[Balance] Balancing the mages!
Hey! I am an EuW summoner who is pretty interested in LoL and its balance side. I have played around ten thousand matches and I've got annoyed by a lot of champs already, but I think I can make decisions with clear mind about them. My goal here is not to nerf my hated ones and buff which I love, rather to start a discussion whether you agree with me on my proposed changes to these champs or not. Any feedback is warmly welcomed, and I am waiting to get into discussions! And remember: Reddit knows balance! :D
One thing I'd like to ask is that you don't judge just cause you think I "ruined" one of your favorite champs by these proposed changes. Let's start a discussion about it, bring up our points rather!
(I don't really know how to link a later part of my post, but if I find out I'll use it.)
Ahri
Charm (E)
- The charm no longer ends instantly when Ahri dies.
Akali
Shadow Dance (R)
- Cooldown increased to 3/2/1 from 2/1.5/1.
Annie
Annie is already in a good space damage-wise, but what she probably lacks is the ability to engage a fight with her high burst combo with tools other than Flash. This change focuses on that problem.
Molten Shield (E)
- No longer grants bonus armor and magic resist.
- Now grants a fiery burst upon cast, increasing Annie's movement speed by 30/35/40/45/50% for 2 seconds.
Cassiopeia
Cassiopeia's recent rework has been successful kit-wise mostly, but still needs a few power-shifts. Her loss of old passive heavily encouages gold investment into mana, but this really delays her so-emphasized mid-to-late powerspike, until a point where most games don't even last. By taking away a bit from here and giving it there, her skillset can get a lot better.
Aspect of the Serpent (Passive)
- Heal on Twin Fang (starting from 75 stacks collected) modified to 10(+15% of Ability Power) from 6/8/10/12/14/16(+10% of Ability Power).
- Cooldown reduction is now spread over the milestones and is reduced: 10/15/20% at 75/200/400 stacks.
- Now grants bonus mana. 125 at 75 stacks, 250 at 200 stacks, 500 at 400 stacks. (These bonuses do not stack up to a total of 850 bonus mana!)
- No longer grants bonus percentage ability power, instead gives 25/75/150 ability power at 75/200/400 stacks. (These bonuses do not stack up to a total of 250 ability power either.)
Noxious Blast (Q)
- Ability Power ratio increased to 0.5 from 0.45.
Twin Fang (E)
- Cooldown reduced to 4 from 5.
- No long refunds an additional 3% of maximum mana upon kill, only the mana cost itself.
- Ability Power ratio adjusted to 0.55 from 0.4/0.45/0.5/0.55/0.6.
- Mana cost adjusted to 50/55/60/65/70 from 30/45/60/75/90.
Petrifying Gaze (R)
- Cooldown reduced to 120/105/90 from 120/110/100.
- Damage reduced to 100/160/220 from 150/250/350.
- Ability Power ratio reduced to 0.35 from 0.5.
- Now deals double damage to enemies facing towards Cassiopeia.
- Stun/slow duration reduced to 1.5 from 2.
Fizz
Playful/Trickster (E)
- Cooldown modified to 14/13/12/11/10 from 16/14/12/10/8.
Katarina
Katarina's laning proves to be too tough against most of the mid laners. While she can definitely survive this period of the game thanks to Shunpo, she often falls so behind due to the inability of even minimal farming that she cannot recover until a point where it doesn't really matter anymore.
Bouncing Blades (Q)
- Cooldown reduced to 9/8.5/8/7.5/7 from 10/9.5/9/8.5/8.
Sinister Steel (W)
- Cooldown reduced to 3 from 4.
- When refreshes due to a champion kill/assist, its cooldown is reduced to 0.1 seconds rather than 0, so can no longer be accidentally cast a second time if it lands the killing blow.
Shunpo (E)
- Damage reduction duration increased to 2.5 from 1.5.
Kennen
Kennen is pretty much okay, what he might need is a bit of reliable ranged damage.
Electrical Surge (W)
- Passive now has ability power ratio: 0.4.
- Active ability power ratio reduced to 0.4 from 0.55.
LeBlanc
This might be a point where I am overreactive, since she is my main champion. But I still think she has felt lackluster since she lost her silence against champions she used to have a skill vs. skill matchup with. I tried to give something more tricky to her kit, while increasing Distortion's power over Etheral Chains' since what she needs help at is ramping up damage by farming effectively. Her main combos are also failed too easily due to the way DFG (which could be a really nice item for LeBlanc if it didn't misinteract with her kit) and Distortion works. E.g you go in with W then try to DFG>Q>R but what eventually happens is you do DFG>RW because you are in range for DFG(750) but barely not for Q(700).
Mirror Image (Passive)
- Now only activates if LeBlanc takes damage when she is under 40% health upon Mirror Image becoming available.
Sigil of Malice (Q)
- Range increased to 750 from 700. (->DFG is 750)
- If cast sound is played but the spell itself is not cast due to effects preventing it (well timed Flash for example) Mimic (R) no longer changes to Mimic: Sigil of Malice unless it previously was Mimic: Sigil of Malice too.
- Upon cast, LeBlanc stealths for 1.5 seconds. If the Mark is detonated, she stealths for another 1.5 seconds. Any action other than movement cancels this effect. Mimic: Sigil of Malice cast on a unit affected by Sigil of Malice only refreshes the duration. Already active effect, such as an ongoing Ethereal Chains cast do not break the stealth.
Distortion (W)
- Can no longer be cast from out of range. (Works as Summon: Tibbers' targeting for example now.)
- Damage increased to 90/135/180/225/270 from 85/125/165/205/245.
- Ability Power ratio increased to 0.65 from 0.6.
Ethereal Chains (E)
- Abililty Power ratio reduced to 0.4 from 0.5 on both instances of damage.
Mimic (R)
- Cooldown changed to 35/30/25 from 40/32/24.
- If Mimic: Ethereal Chains and Ethereal Chains are both active on a unit their slows stack additively instead of not stacking at all.
Lux
Lux's core gameplay idea was told to be considered "toxic": "you miss all or you win all". This can definitely be changed in a good way. Lowering her cooldowns as well as her damages can convert her into a control mage who can kite enemies really well but still possess the ability to burst squishy enemies on just a bit lower than max hp. With this kit how I imagine Lux is that she goes for Lich Bane and runs around the battlefield hitting a snare or two here and there but well yes: you will miss a few of them. She also has a really similar problem to LeBlanc; they both start to be able to clear waves fast (by one spell) too late into the game because of their other needs (mana regen, cooldown reduction, etc.). This is a way bigger problem in Lux's case, which these changes try to solve. Her upfront damage goes down by a lot, but the overall damage potential and utility, I'd consider them way better.
General
- Attack range increased to 575 from 550.
Illumination (Passive)
- When the buff is consumed, Lux gains 20% movement speed for 1.5 seconds.
Light Binding (Q)
- Cooldown reduced to 11/10.5/10/9.5/9 seconds from 15/14/13/12/11.
- Damage reduced to 50/90/130/170/210 from 60/110/160/210/260.
- Primary snare duration reduced to 1.5 from 2.
- Ability Power ratio reduced to 0.5 from 0.7.
- Mana cost changed to 60/65/70/75/80 from 50/60/70/80/90.
Prismatic Barrier (W)
- Can now be cast while moving.
Lucent Singularity (E)
- Base damage reduced to 50/80/110/140/170 from 60/105/150/195/240.
- Duration reduced to 3 from 5.
- Ability Power ratio reduced to 0.4 from 0.6.
- Damage increases to 200% over the duration linearly.
- Cooldown reduced to 8 from 10.
- Mana cost changed to 80/85/90/95/100 from 70/85/100/115/130.
Final Spark (R)
- Cooldown reduced to 80/60/40 from 80/65/50.
- Mana cost increased to 100/125/150 from 100 at all levels.
- Ability Power ratio reduced to 0.65 from 0.75.
Morgana
Morgana's biggest issue lately has been her dominancy in the support role over the mage one. These changes try to reduce the overloaded supportiveness of the champion in order to give back on the mage side. I also think her ultimate needs a better "ultimate" feel, plus too much damage was granted for no risk taken.
Soul Siphon (Passive)
- Morgana's abilities heal herself for 7% of the damage dealt. (AoE damage heals 7% of its damage too.)
Dark Binding (Q)
- Cooldown changed to 12/11.5/11/10.5/10 from 11.
- Snare duration changed to 2.5 at all levels from 2/2.25/2.5/2.75/3.
- Damage reduced to 75/125/175/225/275 from 80/135/190/245/300.
- Ability Power ratio reduced to 0.75 from 0.9.
- Hitbox width approximately halved and bugfixed. (rito plz)
Tormented Soil (W)
- Cast range reduced to 800 from 900.
- Magic damage per second reduced to 18/26/34/42/50 from 24/38/52/66/80.
- Now damages every second, not every half-second.
- Magic damage per second ability power increased to 0.2 from 0.11.
- Now there is an instanteneous magic damage: 30/60/90/120/150 (+25% of Ability Power)
- Damage per second no longer increases based on the target's missing health.
- Cooldown increased to 14/13/12/11/10 from 10.
Black Shield (E)
- Cast range reduced to 500 from 750.
- Cooldown reduced to 19/18/17/16/15 from 23/21/19/17/15.
- Duration reduced to 4 from 5.
Soul Shackles (R)
- Initial damage reduced to 90/150/210 from 150/225/300.
- Initial damage Ability Power ratio reduced to 0.5 from 0.7.
- Lockdown damage increased to 150/250/350 from 150/225/300.
- Lockdown Ability Power ratio increased to 1.1 from 0.7.
- Stun duration changed to 1/1.5/2 from 1.5 at all levels.
- Cooldown changed to 130/110/90 from 120/110/100.
- Initial slow reduced to 10%, but ramps up to 100% over the duration.
- If the tether is broken, the slow instantly ends.
- Tether maximum range reduced to 1000 from 1050.
Orianna
Orianna feels too strong and tanky in the first 3-4 minutes of the game, completely ignoring the fact that she is a control mage who has really strong damage and supporting potential over the course of a fight, but not instanteneously as a burst nor in early stages of the game. In her actual state this materializes in the problem that a good Orianna can practically survive early game only by taking shield level 1, then starting to force trades from the beginning of the laning phase which said trades she can in no way lose (shield, mr+armor buff, on-hit magic damage), and this advantage just intensifies throughout the first minutes due to her excellent range and harass potential.
General
- Autoattack ange reduced to 500 from 525.
Command: Dissonance (W)
- Ability Power ratio reduced to 0.55 from 0.7.
- Field slow/haste increased to 40/45/50/55/60% from 20/25/30/35/40%.
- Cooldown reduced to 8 from 9.
Command: Protect (E)
- Bonus armor and magic resist reduced to 5/10/15/20/25 from 10/15/20/25/30.
- Shield strength modified to 50/100/150/200/250 from 80/120/160/200/240.
Command: Shockwave (R)
- Ability Power ratio increased to 0.8 from 0.7.
- Damage increased to 150/250/350 from 150/225/300.
Ryze
Ryze's biggest problem is that he's way too tanky compared to his damage output and ability to get through to squishy targets because he scales with mana, a stat which can be built really fast and easily, even without performing well in the game due to Tear of Goddess and the fact that it can be found in good amounts on defensive items as well, effectively providing damage for defense. These changes try to emphasize that he is still a mage, not a frontline tank who can also outperform regular mages (due to not necessarily having more upfront damage, but to almost certainly surviving longer, thus being more useful damage-wise in a fight), while trying to keep his identity as the Mage who scales well with mana. Furthermore, he is now gated by mana costs, no matter how much he builds, thus providing another aspect which can seperate good Ryze players from great ones: mana management.
Overload (Q)
- Ability power ratio increased to 0.5 from 0.4.
- Mana cost changed to 8% of maximum mana from 60.
Rune Prison (W)
- Mana cost changed to 8% Of maximum Mana from 60/70/80/90/100.
- Cooldown reduced to 12 from 14.
Spell Flux (E)
- Ability power ratio increased to 0.4 from 0.35.
- Mana ratio removed.
- Mana cost changed to 8% Of maximum Mana from 60/70/80/90/100.
- Cooldown reduced to 12 from 14.
Swain
Decrepify (Q)
- Total damage unchanged, but deals damage every half-second.
Torment (E)
- Total damage unchanged, but deals damage every half-second.
Syndra
Syndra can feel out-of-control pretty easily and early in the game plus defeating her proves to be almost impossible sometimes without jungler help, which determines the gameflow too deeply. These changes try to ease the burden the enemy mid laner feels while laning against Syndra and provide a bit less difficult surviving of early game.
Dark Sphere (Q)
- Cooldown increased to 6/5.5/5/4.5/4 from 4 at all levels.
Scatter the weak (E)
- Dark Sphere missile speed reduced to 2000 from 2500
- Launch distance reduced to 1000 from 1100.
- Mana cost increased to 70 from 50.
Twisted Fate
General
- Autoattack range increased to 550 from 525.
Wild cards (Q)
- Cooldown reduced to 6/5.5/5/4.5/4 from 6.
Destiny (R)
- Mana cost changed to 100 at all levels from 150/125/100.
Veigar
Event Horizon (E)
- Cage duration reduced to 2.5 from 3.
- Cooldown reduced to 17/16/15/14/13 from 20/19/18/17/16.
Vel'Koz
Organic Deconstruction (Passive)
- True damage now scales with 10% of Vel'Koz' Ability Power.
Plasma Fission (Q)
- Cooldown reduced to 7/6.5/6/5.5/5 from 7.
- Mana cost changed to 55 from 40/45/50/55/60.
Void Rift (W)
- Recharge time changed to 20/18/16/14/12 from 19/18/17/16/15.
Vladimir
Tides of Blood (E)
- Ability Power ratio increased to 0.55 from 0.45.
Hemoplague (R)
- Cooldown reduced to 120 at all levels from 150/135/120.
Zilean
Right now ChronoShift is pretty much the only ultimate ability which doesn't make the player feel the urge of being leveled further than level 1, because only its revive's flat health increases as the spell gets leveled up. These changes correct this, and decrease his supporting powers to get a bit more of an ap carry-feeling by having two damaging spells.
Heightened Learning (Passive)
- Global experience bonus aura removed.
- When Zilean hits level 6 and 11, he levels up twice, practically becoming level 7/12 after level 5/10 respectively.
Time Bomb (Q)
- Ability Power ratio reduced to 0.75 from 0.9.
Time Warp (E)
- Movement speed modification duration reduced to 2/2.5/3/3.5/4 from 2.5/3.25/4/4.75/5.5
- If cast on an enemy, deals 40/80/120/160/200(+40% of Ability Power) magic damage.
ChronoShift (R)
- Cooldown modified to 180/170/160 from 180 at all levels.
Zyra
Rise of the Thorns (Passive)
- Delay before the thorn can be fired reduced to 1.5 from 2.
Thanks for reading if you got this far! :) Don't be shy to share your opinion.
are balanced?