Zeal Upgrades & Heal/Shield Power
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Remove the 5% Movement Speed passive from Zeal and put it on Kircheis Shard. Kircheis is a really pathetic item (it's literally 46.88% gold efficient before its passive, making it by far the most inefficient item in the entire game that I';m aware of), and Zeal is ~114% gold-efficient, so it seems like this would solve two problems at once.
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Remove the ability for Statikk Shiv's Shiv Lightning to critically strike. A 30% chance of a fairly powerful AoE magic shock that can hit both the enemy ADC AND the support is really strong for a single item, especially one that's fairly cheap AND scales well due to its base stats.
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Remove Rapid Firecannon's +25% Energize rate, buff its Attack Speed by 5%, and let its Energized attack critically strike for modified bonus damage (maybe 50% bonus damage, like the modified Runaan's bolts I suggested before). It's a single shot as opposed to Shiv's AoE, so it should have higher potential damage. Upping the damage rather than the frequency of Energized shots seems more stable to me, especially when it already ups the frequency of damage anyway by way of being an AS item.
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Adding onto the above two points, make it so that champions can only buy a single "Energize" item (like how you can only have one Tiamat item) and increase both Shiv and Firecannon's total costs to 2700. This removes the need to worry about how to make Shiv and Firecannon interact, while also giving both items room to have better individual scaling in their niches.
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Increase Phantom Dancer's Spectral Waltz bonus movement speed to 12% (the amount it currently grants in total on live due to PD having 5% MS from Zeal), and reduce both Spectral Waltz's movement speed and Lament's damage reduction to 8% on ranged champions. This keeps its in-fight mobility and durability for the melees that like it, and who only have this and Shiv for Zeal upgrades, while reducing those traits' effectiveness on ranged champions who already have their range + the aid of a support to increase their longevity.
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Reduce the critical damage modifier on Runaan's Hurricane bolts from 100% to 50% (critical bolt damage reduced from 80% AD to 60% AD, or from 100% AD to 70% AD with Infinity Edge). The bolts really shouldn't be doing 100% AD physical damage if they crit with Infinity Edge, on top of any on-hit stuff the user has, and this also nerfs the champions who do stupid things with Hurricane's critical capability, mainly Twitch and Jinx.
Overall, the Zeal upgrades add big scaling power due to how all the stats interact, so their own innate abilities shouldn't be so strong immediately on their own.
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Change the "Heal and Shield Power" passive to "Your heals and shields are up to X% stronger based on the target's Missing Health, up to Y% on targets with 50% Health or less". Emphasize clutch saves rather than just passively making killing targets an exercise in frustration, kind of like how Shen's ultimate was changed a while back.
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Revert Fleet Footwork to only use AD/AP to determine the heal, with no flat value. This way you actually have to build AD to get your healing up. Essentially, revert it to Warlord's Bloodlust and tack an AP ratio onto it.
Reducing the sheer effectiveness heals/shields have would make ADCs more inclined to look into a Bloodthirster or Mercurial Scimitar as a third item if they need some more durability, which helps with the standing issue of "IE/ER into double Zeal items" being such an efficient and strong build path.
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This idea below is a hypothetical, and I'm not sure how well it'd actually pan out. Figured I'd add it anyway.
- Critical strike damage is reduced from 200% to 150% at level 1, and scales up to 200% at level 18.
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Felt like brainstorming.
Also, this is unrelated to the thread title, but why does Press the Attack amplify damage from ALL sources and not just the guy who applied PtA? Why does every Precision user have access to an effect that's so strong it's normally only relegated to Vladimir's ultimate, and on basically no real cooldown?