Re-tune Lee Sin
Lee Sin is a strong early-game assassin who turns slowly into a late game bruiser. I think that Lee Sin should retain an oppressive hold on the lanes in the early game, being one of the few popular picks with a good early game, but his late game and transition into such should take some hits. The following is merely my own opinion on what should happen. Lee Sin mains beware.
** From:** Resonating Strike: Lee Sin dashes to the enemy hit by Sonic Wave, dealing 50/80/110/140/170 (+90% bonus Attack Damage) physical damage plus 8% of their missing Health (Max: 400 Damage vs. Monsters). To: Resonating Strike: Lee Sin dashes to the enemy hit by Sonic Wave, dealing 50/75/100/125/150 (+90% bonus Attack Damage) physical damage plus 7% of their missing Health (Max: 400 Damage vs. Monsters).
From: Safeguard / Iron Will Cost: 50 Energy / 30 Energy To: Safeguard / Iron Will Cost: 100 Energy / 35 Energy: Safeguard now has 50% reduced cost when cast on an ally champion (self included)
From: Tempest: Lee Sin smashes the ground, sending out a shockwave that deals 60/95/130/165/200 (+100% bonus Attack Damage) magic damage and reveals enemy units hit for 4 seconds. Cripple: Lee Sin cripples nearby enemies revealed by Tempest for 4 seconds, reducing their Movement Speed by 20/30/40/50/60%. Movement Speed recovers gradually over the duration. To: Tempest: Lee Sin smashes the ground, sending out a shockwave that deals 60/95/130/165/200 (+75% total Attack Damage) physical damage and reveals enemy units hit for 3 seconds. Cripple: Lee Sin cripples nearby enemies revealed by Tempest for 2/2.5/3/3.5/4 seconds, reducing their Movement Speed by 15/30/45/60/75%. Movement Speed recovers gradually over the duration.
From: Dragon's Rage: Lee Sin performs a powerful roundhouse kick launching an enemy champion back 1200 units, dealing 200/400/600 (+200% bonus Attack Damage) physical damage to the target and any enemies they collide with. Enemies the target collides with are knocked into the air for 1 second. To: Dragon's Rage: Lee Sin performs a powerful roundhouse kick launching an enemy champion back 900/1050/1200 units, dealing 250/325/400 (+175% bonus Attack Damage) physical damage to the target and any enemies they collide with. Enemies the target collides with are knocked into the air for 1 second.
Base Stats: 570.8 base hp --> 550 base hp 61.176 base ad --> 64.35 base ad +3.2 ad per lvl --> +2.55 ad per lvl 24.216 base armor --> 22.5 base armor 32.1 base mr --> 30 base mr +3.7 armor per lvl --> +4.2 armor per lvl +1.25 mr per lvl --> +1.5 mr per lvl
TL:DR - These changes are mostly meant to retain Lee Sin's early damage but take away it's utility and push it into his late game, where his damage has been reduced. So Lee Sin evolves from a sticky assassin to a tanky front-liner, as he is granted more damage early on and less later, and less cc early on but more later.