General Balance Ideas
http://th00.deviantart.net/fs70/PRE/f/2013/165/9/d/zed_by_wacalac-d68zbou.jpg
Hey all. I realize that I'm not the most qualified to be dishing out balance concepts. I was a g1 player last season who has reset to g5 this season. I've been playing this game since season 2, though, so I have a good idea of how the game has changed over time. There's been many changes over the years; some good, some bad. This post is just me brainstorming regarding how to improve upon the delicate balance this game offers.
If you like some of the ideas but really can't stand one or two of them, please, don't be that guy. Don't downvote because I recommended a nerf to one of your champs. Just quote the section that you're not a fan of and let us know why you think it's a bad idea. Constructive criticism is welcome. Senselessly emotional outbursts are not. Keep in mind this post is light-hearted and imaginative. I don't believe for the life of me Riot will ever read this and think "This guy's right! Balance team, chop chop!!"
**Outer and Inner Turrets **
- Third consecutive hit on a champion now stuns target champion for 0.5 seconds (unaffected by Tenacity)
- Health increased to 2,200 from 2,000
Inhibitor Turrets
- Slow now unaffected by Tenacity/Slow Resist
- Maximum "Heat" lowered to 96 from 120 ("Ramp Up" duration lowered to 4 seconds from 5 seconds)
- Damage per point of "Heat" increased to 1.30% from 1.05% (Max damage unchanged)
- Health increased to 2,300 from 2,000
Nexus Turrets
- Slow now unaffected by Tenacity/Slow Resist
- Maximum "Heat" lowered to 72 from 120 ("Ramp Up" duration lowered to 3 seconds from 5 seconds)
- Damage per point of "Heat" increased to 1.65% from 1.05% (Max damage unchanged)
- Health increased to 2,400 from 2,000
Item Changes
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Penetration reduced to 30% from 35%
Passive now 50% effective (Increased from 0%) against true-damage-enhanced autos
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(Does not work against DoT, Ex.
) -50% of the item's 30% damage-return, meaning 15% damage-return. Not 50% damage-return.
Now builds from
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- 625 Combine Cost (Reduced from 1,025)
- 2,950 Total Gold (Reduced from 3,300)
- +600 Health (Reduced from 700)
- +30 AD
- Unique Passive - Rage (Unchanged from Phage)
- Unique Passive - Icy - Autos slow targets movement speed by 20%[10% for Ranged] (Decreased from 40%[30% for Ranged] -Most people would suggest a new passive that leaches MS. This isn't a good idea as you could stack this with Rage via Trinity Force so that any champion can become Kalista. I wanted to ensure that doesn't take place.
Now builds from
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- 743 Combine cost (Reduced from 865)
- 2,900 Total gold (Increased from 2,600)
- +30 AD
- +40 AP
- +10 Armor Penetration (New)
- +10 Magic Penetration (New)
- +20% Cooldown Reduction (New)
- Passive Removed
- Unique Passive - Falling below 35% health (Reduced from 50%) grants
50% attack speed(Removed) 10% lifesteal and 10% spellvampuntil out of combatfor 5 seconds. 45 Second Cooldown (Increased from 30).
Health increased to 300 from 250. Passive no longer stacks.
Stacking passive now unique
- 800 Combine cost (Increased from 740)
- Upon reaching full stacks, now transforms into "Rod of Oblivion", providing;
- +700 Health (Increased from 650)
- +700 Mana (Increased from 650)
- +80 AP
- Unique Active - Regenerates 5% maximum health and mana over 5 seconds. 100 second cooldown.
Now builds out of
- Cost remains unchanged (450 Dagger + 450 Combine)
Now builds out of
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- 725 Combine cost (Increased from 600)
- 2,500 Total cost (Increased from 2,400)
- +50% Attack Speed
- +25 AD
- Passive remains unchanged
New Item - Cloak of Honor - Builds from
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- 20 Combine cost
- 820 Total cost
- +20 Armor
- +20 Magic Resist
Now builds from Cloak of Honor +
- 500 Combine Cost (Decreased from 820)
- 1,720 Total Cost (Decreased from 1,900)
- +15 Armor
- +15 Magic Resist
- +200 Health
- Unique Aura - Legion - Nearby allies gain 5 MR and 5 Armor (including item holder)(does not stack)
Recipe Unchanged
- 430 Combine Cost (Increased from 50)
- 3,000 Total Cost (Increased from 2,800)
- +15 Armor
- +15 Magic Resist
- +400 Health
- +10% CDR
- Unique Aura - Legion - Nearby allies gain 10 MR and 10 Armor (including item holder)(does not stack)
- Unique Active - Unchanged
Champion Changes
- Passive now 50% effective against minions and monsters (Decreased from 100%)
- Living Shadow (W) energy cost increased to 60/55/50/55/40 from 40/35/30/25/20
- Death Mark (R) shadow-spawn lasts for 4 seconds (Decreased from 6)
-Even with the increased energy costs, he can still full combo at level 3 with spare energy. I didn't want to remove the passive's effectiveness on minions entirely, as that may hurt his early game too much. Death Mark's shadow is one of the reasons he is viable at all atm, so rather than removing it, I thought reducing the window of time Zed has to get out would potentially make him think harder about when to ult in. Note that I didn't change his damage, ratios, or cooldowns whatsoever.
- Sonic Wave (Q) AD ratio reduced to .8 from .9
- Resonating Strike (Reactivated Q) AD ratio reduced to .8 from .9
- Iron Will (Reactivated W) lifesteal/spellvamp reduced to 4/8/12/16/20% from 5/10/15/20/25%
- Dragon's Rage (R) AD ratio reduced to 1.8 from 2.0, and now deals 60% damage to enemies that the target collides with.
-These nerfs equate to between 1-5% less lifesteal/spellvamp, a 0.4 decrease in his full-combo AD ratio, and the long-overdue (imo) damage decay on his ult. Note that I didn't touch his energy costs, cooldowns, base damages, slow%/duration, passive, or general mobility. I'm expecting alot of discussion regarding this proposal, including how soft I went, how I hate Lee, and Lee's pick/ban/win ratios. My body is ready.
- Cell Division (passive) blob regeneration increased to 5% max health from 4%
- Unstable Matter (W) %max health damage increased to 5/5.75/6.5/7.25/8 from 4/5/6/7/8
-Specifically designing changes for jungle Zac can get messy. These changes buff both his lane presence as well as his jungle presence, as I don't like cementing champions into a single role. Due to the counterplay inherent in lane (stepping on his blobs), however, these changes do buff jungle Zac a bit moreso than lane Zac.
- Cutthroat (E) no longer slows enemy by 99% for .25 seconds
- Cutthroat (E) now interrupts channels
-Nothing to see here folks. Pretty self-explanatory.
- Resolute Smite (Q) mana costs decreased to 40/50/60/70/80 from 60/65/70/75/80
- Iron of Durand (R) no longer suffers range penalty upon cancellation
-The early game mana buffs would really help Galio's awful early-game laning period. Penalizing Galio for having his ult cancelled makes little to no sense to me personally. He's penalized enough as-is by the cancellation's reduction in damage.
- Rampage (Q) deals 75% damage to minions and monsters (Increased from 66%)
- Spirit of the Dead (W) minion and monster heal cap 100/130/160/190/220 from 90/120/150/180/210
-These caps exist for a reason, and removing them would make Hec insanely strong. However, given the current state of the jungle, these changes might be a gentle push in the right direction.
- Rend (E) spears now last for 3 seconds (Decreased from 4)
*- Clearly, most would argue that mobility is the biggest issue with her kit. Riot has stated that they have some sort of plan for that, though, so I didn't want to fiddle with that mess. Given that the max attack speed a champion can reach is 2.5 autos per second, reducing the duration of her Rend spears by a second reduces the amount of stacks she can realistically accumulate by 2.5. Whether that gets rounded up or down is beyond me. At the very least, this is a minimum reduction in Rend's active damage by 64 + (.6 AD) at max rank. 60% of an ADC's AD ratio can be a pretty big deal. There is no way for me to know how this would pan out without testing it first-hand, however. Perhaps a better idea would be to reduce the AD ratio on the non-initial spears. *
Summoner Spells
- Removed
- Shield strength reduced to 50-200 from 115-455.
- Duration increased to 3 seconds from 2.
- Now removes all disables and debuffs and grants 50% Tenacity for 3 seconds.
- Movement speed increased to 30% from 27%.
- Duration reduced to 8 seconds from 10.
- Now grants 30% slow reduction for duration.
If you've made it this far, thank you for your patience! There was a lot more on my mind while creating this thread, but I didn't want to be up all night and bore you guys to death. I appreciate any and all feedback (besides the insulting, over-emotional kind), so let me know what you think.
Penetration reduced to 30% from 35%
Passive now 50% effective (Increased from 0%) against true-damage-enhanced autos
(Does not work against DoT, Ex.
)
-50% of the item's 30% damage-return, meaning 15% damage-return. Not 50% damage-return.
Now builds from

Now builds from

Health increased to 300 from 250. Passive no longer stacks.
Stacking passive now unique
Now builds out of 
Now builds out of 

Now builds from Cloak of Honor + 
Recipe Unchanged





