League and its recent evolution

Jefftiffy·2/26/2015, 12:02:50 AM·1 votes·143 views

League has slowly become more and more mobility based as well as knock up based over the most recent years meaning there is far less and less for older champs to do against it.

To deal with mobility we need some kind of counter play to dashes that makes less valuable CC viable. I have heard of slows effecting dashes 100% of the slow amount ideas, but I feel on certain champs that is just too strong. Maybe a 50-25% of slow value to give slow reliant champs a chance.

Another thing that needs to be done is make roots a different version of stun. The current hierarchy is suppression>stun>root>slow/silence (both are situational). Changing slows to effect dashes would even this hierarchy out a little as well. But Stuns should be just a complete disable just below suppressions because they are all ults. Roots should stop all dashes the second they hit the target, but have durations adjusted to make up for it. This would mean stuns are better against faster move speed reliant champs and snares would be better against champs that use dashes.

Another thing I have noticed is Riot constantly fiddles with the CDs on spells, and it tends to complicate things that they balance around CDR for an average cast time on build. CDR needs to be phased out and spells brought to a standard, so you know what you are dealing with each game both against and as the champion. In exchange items can get unique actives as a replacement. I'm not talking Zhonya's level actives, but actives that suit the items. Morello could get improved grievous wounds (fatal wounds maybe? where it gives grievous wounds on targets up to 60% hp or higher and lasts 1s longer). Athene's could restore a set amount of mana or % of max mana on activing but have a decent CD. This would effect all items making each item have a better niche than X>Y due to gold efficiency.

I am not saying CDR is bad, it just makes the game difficult to balance like crits do.

Crits should move from crit chance to crit charge. No values are changed, RNG is removed. Crit charge = crit charge % + next attack crit charge %. At 100% a crit is done and the leftover rolls over into the next crit charge. This creates reliability while preventing 5% crit runes from being useless one game to zoning someone with and ADC because you got the better RNG. I feel like it would create a more interesting and skilled match ups.

On top of this I have been thinking for awhile how to nerf ADCs in a somewhat meaningful way. I was thinking that on crit, lifesteal=lifesteal%*.75. This means you will only heal for 75% of what you normally would for that damage. Then you don't have to worry too bad about full lifesteal ADCs when grievous wounds are becoming less and less common as well as giving bruisers and tanks a little bit more room to lock down the ADC in a fight.

Also, the mana regen nerfs really need to be looked at. It's the reason the game is so assassin heavy right now.

And a big peeve of mine is how unclear this game is. You have no clue what your opponent brought unless you look it up. They could have no runes or masteries or they could have one of the most optimal for a champion. All you know is they have bonus AD/AP/armor/MR/AS. Spells often do not include exceptions like Cleanse does not list that it has no effect on Suppressions. Yasuo's ult doesn't say all displacements. Yi's ult doesn't include that it also stops AS slows. Damage reductions should say that True Damage is not effected. Etc, etc, etc.

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