A need of realization of Lux (Warning: Incoming block of text!)
Many people say Lux is EXTREMELY strong, while others say she needs a buff to get her working properly again. In my opinion I think both is very true. Lux is indeed very strong, Her Q + E + R without any autos = 1000 base damage + 225% AP without any basic attack in a matter of seconds, safely at the back shooting her lazer! Her shield is also very strong in teamfights as well.
However, one must also realize that she is also weak in the current meta. In the current meta where assassins, mobile mages, consistency, and scary junglers dominate the game, such as



It's not of no reason that Lux is struggling!
Though she may have a very long range, she is still yet out ranged by few champions, and though she may have some burst, she is yet again, out bursted by many champions, and is easily outplayed, and cannot compete in any way against the consistency of many champions that are present. However, that is not what I'm discontent or sad about. I'm sad that there is no Lux. There is no "typical-Lux-move" that makes Lux, Lux. However, what does exist is an arguably very weak and strong champion that can write history within few buttons of Q+E+R in a matter of seconds and cease to exist afterwards.
It is also very "unproportional" that a champion like Lux that is so easy to learn and play, can make something happen, more better than other champions in ways, but still dies out despite the lack of League-knowledge-intensive champion she is.
I know, one might think that it's very contradictory and confusing, but it's actually very lucid and is plausible/rational.
Lux is an extremely fun and cool champion to play. Her theme is very.... Enlightening However, there are a few tweaks that are necessary, in my opinion, to make playing against her and playing her a more favorable and flavorful gameplay.
So, my suggestion/thought is to make Lux a harder champion to play, that is more rewarding, but due to her difficulty, she has an unreliable reward.
If you are reading on, to some of my suggestions, be my guest! I hope I don't bore you and that you have come to this thread to Enlighten yourself! Much criticism and opinions are to my delight! Prepare yourselves, for a huge incoming-block of text!
-Health: 541 (+69.3 per level)
-Health regen 5.42(+1.1 per level)
-Movement Speed: 325
-Passive: Units within 0-450 range of Lux takes 20% increased damage from Lux.
Within 450-800 range, they take 10% increased damage.
Within 800-1000 range, they take 10% decreased damage.
Within 1000-1350 range, they take 20% decreased damage.
Lux's damaging spells mark any enemies with light energy for 5 seconds. Her autoattacks or Final Spark will consume the mark, dealing (15 + (10 × Lux's level) + (+ 10% AP) magic damage to the target. Lux's passive stacks, for each additional illumination debuff, the damage is amplified by (+10% AP). Stacks up to 4 times. At 4 stacks, the next ability will trigger the mark. Lux gains vision on units that have the illumination debuff for 1.5 seconds. (Does not reveal stealthed targets.)
-Light Binding (Q):
Mana cost: 40/50/60/70/80
Damage: 60/110/160/210/260
AP ratio: 80%
Snare duration: 0.75-2.25 (The further Lux is from the enemy, the greater the duration)
Snared targets have 10/15/20/25/30 reduced Armor and Magic Resist for the duration of the snare.
The second enemy hit receives 75% of the effect.
Cooldown: 14/14.5/15/15.5/16
Range: Increased to 1350
Width decreased by 15.
Cooldown is reduced when the snare successfully lands on an enemy unit by 5 seconds on the first target and 1.5 seconds on the 2nd target.
-Prismatic Barrier (W):
Mana cost: 50
Shield value: 80/105/130/155/180
AP Ratio: 35%
Damage value: 50/55/60/65/70%
Damage: 40/57.75/78/100.75/126
Cooldown: 14
Range increased to: 1175
Damages only champions!!
Cooldown of this ability is reduced when ally or an enemy champion is affected by this spell by: .55 seconds per hit.
-Lucent Singularity (E):
Mana cost: 60/70/80/90/100
Slow: 20/25/30/35/40% slow
Damage: 60/105/150/195/240
AP Ratio: 55%
Cooldown: 7/9/11/13/15
Range: 1200
The ability of cooldown is reduced by 1 second when enemy minions and monsters are hit by the ability, and 3 seconds when enemy champions are hit by this ability (despite the possibility of spell shields)
The cooldown is also reduced by 4 secs when the ability is cased to a fog of war and recovers 7% of Lux's current mana.
-Finale Spark (R):
Mana cost: 80/165/250
Damage: 300/400/500
AP ratio: 70%
Range: 4340
Damage is halved if the target is snared by Light Binding.
Cooldown: 80/75/70
The cooldown of this ability is reduced by:
6 sec when it kills a champion
8 sec when it successfully lands on a champion
3.5 sec when it kills minions
15 sec when it kills large monsters, Dragon and Baron.
-When Final Spark goes on cooldown, Final Spark is replaced by an alternately weaker version of Lucent Singularity that substittues it until it is used or when the ultimate is off cooldown. It can only be used once!
Damage: 50/100/150
AP ratio: 10%
Slow: 10/15/20%
Mana cost: 0
Final Spark isn't affected by the damage amplification or abridgment of Lux's 2nd part of passive.
4:24 (Champion Spotlight)
Lux has both long range and long cooldowns. Because of these traits, you can successfully fight a battle while out of everybody else's range
Thus, this is why Lux's cooldown's are highered, and her range highered because of the current meta. However, this also distinguishes the bad Lux players and the good Lux players. If you successfully land your abilities, her cooldowns are much lower. For example, let's say you have 30% CDR. -Her Q will be 12.2 sec. cooldown. However, if you land the first snare, it's already 7.2 second cooldown and if you land the second snare, it's 5.7 cooldown. -Her W will be 9.8 sec cooldown. If you land it on, let's say 5 targets, that's 7.05 seconds! Of course, if you are really skilled with Lux and hit, let's say 7 targets, then that's 5.95 seconds! -Her E will be 11.2 sec. If you land it on 2 champions, that's already 5.2 seconds. -Her R will be 49 sec. If you land it and get a kill, that itself is already 35 seconds. If you land on two targets, and get a kill, that's already 29 seconds!
Now, for the explanation. The emphasis on this change is to separate Lux players that are good and those that are Q+E+R automatons. You can clearly see that the cooldown is really high but, is rewarding when you land them due to the flat cooldown reduction and the stacks it provides for Illumination debuff. She also has higher range to make it more comfortable for her when faced with the current meta. However, although she has significantly higher ranges, she deals a lot less damage the further she is from the enemy. Not to mention the fact that she is a tad bit more squishier. However, her early level health increased, but per level she gets squishier. This is to adjust Lux for her early level risky gameplay since shes more reliant on procing her passive. On the other hand, her health regen increases per level to balance with her squishiness. This means she excels at kiting to recover few portions of her health back if played correctly. And her light binding isn't a flat 2 second snare, but a duration that varies by the distance. This means that gap closers are even more effective against Lux to compensate for her range. Also, her damage is very low, if you apply the math of decreasing the damage due to Lux's position from the enemy, this means that Lux will be extremely reliant on procing her passive to make her mana-efficient. (Hence the shield that deals damage and helps her proc her passive even more) Again, her ultimate damage is reduced by half if she does the notorious Q+E+R combo, which really separates the players that are skilled and unskilled. The ultimate also gains a HUGE range because A) To emphasize that Lux is a low base movement speed champion, so she feels more like a lazer-firing but slow immobile mage. B) This gives Lux more chances to help out other lanes and have more map control such as dragon, baron etc. The down-side is that of course, if she misses it, she's going to have to wait a long while for it to come back up. Final Spark also has a cool side to it where it allows a player to cast a weaker ver. of Lucent Singularity when it goes on cooldown. Now, you might be asking, well.... WHY? The reason is so that every 4th stack of Illumination debuff, she has an ability to proc it with. It is important that Lux goes to basic attack to proc, but late game, that is not always the case. Late game is when champions have high MR, Health, damage and is a world that is basically very very very dangerous for a Lux player to go auto-attack. However, to make sure that Lux players don't get lazy, you can only use it once. Also, as a double dipping, the champion spotlight introduces Lux as a mega-death-firing-lazer, battle-controling, support-emphasized mage. And I think that the alternate ver. of Lucent Singularity is exactly what Lux is, whether you use it to proc the 4th stack of passive or use it to simply control the battle field, it makes Lux... Lux! Lux= a lazer firing, tactical immobile squishy mage. Her snare also gives a debuff of armor and magic resist to help her damage her minimum damage at least, and helps focus her support aspects as well. Also, Lucent Singularity's cooldown is reduced by half when casted to a fog of war area to emphasize her aspect of a scouting mage in the dark, "Banish the shadows" and of course, a support. However, it is very mana costly, hence the mana recover. Previously, Lux support wasn't that great since she had to have damage in order to do anything, however through these changes, hopefully she doesn't have to max E, but instead max the shield to make her more of a support while she scouts with her E for possible ganks or uses it to poke the enemy ADC. (Ultimately making her more versatile and encouraging Lux players to scout for possible ganks with ther E rather than being afraid of the high mana cost.) Also, mana costs were all decreased simply due to the fact that A) her abilties now deal less damage, therefore she must compensate the damage lost by using her abilities more frequently. B) As you can see, the Cooldowns get really high even at mid ranks. This means that, more than ever, Lux is REALLY REALLY reliant on the CDR items. Therefore, in order for Lux players to get a bit of freedom of itemization in early level to buy the early CDR items, intead of mana regen items, she has lowered mana costs. Now that Lux can't Q+E+R, her passive gives her vision to the enemies affected by illumination debuff so that sniper Lux is on the case! Lucent Singularity is also a tad-bit stronger in the slow since her snare isn't as reliable as it was before. So, what are your opinions?