't to remove his potential combos and outplays (or whatever they're called), but instead to reduce his overall stat checking or whatever. Hopefully, if changes like this were to happen it wouldn't make his winrate drop and Ryze him (39% winrate?), but maybe it'd make him a bit less of the optimal jungler.
TL;DR: Nerfs to health growth, base attack speed, movement speed, and maybe attack damage, but buffs to his attack speed growth. Passive gives more attack speed, but gives less energy back early game. Q scales off current % health to make it a more satisfying engage instead of going R-Q-Q. Ult may have less base damage (again) but bonus scaling to go with the idea of building damage to deal damage.
If you have your own opinions or ideas, feel free to tell me! Would love feedback, be it positive or negative, just make sure to be constructive.
[slayer-pantheon-thumbs]
EDIT: I have made the mistake of trying to create a discussion that can be built upon on the Gameplay boards. I am sorry for trying to have ideas and opinions on the internet. Await my post on Lee Sin QQ.