Balance Changes; Where a They? Here's problems that I think need to be addressed.

Keshaun··15 votes·774 views
  • Junglers shouldn't be full health when doing their early clears.
  • Top lane shouldn't rely heavily on counterpicking.
  • There should be some form of counterplay if you're counterpicked.
  • Junglers shouldn't be able to match levels with solo laners if they're camping lanes and not clearing.
  • Junglers shouldn't be able to keep up in gold with solo laners if they're camping lanes and not clearing.
  • Jungle camps need to give slightly less gold and XP, but respawn faster to allow junglers to stay even with laners in terms of gold and XP.
  • The role of jungle is to influence lanes or influence the game. Junglers should either gank in the early game and fall behind in levels, but influence his teammates or farm and scale to late game, get ahead in gold and xp and also take jungle objs (dragons, rift, baron.)
  • There's too many champions in league who have % health damage.
  • Tanks in league should not have any or only have very little % health damage, but should have good crowd control and decent burst damage.
  • Marksmen in league should have better build paths and itemization. Every marksmen in the game goes triple crit items, mercurial scimitar, and armor pen. There should be items in the game like attack speed, health, and damage for example.
  • Boots in the game are too cheap for their actual worth. Ninja tabi's and Merc treads provide too much utility for their worth in game.
  • Bottom and top tower need to have more health and armor early game to prevent first tower being taken at 6 minutes. Mid lane tower is fine due to the lane being shorter and the laner is able to get back to lane significantly quicker.

7 Comments

Brain Errör 4043 votes

Burst damage on tanks? I think not. Better sustained damage? Sure. But only to a certain extent.

Keshaun1 votes

That's what I meant when I was writing this. Tanks should be able to deal sustained damage throughout the game, but shouldn't be able to 1v1 the opposing carry and win the fight without a scratch.

Blåbæret2 votes

Literally all your points about jungle are wrong. Just thought I'd point that out.

EinarUlfar10 votes

The fuck? How long have you been playing this game and where have you been?

The jungle’s a joke right now. With extremely high influence, low camp respawn timers, mostly healthy clears, and little exp/gold drawbacks for frequent influencing of lanes rather than farming. Literally the only thing objectively wrong in his Jungle points is “influence lane OR game.” Everything else is accurate, and appropriate changes would greatly benefit the flow of the game and potentially Top Lane as well.

Śhunpo7 votes

{quoted}

The fuck? How long have you been playing this game and where have you been?

The jungle’s a joke right now. With extremely high influence, low camp respawn timers, mostly healthy clears, and little exp/gold drawbacks for frequent influencing of lanes rather than farming. Literally the only thing objectively wrong in his Jungle points is “influence lane OR game.” Everything else is accurate, and appropriate changes would greatly benefit the flow of the game and potentially Top Lane as well.

No, camps take ages to respawn, that's why junglers are pretty much sitting in lanes for almost 2 minutes at a time.

But your other points are entirely correct.

EinarUlfar1 votes

I meant low as in they respawn very infrequently. Sorry, I should have been more clear on that. Was in a rush to reply before class!

Feel Apathy1 votes

I don't agree on junglers.

There are a few outliers, but other than that you're entirely wrong.

And there are always 2 junglers, so the game is "balanced" in that sense you could say.

If the jungler is the most influential role, how about you learn to play with yours to secure more victories/objectives instead of complaining about you getting ganked 3 minutes in ?

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