@riot pls respond. the meta is stale. please dont take a YEAR to fix it. i believe i have solutions
first i make changes that i believe greatly improve the game by removing teleport which IMO will make individual outplays in lane and tactical choices in lane much more impactful and entertaining. instead of teams being restricted due to fear of enemy TPing in
also. one may think this just turns the game into "splitpush teams only since you cant TP for teamfight champs" but i make a new boot upgrade that will allow teams to deal with the enemy splitpushing better.
also i believe these new boots are not OP because while they do buff melee bruisers in 5v5 fights alot its fine because melee bruisers are entertaining to watch and teams will still want ranged champions and CC to help deal with bruisers as normal. and i believe these boots are required to actually make the team about teamfights and not just "perma splitpush". these boots are needed to reduce the power of splitpushing that no TP creates
also. because of these boots. i believe several new defensive items should be created for ranged champions (AP and AD hybrid defensive items sure alike) for ranged champs to build to allowing them to survive melees better due to these new boots. with less incentives for melee champs to build the items.
my new boot upgrade allows teams to chase down and contest a splitpusher, but it does not increase the power of the splitpusher because he cannot build it to run away faster
also i change the summoner spells to IMO create advantages between ignite and barrier in lane
teleport removed
barrier cooldown reduced to 40 seconds. you are healed for half the remaining amount when it ends
ignite buffed to read: removes any barrier from your target and they cant cast barrier for 30 seconds grevious wounds buffed to once again reduce all healing from all sources. by 40%
heal speed increased to 2 seconds. heal cooldown reduced to 120 seconds
new boot upgrade added. same price as other upgrades gain 120 increased movespeed towards enemy champions within 2000 range that you have vision of
and i believe new hybrid defensive items for ADC's and Mages should be created to help them deal with bruisers with the new boots. im sure u guys can come up with cool ideas
also i believe lanes starting camps and the boring 1v2 meta needs to go. heres my solutions to those
- jungle monsters killed before 2:10 give no EXP to people without a jungle item. if ally is in range the exp is not lost its given to jungler, allowing double jungle but ally doesnt get exp before 2:10
- towers are now immune to damage before 10 minutes
also i think i have a good idea for warlords bloodlust change wardlords bloodlust to when you go below 50% health you restore 50% missing mana and gain 10% increased damage and 10% lifesteal and spellvamp for 60 seconds. 60 second cooldown.
also i think i have a good change for stormraiders stormraiders changed to when you deal damage to, or take damage from, a enemy champion you gain 25+5% movement speed for 10 seconds. no cooldown
also riot. i think strength of the ages can be a great option for laners but it sucks missing a cannon and being slow to charge it. i think strength of ages should be changed to increase your HP by 20 every minute (so 300 at 15 minutes). then after 15 minutes you get the sustain bonuses. i dont think this would be too strong at all since my improved warlords gives scaling damage/sustain which beats strength of ages
then next, i think deathfire probably will need slight buffs and then all the masterys will be pretty well off. actually bond of stone will be slightly weak and might need a little buff too. maybe 8% damage reduction seems fine to me and 6% damage shared with nearby ally
also. due to new defensive items to be created for ADC's and Mages, i feel deathfire should scale off bonus health+MR+armor too since ranged champions will be needing to build defensive to deal with the new boots on bruisers. with this buff to deathfire, every champion with a full build will scale from deathfire and every champion with items can have a strong deathfire since it scales off all stats (except crit and attackspeed and penetration) and it will even make deathfire a viable option for tanks also i think autoattacks should apply deathfire for 4 seconds. opening up the mastery to everyone