Lets remake league of legends.
Hello friends,
My name is Skye. I have been playing League of Legends since the end of season 1 and have been ranked in diamond at some point every season after (dang you elo decay in season 5). I am currently ranked platinum in 3's, 5's and flex 5's because I only play once or twice a week instead of every day like I used to, but have started to get bored of the game again lately unfortunately. I believe I have suggestions that would make the game much more fun, as well as give people the enjoyment they had playing the game just like they did in season 3.
Do I expect you to read 10,000 words? no. Just find the champion you like and scroll to them to see if you agree with what I am proposing, along with the items. I don't expect you to read all of this.
My personal opinion is Riot has only gone southward since bought By Tencent 4 years ago, but that's just my opinion. They stopped listening to their players and worried more about making money off of their game.
I Own and have played every champion in the game, and definitely have the ones that I lean towards, but hopefully that bias will not change my suggestions too much. There are characters that people hate but are fun to play. Like zed. And there are champions that some people don't play and Riot has no idea why, Sejuani?
In this post I will go through every champion in the game and state if they are strong or weak, and changes that would make the game overall more fair, more enjoyable, allow more counterplay, along with making it actually more fun to watch instead of watching the same 20 champions in every professional game ever.
Why would I go through every champion instead of just a few? Well because Riot decided to introduce all of these characters into the game, and stop caring about over half of them. There may be a champion here or there that I refrain from suggesting anything for because A) there hasn't been enough time since the latest patch. B) I haven't even seen one in 7 months, or C) I don't think I have enough experience with the character to make a claim.
Even though I have played every champion in the game I know i'm only proficient with about 80%, advanced with less than 50%, so In no way do I claim that all of these suggestions are made with 100% knowledge of the character.
Since there are requirements for discussing this sort of thing, let me answer all of them first
- Skill level No matter what, different champions will do better or worse at different skill levels. Eventually it becomes a question of whether you'll do better abusing player mistakes (Blitzcrank) or abusing champion strengths (Lee Sin). Know that when people comment they very well may be looking at the champion pool with a different lens.
----There are different skill levels in the game, punishing mistakes is fine because it allows people to make outplay, but some champions have too much strength. In the end, players will find ways to use abilities to the best that they can, but to make the game easier for new players and to cater to them instead of professionals, not only makes the game boring to watch, but to play as well. Since Season 3, Riot has had a focus on "no counterplay abilities", that is, abilities that can insta-kill you without any counter play. Well believe it or not, there is counter play. It is a mind game of knowing how to position, which cc to use on them, and how to dodge and make the plays. The abilities should not be removed or changed, as leaving them in the game will allow counter play (example: zeds ultimate- a good player can avoid shuriken and autos if they know how to dodge and can predict, as well as their team can cc him once. This is the counterplay.)
- Professional Play To properly gauge a champion's strength in terms of balance you need an even playing field. Outside pro-level play the skill of the player can be a match's downfall as much as the champion. Pro-level play is the closest one can get to an even playing field between champions and thus the best way to analyze where the balance of the system itself stands.
This is not to say balancing for lower levels doesn't happen, but it happens much less because it is difficult to cater to certain skill levels without adversely affecting everyone else.
This doesn't invalidate your opinion in any way, but I hope this help explain why a champion's impact in professional play draws out balance changes faster than in normal games.
----All balancing should be done at high level. Why? because it gives the newer players something to strive for, rather than lowering the standard. Does this make the game harder to get into? yes and no. I believe riot is trying to center the game for more counterplay and more options for new players because they are losing playerbase. However, they could bring old playerbase in as well as increase the challenge and fun of the game if they actually make it harder. It almost sounds counter intuitive, but making the game harder, will give the newer players the ability to say "wow, I can get that good? Awesome, I'm going to play more" rather than "that killed me, F- this game".
- Design Core As stated by Scarizard here there are many factors that play into balance decisions. One of the larger bits of Riot's balance philosophy is that balance is geared towards platinum and above play, as it is generally regarded that games below that rank have just as much power disparity from player skill and understanding as it does from actual system balance.
This does not in any form devalue the opinions and feedback of lower ranked players but if you are confused about a recent balance decision you need to keep in mind where the balance is revolving.
--- Player rank and actual team play are completely different things. This is a TEAM game. So to cater just to statistics from platinum play and above is useless as in an actual 5v5 TEAM game, the team will work together very more coordinatedly.
- Reasoning If you don't explain why you're not happy with the game's balance, then why should we read your post? How can we possibly sympathize with you? In other words, "I lost" is not a valid reason for a champion being OP/UP.
--- All will be explained after the champion.
- Current Environment Many times in a season champions that haven't seen play and received no change can suddenly be bumped into popularity/viability and become a dominant pick. Most of the time this is because the meta around said champion changed to a much more favorable match up for said champ. Keep that in mind when you're confused about a nerf out of nowhere or a buff to a counter somewhere along the way.
--- This will be affected by the amount of champions being requested to be changed.
- Prioritize discussion If you come expecting a Red response and you're going to be dissapointed with every comment that isn't a Red comment. Guess what, you're going to be dissapointed. It's much easier to draw out a Red by spurring conversation among the community. It's much easier for the Red in question to respond to a comment on a more specific subject than it is directly to a post.
Many, many people unwittingly create trap posts about balance. Posts that breach multiple topics or different avenues of thought towards the same topic, allowing the OP plenty of room to rebut literally anything a counter-argument can bring.
You must be willing to listen to others if you expect to be listened to.
---Listening will be done, although I hope the above post will be re-written and spell disappointed correctly
Terms that will be used in this Post Attackspeed- how fast a character attacks CC- Crowd control - A stun, snare, immobilize. AD -Attack damage AP - Ability Power Crit- Critical strike chance Lifesteal - The % of damage you deal that is returned to you as health. HP - Hitpoints Mana/energy- Resources spent when using a skill for most characters Cooldown - The amount of time before a skill can be used again AOE - Area of effect, abilities that hit an area instead of just one character Ult- Ultimate ability, the characters R ability Armor- Your damage resistance against physical attacks Magic resist- Your damage resistance against magic attacks Teamfight- A fight in which 3 or more people of each team are involved ADC- primary ranged damage dealer Flash - Summoner spell used to teleport the character a short distance Nerf- when the strength of a character was lowered to try to balance them
And so the analysis begins
First off, why are marksman useless in this meta? Well, it's because attackspeed is somewhat of a useless stat at the moment. This will be summarized for the marksman individually. However, the marksman class is all but useless until 5 or 6 items, and games usually don't even go that late anymore, which makes them useless, especially that by the time they have 5 or 6 items, the assassin on the enemy team can often kill them and leave before they can even auto attack.
Aatrox- This champion is currently on the weak side of the spectrum. Why is that? because attackspeed is not a stat that helps very much in the current meta, He dies too fast if he builds damage, and doesn't do anything but occasional CC if he builds tank.
Suggested fixes - Causing his W, which heals him/deals additional damage on his 3rd auto, to proc every 2 hits instead of every 3. This will allow the characters that build damage/attackspeed to live longer, as well as allow for his own personal outplay when he gets below 20% HP and his heal is stronger. I feel like an effect on his ult such as allowing all of his autos to cleave every enemy around him would also be suited as he is normally the first to go in and requires AOE, which he has none.
Ahri- This character is currently decent and has the ability to counterplay and be outplayed.
Suggested fixes - Currently none
Akali- This character is currently weak. While being able to assassinate targets if she gets ahead, the amount of CC available in any higher level game will allow her teammates to protect the backline. Akali, like most assassins, has the ability to crush the backline, but in doing so, often gets too far ahead of her team to do anything of the sort.
Suggested fixes - The suggested fix I have for Akali would be to restrict her ult usage to 2 Jumps instead of 3, but allow her to recast her q again if it hits a target to teleport behind them. This allows Akali to counterplay, as well as restricts how far she can jump away from her team, and in the end, it is a team game.
Alistar- This character is currently strong in the meta. Why? because his ultimate in the late game is on a low cooldown and blocks a pure precentage of the damage rather than increasing statistics
Suggested fixes - A longer ult cooldown, along with maybe just adding 50/100/150 armor/Magic resist at levels 6/11/16. This allows alistar to still counterplay and late game have a large amount of statistics, without making him an invincible cow that can avoid death every 25 seconds. Along with the other changes to characters, this will allow this character to still be viable and provide the CC necessary for teamfights and counterplay. A different suggested fix would be to change his ultimate completely, maybe even switch his ultimate with Sion, he is a cow after all and a stampede seems more suited to the character.
Amumu- This character is currently weak. This is due to the commitment required when they go in, as opposed to champions that are played currently that can go in and get out immediately if the fight doesn't work (Alistar, Lee sin, Reksai). To make him viable he either needs to do more damage, or have a slow of some sort that gives him a chance to escape.
Suggested fixes - Provide a slow with his e or w, (you could even make his tears force enemies to slip if you really wanted), or change his passive so that any champion he attacks is tied in bandages and gets slowed.
Anivia- This character is currently moderate. While ahead they have the ability to instantly kill squishies, and while behind they have the ability to stall at towers with AOE. The meta would need to take effect before any changes would be suggested
Suggested fixes- Unknown- possibly the old ult radius (you nerfed the radius and the amount of time for frostbite, change one back, whichever it is).
Annie- This character is the staple of annoying "oh here comes the flash Tibbers instakill" if you are a mid or an adc. I do not believe this should be changed as you can counterplay Tibbers if you predict the placement, however, being able to throw Q mindlessly is very annoying and frustrating for everyone.
Suggested fixes- Make q a skillshot that stops at first enemy hit, like an Ezreal q, but increase the damage.
Ashe- This character is currently below average. While she can pump out damage at an immense rate at late game, early, she has no effective protection. Especially in a meta of gap closers where she has none.
Suggested fixes- provide a passive aura with e that would slow all surrounding enemies by up to 20% at rank 5, when her e is not on cooldown.
Aurelion Sol- Currently a pure teamfight oriented champion, which is why they are played at competitive level and not so much at the normal level.
Suggested fixes- Provide this champion with an additional 25 movement speed
Azir- Currently this champion is weak after all of the nerfs. I believe that his passive should be reworked in some manner as it does not seem very fitting for an emperor to just create a tower.
Suggested fixes- damage increased by 5% per soldier deployed currently. This will allow the damage that he needs, while providing outplay towards when to use them and how to manage your mana early.
Bard- Currently this character is hilarious. He can outplay with going through walls as well as having a reliable stun.
Suggested fixes- allow his abilities to scale on his meeps as well. such as adding the damage of a meep to his q if he has one avaliable. Also, if a meep is following him when he uses his e. Allow it to sit in his portal and blow up like a sapling, slowing and damaging.
Blitzcrank- Currently this character is strong in low elo, and weaker in high. With the ability to force champions like Jhin and Ashe to play scared the entire game. Characters like ezreal can walk out of his pull while it's mid use.
Suggested fixes- Shorten the range of q by 200 units, but reinstate his old w so that he does not get slowed after he uses it
Brand- A character that dominates in 3's and is decent as a support in 5's. This character is fine as is currently.
Suggested fixes- None
Braum- A good braum is a scary braum. With his shield being able to block anything while converting the damage to himself. This character is good as is after the suggested changes to other characters.
Caitlyn- This character currently is moderate. With her ability to harass with her immense range, however, the inability to do too much in teamfights due to lack of damage until a minimum of 3 items.
Suggested fix- None, to Caitlyn, however, some of the attackspeed items should be reworked and will be discussed later ** Camille**- Not enough data to justify yet
Suggested fix- None
Cassiopeia- A game changing ultimate as well as lots of slithery sneaky snek. This character is fast, but very very squishy against tanks. Also her sustain is ridiculous with her health regen. Snakes aren't known for taking someone's strength away, just poisoning and killing.
Suggested fix- Make poison tick 1%? of the targets current health per second as it ticks for 4 seconds- remove health regen
Cho'Gath- No gap closer, but lots of true damage. This character currently is OK in the meta, however I feel like making him have Warwick's ability to run faster towards enemies below half HP would be very helpful to him.
Suggest fix - Add warwick's e to his e.
Corki- A character that isn't played very much in the current meta.
Suggested fix- Allow more AP scaling on his abilities to allow for different item build paths and harder damage to defend against for enemies.
Darius- A champion that thrives in 3's and performs moderately in 5's. This character can be outplayed with lots of movementspeed, but a fed Darius can spell the end of your entire team if not.
Suggested fix- Reduce the healing from his q against single targets to 8%, but increase against multiple to 40% total.
Diana- Fun to play when ahead, ability to somewhat counterplay while behind. Diana is a character who I believe is stronger, but is not used to her full potential currently. More data on this character is needed.
Suggested fix- None currently
Dr. Mundo- Boring to play because his lack of actual abilities. Other than his q, he has no actual abilities that he needs to worry about really. I think that there should be a form of disable he should have where if he hits a cleaver, he can disable auto attacks for a short amount of times from that champion.
Suggested fix- add a disarm skill to this character
Draven- A cool character. One that used to be waaayyyy more popular than he is now. The recent changes make him somewhat more popular, however, he is known as the "glorious executioner" and yet the only thing that looks cool that he can do is crit with a spinning axe.
Suggested fix- Give him an ultimate that is actually an execution of some sort. He doesn't have an escape, so enemies can still reap havoc on him if he gets ahead as he cannot get away from a maokai W, but he needs the sort of ultimate that his brother has. Perhaps revert the changes to his damage on q, but change his ultimate where if he has 2 spinning axes ready, he can throw both of them at his target to deal increasingly more damage based on their missing health. (basically an execute when at 15% and Draven is full built and maxed ultimate). The damage would fall off based on number of spinning axes. A different way of changing it could be make it so if he has 3 spinning axes, he throws one after the other at the target, dealing guaranteed crits. 2, only gets 2 crits. 1 gets 1 crit. The range of this ability would be about 100 more than his normal auto range, but firecannon could make it slightly bigger. The super skilled players could get 4 axes I suppose for 4 crits.
Ekko- This character got nerfed through the ground to a point where there's no point to play him because everyone is stronger.
Suggested fix- add to his passive that ekko takes all damage 1.5 seconds after it is dealt. This will allow for tremendous outplay potential along with interesting fights, as well as even a grace period for new players if they get hit by that random jinx ultimate ** Elise**-This character is currently moderate. I believe that with changes to other characters she will become balanced
Suggested fix- None ** Evelynn** This character is basically built full damage as an assassin currently, with no ability to ward or anything against her. With the ability to carry the game herself by catching people out of position in solo, she has a disadvantage in teamplay currently.
Suggested fix- Remove the stealth from her passive and move it to her w, that way when she activates w, she also stealths for 2 seconds. Similar to a vayne tumble. Change her passive to vayne's passive where she gets more movement speed while moving towards champions.
Ezreal- Currently ezreal is moderate. He is one of the ad carries that are actually played at the moment. I believe after the other changes he would be viable
Suggested fix- none
Fiddlesticks-A champion that is on the weaker side, but can devastate teamfights if they get ahead. However, he has 2 forms of long lasting CC on someone who deals tremendous damage.
Suggested fix- Move the terrify mechanic to his e, so that it uses the status effect terrify, instead of silence. Then, make his q passively increase spellvamp by 5-10-15-20-25% and actively something along the lines of a swain q (passive does not work while spell is on cooldown)
Fiora- A decent champion who thrives on % hp TRUE damage.
Suggested fix- I believe all other fixes will make this champion played.
Fizz- A stronger champion with the potential for lots of outplay. However, why does he have a dot in the first place? That doesn't seem like it really fits the character at all.
Suggested fix- Remove the bleed from his w. Change his passive to grant him more movement speed while in the river as well as amplify damage of his abilities slightly. Make the w do a 20-30-40-50-60 damage increase on his next basic attack (with some ad scaling).
Galio- Game changing ult, as well as the ability to deal with mages, but with only 1 person picking a mage generally per game, his passive is useless.
Suggested fix- force all enemies taunted by his ultimate to be unable to attack, rather than just taunted, and force them to walk close to him. The rest of the changes suggested would make him viable
Gangplank- Fixed-broken-fixed-broken- This is a character that thrives in team compositions and is decent in normal fights due to the wide range of distance on all of his abilities. From global to close.
Suggested fix- OK as is with the rest of changes.
Garen- The latest change of Garen has not had enough time to be monitored and thus I cannot provide a decent change
Suggested fix- Need more character data with recent patch.
Gnar- Gnar is a character that is hard to balance because all of the minor outplays he can do to himself. I believe removing the ability to get tired on his passive would assist with all this.
Suggested fix- Remove Gnar's inability to gain rage right after transforming back into mini Gnar
Gragas- A character that was too strong in the midlane. Then too strong in the jungle. Then nerfed over and over. Currently I believe this character is in an OK spot.
Suggested fix- Would need to see how all other changes effect
Graves- Very strong. nigh unkillable late game with bloodlust unless caught out of position. There is only one change I think that is needed to make him balanced.
Suggested fix- Make it so he gains lifesteal based on the amount of bullets he shoots. He shoots 4 bullets on a normal auto. Give each one of those bullets only 25% return healing from lifesteal. Meaning if graves has 20% lifesteal, and only hits 2 of those bullets, he only gains 10% lifesteal off of his shot.
HecarimStrong-Weak-Strong. This character is in an odd place and other changes would need to be registered to determine where he belongs.
Suggested fix- More data needed
Heimerdinger- Oh this character. A good Heimerdinger will never join a teamfight. He will sit top with voidspawn as well as banner of command and just annoy the heck out of your team meanwhile he's in your jungle farming as the lane pushes. I feel like if more people took the correct build path on this character, he would be considered overpowered as you need to send 2+ people to stop him and the lane from pushing, and meanwhile your team can fight 4v3.
Suggested fix- None currently
Illaoi- A character that dominates in 3's and is decent in 5's. Currently the only issue surrounding illaoi in 5's is the vast amount of cc the enemy team can put on her the second she ults.
Suggested fix- Allow a 2 second cc immunity after she ults, but reduce the total duration by 2 seconds.
Irelia-Nerf-nerf-nerf-nerf-nerf-jk nerf- This character performs moderately, but other changes would need to be monitored
Suggested fix- More character data needed
Ivern- This character is fairly new and people have not discovered his full potential just yet.
Suggested fix- More character data needed
Janna- This character is probably one of the easiest characters to climb the ladder with. Due to your ability to save your carry as well as passively effect your team in fights.
Suggested fix- get rid of the loss of her passive zephyr speed when the ability is on cooldown.
Jarvan IV- Same issue as Aatrox. Build damage, you squish instantly, build tank. you are just occasional CC. I believe this character needs a new passive.
Suggested fix- the more teammates are nearby, the more Jarvan's armor, magic resist, and damage are increased. 10 per champion, 15 per champion. 20 per champion at ultimate levels 1-2-3.
Jax- Underplayed currently due to the same reason as ad carries. Attackspeed does not scale well.
Suggested fix- I believe item changes could fix this
Jayce- Has been seeing more play as of late. More data is required to determine place
Suggested fix- More character data needed
Jhin- One of the only ad carries played at the moment due to the lack of need for attackspeed.
Suggested fix- Good as is currently.
Jinx- Follows the same trend as other marksman as the attackspeed items change would make viable again. She has no way to deal with assassins at all.
Suggested fix- Increase range of her rocket launcher slightly as well as the attackspeed item changes
Kalista- Another champion suffering from lack of attackspeed items that are useful.
Suggested fix- Attackspeed item changes as well as the latest patch changes help greatly.
Karma- A decent and moderately annoying support (good job doing your job). The latest patch puts her exactly where she should be.
Suggested fix- The recent patch puts this champion where she needs to be.
Karthus- This character was actually decently viable until the introduction of the summoner spell barrier, and is now no longer played hardly at all.
Suggested fix- I believe that the fix to this character would be the summoner spell barrier being removed from the game, as well as the spell heal only healing 1 player instead of 2. This would introduce more variety in the spells taken by other characters. Heal should either heal 2 players, or heal 1 and give movement speed. but to do all 3 of those is too powerful.
Kassadin- A character where if they get to late game they are immensely destructive, but that state is almost never reached due to the amount of beating and starvation they take early.
Suggested fix- allow w to also heal kassadin for 50% of the damage dealt ( this sounds like a lot, but at max rank, w only does like 60 damage + ap. I think at level 1 it's something like 20 damage)
Katarina- This character has been changed recently and has seen rising as well as some falling % in her play. More data would be needed before a decision could be made.
Suggested fix- More character data needed
Kayle- This character used to be played a lot before all of the reduction to her AP scaling as well as her abilities in general. I believe that all that needs to be changed is to reinstate her AP scaling on her abilities that she used to have.
Suggested fix- Revert old Q damage
Kennen- Kennen has seen a lot of changes in the recent patches, but is still moderately underplayed, at least in the USA. I believe that this character just needs his e to last 2 seconds longer.
Suggested fix- Increase length of e by 2 seconds
Kha'Zix- Lots of changes to this character recently, especially with the new items and strategies. I believe that this character is in a good state currently
Suggested fix- Safe as is currently
Kindred- From being a hero to zero in just a couple months, this character saw a complete lack of play after her changes. I believe with the new meta and items, that this character is viable the way she used to be and should be reverted.
Suggested fix- Revert to how she was
Kled- A surprising ability to bait and outplay opponents with his passive, as well as the immense movement speed gained on his ult, I don't feel like this character has been played just enough yet to accurately determine his position
Suggested fix- More character data needed.
Kog'Maw- You seem to have a love hate relationship with this champion. Like you want him to be strong and want the "protect the Kog" strategy from seasons 2 and 3 to be viable again, but at the same time, you hate that idea because it's not the vision of where you want your game to be currently. However, just because that is a way you can play the game, doesn't mean it is the wrong way.
suggested fix- Revert to season 3 Kog
LeBlanc- Near 100% pick/ban rate that has started falling off recently. I believe this character needs a bit more data before anything can be provided about her.
Suggested fix- Latest changes are decent ** Lee Sin**- Ah Lee, The character that has been played for so many years but Riot refuses to nerf. Why? because he is one of the only characters that's fun to watch on the big screen, along with one of the characters that is actually fun to play. However there is some good news here! The latest changes riot made to his e, how it cannot reveal stealth, and his R, the reduced damage, actually places Lee right where he needs to be.
Suggested fix- Latest patch puts him perfectly where he needs to be. ** Leona**- Ah, praise the sun. This character hasn't seen very much play lately, and it is interesting how riot added the incandescence to her utimate, however she is still lacking. I believe the reason for this is the ability for thresh and other characters to interrupt her so easily if she hits a zenith blade.
Suggested fix- E is an "all in" ability, and should be treated as such. I believe making this skill force Leona to blink behind her target instead of travel to them. Would both make her more "all in" as well as have her see more play. ** Lissandra**- For such a sweet character, riot didn't spend any time forgetting about her. Why is she not played at all? because her passive of giving her a free ability every 17 seconds is such a boring passive. She's an ice witch. Give her a cooler passive!
Suggested fix- change her passive to a unique mechanic that would make people actually fear her. Lissandra drains 1-3-5% of surrounding champions mana every 3 seconds and adds it to her pool, if her mana is full, she does not sap any. And by surrounding, I mean approximately the radius of her ult.
Lucian-Played every game, not played anymore. Back to the whole attackspeed is useless argument, I believe his ult should be reverted to scaling on attackspeed. That was an actually interesting mechanic that should not have been gotten rid of, just adjusted.
Suggested fix- Revert ult back to scaling with attackspeed as well. As well as other attackspeed item changes.
Lulu- Played mid, played top, played support, then ignored. This character I believe just needs adjusted so her passive attack does not get blocked by minions.
Suggested fix- Pix autos cannot be blocked by enemies between lulu and her victim.
Lux- Hardly played, Ultimate skin, played lots. Lux is a true symbol of how people want to actually look cool when they play the game, they don't care how low their character might be on the tier list, they want to look cool and feel like they're really cool. I believe the latest skin release for this champion has given her new light.
Suggested fix- Latest skin release suggests more time is needed.
Malphite- Builds ap and insta kills your adc, builds armor and does decent. This is an interesting character with way too many mechanics on him. Long range aoe knock up, also has aoe autos... sometimes. but can aoe attack speed slow, and can also slow you and gains your movement speed. I feel like he has way too many mechanics attached to his kit.
Suggested fix- Honestly I have no idea. I feel like this character is actually somewhat decent, but no one plays him due to you don't feel like your character is "cool" enough. He has so much to work with.
Malzahar-Rework then change a million times. Malz is a character who has been reworked so many times that I haven't even seen one in a game lately. I need more data before I can say anything about him.
Suggested fix- More character data needed.
Maokai- Played lots when aoe jungle clear was important. Then not played because he clears too slow due to single target jungle. Mao is a character who is incredibly strong, but not so good right off the bat.
Suggested fix- Increase base ad by 10 or 15
Master Yi- Only a noob champ, whoops ap yi penta killed, nerf, only a noob champ again. I feel like master yi suffers so much due to the attackspeed items in the game. I feel like the changes to those items for marksman would also effect him greatly.
Suggested fix- Ap scaling on q again! wooo!! lel.
Miss fortune- Seeing some more play lately than she used to because of her lack of reliance on attackspeed items, I believe this character could be in a good spot, however, I feel like her base AD is slightly too low.
Suggested fix- Either fix base ad or increase ad per level.
Mordekaiser-Played every game, nerfed to the ground, character changed, played every game, nerfed. Morde was an interesting try at a unique playstyle for botlane that apparently Riot did not like at all so he was nerfed into the ground again. I feel like this current playstyle is just the meta change that the game needs at the moment.
Suggested fix- Revert to post character update.
Morgana-Mid lane, Support, ehhh. This is a character who is one of the easiest to climb the ladder with in my opinion. The only thing that she needs to make her more viable is make her W do more. She is kind of boring
Suggested fix- W shred all targets magic resist for 5 MR per second they are on it. until they are off it for 3 seconds.
Nami- Nami is a decent character with good heals, There's not too much I can say right at the start of the season for her.
Suggested fix- Unsure
Nasus- The doggo. I believe that this character can become a menace, but there are so many characters with gap closers that he struggles to chase anyone at any time during the game. His R is also way too similar to Renektons (I know they're brothers but come on).
Suggested fix- Unsure ** Nautilus**- A very strong tank who was nerfed. The current state of nautilus is actually fairly balanced. I believe more data would be needed for this character.
Suggested fix- More character data needed.
Nidalee- The spear thrower of mid, to the jg, to ehhh there is better picks. Nidalee has been changed a lot. Often times the characters with 2 forms such as jayce and elise, get nerfed because there's way too many abilities for Riot to try to balance, so they just give up.
Suggested fix- Old spear
Nocturne- Spooky ghost- Nocturne does not instill enough fear as he should when he ults. People know that most likely they can probably kill him because he either built tank and won't really kill them fast enough. or he will melt instantly to any damage provided.
Suggested fix- Allow spellshield to last for 2 seconds, blocking any abilities for the entire 2 second duration.
Nunu- I have not seen this character in 2 years probably and thus cannot provide any relevant data to him. He is fairly boring to play due to his lack of actual abilities that can be used against players.
Suggested fix- Possibly make it so that if he uses consume on a character it disarms them and prevents them from autoing for a short time
Olaf- Whoops a professional player soloed 3 players, better nerf. Well they're pros that's what is supposed to happen.
Suggested fix- Revert to season 2 Olaf
Orianna- Played in so many of the world tournaments due to her game changing abilities. This is a character who I believe can still be played in the right team composition and with teammates that know what she does.
Suggested fix- Good as is.
Pantheon- This is the true counterpick champ. One of those "oh they picked X champion, i'm going to counter with panth." and he has a point in this meta. However, his E is very very lackluster. Perhaps make the person he hits bleed?
Suggested fix- Lower e Damage, but make enemies he hits bleed for extra damage. stacking up to 3 times with the stabs.
Poppy-Oh poppy, another one of the characters Riot just can't seem to get balanced along with Ryze. I feel like she's almost there though
Suggested fix- Half or Remove the movement speed bonus she gets from her W
Quinn- Has no luck in bot lane due to harrier random procs, but does decent in top lane. Have not tried her out since item additions and reworks.
Suggested fix- More champion data needed
Rammus- OK
Suggested fix- OK (ADC don't do anything so he's not necessary at the moment)
Rek'Sai-Played in many of the competitive games due to the amount of information the team can provide her while submerged, along with knock up and mobility. She can be outplayed though.
Suggested fix- Good as is.
Renekton-Moderate where he is. He is a decently safe top lane to pick and has an extremely long CC if he has some rage. He is decent where he is at.
Suggested fix- Decent where he is
Rengar- We've all had it. The, oh yay I picked ADC and there's a rengar on the enemy team. Now the kitty does his job for sure, and I feel like a little more data is needed before anything can be done since they keep changing him
Suggested fix- More champion data needed
Riven- A good Riven is a scary thing, especially with maxed Cooldown reduction and if they have any amount of kills at all. But I feel like if you have anyone on your team that is the same skill level as the riven, they can counterplay her.
Suggested fix- The only thing I can even remotely think of is possibly make her abilities cost 10 energy and give her 200 energy as a resource, that way she can't spam for 800 days. just 600. ** Rumble**- Way more popular in China and Korea than the US, I feel like rumble is A decent champion. There is one thing I think would make him more appealing overall.
Suggested fix- Remove the extra shield he gets on an Overheat W, and instead give his overheat W a slight protobelt-esq jump towards the direction he is facing. This will allow him to start and escape fights, but could also get him into poor situations if he misuses.
Ryze- Buff, nerf, rework, nerf, nerf, rework, nerf, nerf, Ryze is another champion reworked way too many times. Honestly I have no idea where he stands since I haven't even wanted to touch him since the latest rework.
Suggested fix- Unsure
Sejuani- An extremely underrated champion in my opinion. I believe she can be very good, but no one really wants to play her since she is such a boar. I feel like if her frost slowed attackspeed too she would see more play.
Suggested fix- Permafrost slow attackspeed by 20%
Shaco-A good Shaco can definitely wreck some real havoc, but I do not think I have seen him played enough lately to suggest any reasonable fixes.
Suggested fix- Unsure.
Shen- If you miss your taunt the teamfight is basically over because A) you missed your CC and B) you are now at less than half energy. I believe that the way to make shen a more viable champion is to fix the issue he has with shadow dash costing so much energy
Suggested fix- Slightly adjust all values on shen. Completely remove energy and make him a cooldown based champion.
Shyvana- I have not seen nearly enough Shyvana in my recent games to say anything about this champion, however the times that I have seen her I feel like the most recent patch has had a positive effect on her.
Suggested fix- Good as is/ More champion data needed
Singed-Normal singed suffers, Proxy singed is proxy, and a good proxy singed can ruin the entire day of the enemy team since no one knows how to deal with him. I feel like not enough people know how to deal with this character.
Suggested fix- More character data needed.
Sion- I believe Sion is in an acceptable state in both 3's and 5's. A good Sion is terrifying, but at the same time doesn't do TOO much damage.
Suggested fix- No change.
Sivir- Seeing much more play in the non- USA tournaments than in USA, Sivir is an interesting champion and I believe that having different regions known for different champions is indeed a good thing.
Suggested fix- Fix the attackspeed items.
Skarner- Everyone got used to this champion, then new mechanics were introduced and everyone was too scared to play him because they had to learn a new champion. Honestly I believe that this champion is in a moderate state, just no one plays him because he is hard to pick up.
Suggested fix- More character data needed.
Sona- Sona has always been in a weird state of really strong, but also super squishy. for a support she only has 1 reliable way of cc a champion and that causes issue when against people with 3, like leona. I believe that she can be fixed by adding in the disarm mechanic.
Suggested fix- Instead of reducing damage with her power chord on her heal. Make it disarm the enemy champion for 2-3 seconds. Preventing auto attacks.
Soraka- Buff, nerf, rework, nerf, nerf. A champion they have trouble balancing, because she either is only ok, or she heals the entire team wayyy too much and too quickly. The problem with soraka is that the way that she is the team either feels like you're the carry, or doing absolutely nothing. Soraka needs a reliable way to participate with the team without feeling useless.
Suggested fix- make starcall a .75 second snare if they are caught in the center of the circle.
Swain- A character that has seen more play recently than he used to. Played a decent amount in 3's, and he's at least considered in 5's. I believe that this champion is decently strong but extremely underestimated and underplayed.
Suggested fix- Unsure
Syndra- Recently syndra was changed and I don't feel like those changes have been in effect long enough to fully understand whether or not they were healthy for her.
Suggested fix- See how the patch changes effect her
Tahm Kench- A champion that was played as jungle, support, and then top. And is now no longer played. Why is that? because he is no longer fun. There is no outplay potential of this champion really.
Suggested fix- Allow him to toggle his w on and off, with his mana being consumed when it is on, but lower the %hp that is converted.
Taliyah- This champion is pretty balanced. Although hard to get used to, she is actually moderately strong overall in the hands of someone who knows what she does.
Suggested fix- No current
Talon-After the assassins update, talon was given a little bit of love, and after the most recent patch, he was buffed only slightly. I don't believe this buff actually did anything for the champion itself and I believe that even lategame talon struggles immensely. A full built talon can't really do anything at all in a teamfight due to all the peel
Suggested fix- Give talon some sort of way to deal with tanks. Allow one of his skills do do % max hp. like his q if he crits. and allow that % hp to be amplified by infinity edge.
Taric- Taric has seen some play lately, however due to the changes to him not telling people about outrageous gems. No one wants to play him. Why? because 99.9% of everyone playing the game is either a normal player or a smurf. There are no new players to appreciate the new taric.
Suggested fix- Gems, outrageous
Teemo-Fix him so we can see whether or not he needs nerfing.
Suggested fix- Unsure.
Thresh Thresh is in a good spot with the amount of CC that he has. The nerfs to the lantern made him more balanced overall.
Suggested fix- Good as is ** Tristana** Tristana is struggling right now due to the attackspeed items doing nothing really. It's more worthwhile to build damage rather than attack speed.
Suggested fix- Attackspeed item fix.
Trundle- Trundle is in a pretty decent spot overall. He is pretty good in 3's and halfway decent in 5's. Perhaps just change the % of armor and magic resist he steals
Suggested fix- Change the amount of armor and magic resist he steals by 10%
Tryndamere- Currently no one plays him. Why? attackspeed items of course.
Suggested fix- Fix attackspeed
Twisted fate-played decently often in competitive. A good twisted fate has nice waveclear as well as decent cc on a high-value target. But why does his e give him attackspeed? No one really knows, unless we want to talk about his old E. Anyways. I feel like giving him the normal e passive every 4 attacks along with perhaps ap or % hp would make him see more play
Suggested fix- Remove attackspeed from e. Add either %hp (maxing at 10% max hp in magic damage) or add additional ability power.
Twitch- One of the Ad carries that is still played in the current meta due to the plays you can make with his stealth and surprise damage. Twitch is in the spot he needs to be, some of the assassins aren't in the spot that they need to be to handle him. Along with other AD carries to be picked over him
Suggested fix- Fix attackspeed items.
Udyr- In all honesty one of my least played champions because his abilities had too many numbers and effects on them. I can't give any advice about this one.
Suggested fix- unsure
Urgot-Urgot has always been in a weird spot of, well he's strong, but not op, but I don't want to pick him because he looks gross. Urgot is in a position that he definitely can do some damage and has an effect on the game. But his ultimate is a very very strange ultimate for the character himself.
Suggested fix-change ultimate to coat a large area in acid dealing 2% of targets current hp per .5 second for 10 second and reducing their armor by 20%
Varus- A champion that people want to play because he is a cool concept, but that people don't play because he has no escape and doesn't put off enough damage to make up for that. The reason why people played him at all recently was because of his ability to shoot q's from long range and just poke forever, a skill that a Jayce can do along with close range.
Suggested fix- Give his W an active portion as well that increases his ad by 30-50 at max rank
Vayne- Oh but Skye, attackspeed can't be broken if vayne isn't good right? Wrong. Vayne builds currently involve crits and true damage. The current problem with attackspeed is that there's no reason for anyone to build it because it doesn't transfer into damage, but for vayne it gives her the mobility she needs along with constant true damage.
Suggested fix- Fine as is.
Veigar-This champion is honestly so strong is silly. No one plays him because no one is patient enough to deal with the slow farming process in mid lane, but holy crap does he do damage. on top of that he has an AOE stun that lasts way too long.
Suggested fix- maybe even nerf w damage slightly
Vel'Koz- This champion is decent as is, but no one is patient enough to deal with the range and the true damage that he provides. A support Vel'Koz can even kill their top laner late game. No one plays him.
Suggested fix- Fine as is.
Vi- Vi is struggling currently because there is no use to protect the AD carry and thus her ultimate is often wasted on the ad carry. After she goes in the entire other team just blows her up.
Suggested fix- Make ad carries viable again
Viktor-This is one of the mid laners that actually performs decently in the current meta. Even if Ad carries become viable. Viktor will only become more viable.
Suggested fix- Fine as is.
Vladimir-This is one of the champions I play the most currently and I don't feel like he is underpowered at all. He takes a different mentality to play and is completely reliant on cooldown reduction. There are changes that I think would improve his quality of life.
Suggested fix- Make his q instant, not .25 seconds after you press it. I'm not talking about the heal. I'm talking about the damage. If this one aspect was fixed I feel like The quality of life of this character would be fixed overall. And don't tell me he is underpowered. My win rate on this character currently is nearly 70%
Volibear-I feel like overall Voli is a very strong pick. No one likes looking at the enemy team and seeing this champion because he's so hard to deal with, however, I believe a lot of players are not building him correctly and struggle positioning in the teamfight phase because they are too busy chasing and not busy enough healing.
Suggested fix-Gain 3 movement speed Per bonus 100 Health- the attackspeed items will fix the rest.
Warwick- Have not gotten to play with the new changes yet, will await until then.
Suggested fix- Unsure.
Wukong- Another champion that's fairly strong that nobody plays. I have no idea why and perhaps someone can enlighten me on this, but I feel like he is decently strong.
Suggested fix- unsure
Xerath-Decently Strong mid laner that can farm from afar safely. I feel like he is another one of the underrated mid laners that are decently OK
Suggested fix- Good as is.
Xin Zhao-This character can chase down anyone on your team and provide consistent cc. Why is it so hard to play him? because his attack range is so small. He has a long spear.
Suggested fix- Increase attack range by 50.
Yasuo-Everyone's favorite/least favorite champion. This is one of the only champions in the game that's fun to play for most people because they feel like they're actually consistently pressing buttons and dealing damage. However, I feel like wind wall has no place in Yasuo's kit. It blocks way too many spells. Now I know that Riot absolutely loves this ability for the "plays" but it's such a lame mechanic with no counterplay.
Suggested fix- Change yasuo E from wind wall into - Yasuo cuts the next projectile in half, negating all damage (and a sweet animation)- if he successfully cuts an ability, his flow is restored- This will allow Yasuo mains to have a new mechanic to play around that doesn't make the entire enemy team feel useless.
Yorick-I have not seen enough of this champion since he has been changed so I cannot make an opinion
Suggested fix- Unsure
Zac-This character has seen more play lately than some other junglers and I believe his current state is healthy.
Suggested fix- Good as is.
Zed-A champion that Riot loves, and loves watching, then nerf because people complain. Who cares. let people complain. It takes a lot of time to master a champion like Zed, and for a player that spends days playing him to get the hang of him only to have him nerfed, they feel like they just wasted all their time. Zed has a lot of counterplay. I could link the zed vs. zed Faker clip right here to explain it, but I don't think that's necessary.
Suggested fix- Revert to Old zed.
Ziggs- Ziggs has seen even more play lately, surprisingly enough, in bot lane because of his ability to push so easily. I believe that the ad carry changes would stabilize the state of Ziggs.
Suggested fix- Attack speed fix
Zilean- Another one of the champions that no one plays. Maybe it's because he feels like he doesn't have enough actual abilities. But a good Zilean does extremely well and is also extremely annoying
Suggested fix- Stable as is.
Zyra- Another support that is decent and can zone so many ad carries out of the lane. I believe Riot just needs to decide if they want her to stay support or they have another place that they can put her.
Suggested fix- Perhaps even have the plants hp scale on her health, tone down the damage so she can jungle? who knows. In the support role she does just fine.
Attackspeed items.
There are attackspeed items that need to be changed to actually be useful in the game overall. What is wrong with them you may ask? Well put simply, they don't do enough damage at all. No one in the game anymore (sad day lucien) has any sort of scaling from attackspeed for an unknown reason, as well as the % health that they claim to do hardly does any damage at all
we do not live at a time where a champion can just right click you and get autos off. Any attackspeed past 2.0 is unnecessary because the amount your champion needs to move as well as dodge to even be able to use that. You essentially become a stationary target. This is a meta where there's so many abilities to dodge and so much to avoid, that attackspeed is unnecessary because you can only get a couple shots off over the course of 10 seconds due to baiting and dodging.
Ad carries are great in the game, but only if you can get to 5 or 6 items. If you are at 2 items you're pretty useless because you may have 150 damage, but the tank by then on the enemy team has around 120 armor. giving him around 60% damage mitigation, meaning that you're only doing about 60 damage an auto. The meta is so fast paced now that no game gets to late game, requiring more champions to need that damage early. Meaning it would just be better to pick ziggs and do extra damage to towers and not even worry about that.
Lethality and the strength of armor play into the crappiness here.
Fix armor pen/lethality Make the damage mitigation on armor less. or remove lethality and change armor pen back.
The one I suggest is to make the damage mitigation on armor less. Currently about 90-100 armor will get you 50% damage mitigation. 50%! that's ridiculous. That means I'm getting 50% less damage, just for reaching late game and buying a cloth armor. That's insane. All riot really needs to do to fix this is fix the formula for armor overall. if 100 armor was 25% reduction, then the game would be more focused on dealing damage and building health instead of armor. If people bought health instead of armor, the game would be more centered around blade of the ruined king and dealing damage more often rather than trying to hit the armor harder. The %health damage that those items would do would be more centered on the main defensive play rather than being a useless current health statistic. Lets be honest. if someone is at 100 health. and has 50% damage mitigation, that means that blade of the ruined king only adds 4 damage to your auto. RIP. At 4000 health it adds 320! oh wait. but at 50% mitigation it adds 160. and I can guarantee if they are at 4000 health they probably have more than 100 armor, meaning it probably only adds around 100 or less. meaning if it was only blade of the ruined king damage, it would take 40 shots to kill them minimum. not including any other stats. You might shoot them faster, or you could just play jhin and crit them for over 1000 and only need to shoot them 4 times.
I'm not saying the mitigation on armor should be reduced to 25% at 100 armor, but it should be changed. because then attacking faster actually becomes somewhat useful when every shot isn't doing so little damage. I think the overall scaling should matter where you get less mitigation per armor you have past like 100 or 150 armor. that would make it so more people build health instead of armor and the health can be more effectively dealt with using attack speed items.
People usually only get one attackspeed item. and Usually it's not for the attack speed. It's for the movement speed and the crit. The attackspeed is just a bonus.
Another thing that Riot could do is COMBINE LETHALITY WITH ATTACKSPEED. That way some amount of your attackspeed goes into doing more damage per shot. This scaling would need to be tuned correctly, but would provide more builds and more variety in the game.
Riot could make the game even more interesting if they made lethality scaling to attackspeed a trait that only happened for marksman. This would not ristrict marksman to the role, but actually open up more roles in which they could be played.
Is my plan foolproof? no. But this game has become so much more catered to new players over the past 4 years, and that's not the way to advance a game. You need to provide abilities that have counterplay but HARD counterplay. As in, it's not just an easy dodge. You have to plan to dodge the leblanc w, or zed shuriken. Once you show the newer players how much better they could be, they will find even more ways to make the game better themselves, along with try out new builds, Etc. The game gets patched so often that the meta can hardly develop before Riot changes something. You need to show your players that there isn't a cap on skill.
Take a game like smash melee. The game has been out for 15 years and people are still figuring out new tricks and techniques that they can use at the competitive level and the community is growing still 15 years after release because people see how high the skill ceiling is. When you limit that ceiling, people get bored and distracted because it's just the same game every round.
TLDR: some champs need changes TLDR: Attackspeed and Armor pen suck mega hard at the moment
Karma - A decent and moderately annoying support (good job doing your job). The latest patch puts her exactly where she should be.
In high elo korean he has a less then 1% pick rate and those are just his dedicated mains who together make a sad 49% winrate. Those are the best of the best and their average is 49%. He needs a revert and a CD applied to slow on affected targets before he can slow them again.