Slight Reworks: Braum, Varus, Crazy Summoner Spell Changes, PBE/Custom Game Improvements, Cinderhulk
Hi, before I start, most of what I'm posting are ideas that will help champions to be more fun and create a diverse summoner spell meta. Also, some suggestions do not have numbers; this is because I don't know how much is needed to balance but it still needs changes nonetheless. This is my first time posting so please be lenient. :D
So to introduce myself, I started to play LoL ever since Season 3 (this is a smurf). I am not going to give an exact rank but I'm around a low plat player with lesser skills since I haven't played as much because of education. You know what they say, marks are inversely proportional to ip lol. However, I watch more than I play, especially at higher elo. I have mained top lane back in Season 3 but now I play all roles.
So first off, here are some champ ideas and reasoning after. Note: values are not permanent but changed accordingly
Braum
Reduce cooldown on W and E, OR reduce the mana cost per level for all abilities. pick one!
Q: concussive blows
If the Q hits the target, mana cost is reduced by half.
**W: stand behind me **
Able to hop and protect an allied ward. However, he cannot use his Q or R for 0.5 seconds after he hops to a ward. (Basically silenced for Q and R for 0.5 s after hopping).
The problem with braum is his long cdr and mana cost, which means he can only stay in lane for a short time before his mana runs out, especially the early phases. His cdr is unforgiving especially in lower elo where his Q misses more than half the time. Even pro players can hit Q around half the time. Decreasing cdr or mana will make less of a boring laning phase. Biggest problem is that he has no escape other than his W which is not good. That's why his death ratio is always high. Hoping on a ward allows at least a chance to escape or make plays and skill. I don't think this will op as he has such a long cooldown and a 0.5 second silence will gives the enemy a chance to dodge and decide. Choosing to hop on a ward means that an ally is not getting protection so the braum has to think twice before using.
It is true that Braum is a peeler for the carry which was the intention for the designer. However, he cannot peel without killing himself in the process which is why the death ratio is so high. There is a much better support who does better peeling so he is never picked. It's obviously janna
. With her movement speed and instant knockback with healing, she is much better. The ward hopping mechanic will hopefully open new options instead of peeling for a bit, retreat and recall because of mana issues and it's a vicious cycle.
In general, champions with low mobility with little range tend to be less favoured in lcs and ranked. This includes
fiora,
darius, etc. Not saying they're underpowered, but less picked. Maybe adding a ward hop onto darius E and fiora Q is possible but will require a ridiculous amount of tweaks to get them balanced so I won't get into that.
Varus
Ever since the nerf of bloodthirster, he is one of the lower tier adcs and going ap is not that good either. So..
W: Blighted Quiver
No mana cost. 15 s cooldown
Active: 35/40/45/50/55% movement speed for 1.5 s. Debuffs: Using his Q during this, will slow him 30% instead of usual 20% at the first cast (his recurve animation). Using his E or R abilities within 1.5 seconds after activation of this, will give him a debuff -10% movement speed.
OR
Another Passive: every 3rd auto attack gives 30% movement speed decaying over 2 seconds. Same debuffs apply. This can be toggled like
ashe's W ability. If there's 2 stacks and toggle is cancelled, it will cancel the stacks as well and debuffs no longer apply. If the passive goes off consecutive for the next 2 seconds, it will give -10% less for each time it goes off. So, 30%, 20%, 10% then no longer gives passive at the 4th time.
The point of this is not increasing kiting potential but** allow to escape**. The active one is like draven's W spell. The reason for the debuffs is to allow him to escape without being OP. The player must choose to use it carefully or it will be their death. The other one is like gnar's W spell. This is more kiting potential but it will give more chance to escape say lissandra or maokai. (although chances are slim). However this will work greatly with his passive which is why consecutive W passives will lower each time to prevent OP. These stats are not permanent but just general, the numbers can be changed around. The reason for no mana cost is because his mana costs for other abilities are high. Mana cost per level would be devastating. Most people agree that maxing Q, then E second is not good for this reason.
I am surprised there are little to no toggle abilities in this game. In warcraft 3, it was quite common and works well.
Bush trap does 50% damage to monsters.
Restore her health per level and base health at patch 5.7
I am sure this will solve the problem. Ever since the bush whack starting working on jungle camps, her jungling capabilities were OP. Before, she was generally fine. Maybe she needs little tweaking but that was it. She is not that great in the top lane or mid lane without lot of practice, therefore nerfing her health will make her even less viable mid or top. In fact, lot of champions are being less viable in top, mid or jungle but it's another topic.
Cinderhulk does not replace the juggernaut item. Both should exist.
The cinderhulk item has only helped junglers that rely on hp such as
but others who needs utility like cooldown reduction more got indirectly nerfed. This includes
and
and other champions who need tankiness but more on utility. Malphite is supposed to stack armor not health. That's why he's nerfed because now you're forced to buy mercury treads for tenacity. This is confirmed by TheOddone. Same thing for elise.
Now for the good stuff, summoner spells changes:
Barrier
Increase duration by 0.25. So it lasts total of 2.25 seconds.
You may think this doesn't make a difference but it does. Basically, people bait out the barrier then at some point, put on ignite. The ignite will tick longer than the barrier so it will kill the champion making barrier useless. This is one of the reasons why heal is much preferred. Giving longer duration helps to stop ignite and longer trades.
{{summoner:2}} clairvoyance Place an invulnerable ward which reveals stealth lasting for 20 seconds. Has triple the ward range to place it. 90 second cooldown
This is probably the worst summoner spell. This will prove to be useful especially in the jungle and deciding late game decisions. This might look useless but this has a low cooldown so technically you can guess where the enemy jungler is lot of times.
Clarity
Increases current mana regeneration by 3 times and allies for 2 times for a period of 3 seconds.
OR
Restores 50% maximum mana to you and 30% maximum mana for allies. Area of effect: 700
Again numbers can be tweaked around but the point of this is to have better laning phase. Champions like
could prove to be useful. The instant mana gain doesn't work because it's used up so fast. That's why no one uses this spell. Also, increasing the range could help in team fights and sieging.
Cleanse
Allies also lower duration of incoming disables by 32.5% for 3 seconds. AoE of 400.
This stops the cc tank meta kinda. Notice the low aoe so in teamfights, your only going to lower disables to 3 allies at most realistically.
Revive should come back! with... Reduces death timer by 100% starting at level 1 up to 40% reduction by level 18 and allies by 50% reduction at level 1 to 20% at level 18. Global with usual 540 second cd.
This might sound OP but again, numbers can be changed. The point is to have strategic uses. This could be stacked if more than two players have it but it will be twice as less efficient if used instantaneously. Also, unless everyone is dead, this doesn't reduces for everyone on the team. Also, at most, this will only reduce up till 30 seconds of death, assuming you have 75 seconds of death at like 50 minute mark. Could make interesting plays :D The whole point of this is to change the meta of summoner spells, adding diversity.
Improving Custom Game Interface I actually play a decent amount of customs, in fact half of my games are custom to test out runes, masteries, and builds to prevent unnecessary bad ranked games. Also, lot of times I don't have time for ranks so that's why (current state of game).
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All the bots currently selected for the game can be **changed to intermediate or beginner level with one button ** Seriously, it's tedious to select each and every bot to intermediate every time, especially if there's 9 bots in a game.
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Also, there should be an option to save a bot(s) selecting a champion when creating a game. For example, I want to play against an intermediate Renekton
bot and Wukong
bot so each time I login to play customs, they will already be saved and ready. Now, it's an option so the player can choose which isn't going to affect the memory space. This is kind of like saving masteries but much less.
PBE should have all runes for free to test out different strategies No one is going to use spell vamp or energy level runes because people don't know if they're viable or not. Testing out runes would help developers give direction for new runes or tweaks. Technically, this can be disagreed because most people can buy runes but who's going to buy energy per level runes? Also, I don't have time to stack up ip. I remember saving around 8k ip in season 4 and recently saving 12k ip for season 5** just to buy only runes** for the meta. I would say around 25 games to get 4800 ip so that's ridiculous.
Aaaaand that's it. This took lot of time and thought to type this so if you disagree then type below with a better solution.
I will put thoughts on the new black cleaver, reworks on akali
, diana
, ezreal
and other changes to champions if this post has lot of upvotes. Not the poll though.
Peace 