The state of Balance [A players perspective]

Velasan··1 votes·193 views

Standard disclaimer: I'm not claiming to be a balance expert or do this for a profession. This is just what I would do IMO.

The Jungle:

The good: Jungling matters more. In the past you plowed through every camp you came up against, and the only ones that mattered were your blue and red buffs primarily because you didn't want the enemy to have them. How you use your smite actually matters now. The harder camps also removed a lot of the unusual JG's that probably should never JG in the first place (like TF, LB, and Teemo jg.. yeah those were all things at one point).

The bad: The jungle is too difficult at this point. It's pushed out a lot of the typical junglers, even ones that are meant to JG (nautlius and kha'zix for example). Poachers knife is also still problematic. They seem to continue down this path by just nerfing junglers who have safer clears. This also makes jungling not fun for a number of people because they can't play their favorite JG's and win, leading to a slug fest between the top 3 (Vi, J4, Leesin).

Possible fixes:

  1. Gromp and the chickens do too much damage. They seem meant to counter ranged jg's by being ranged themselves (no resets, or kiting). They also do an abnormally large amount of damage for smaller camps. Way more than the stone creatures or wolves. This is also problematic because gromp is supposed to enable tank junglers. Just slightly tone down the damage on these two camps, but maybe even increase the damage (again slightly) on blue buff and red buff camps.

  2. Poachers knife needs a simple upgrade to let you use an active ability which lays down a caitlin'esque trap. This trap should last for about two minutes, and root and give vision of anything it snaps on (doesn't need to deal damage). The point of this is two fold, first you can place it at entrances to know when laners or the enemy JG is coming towards you giving you a heads up. Secondly, you can place it under an enemies monster camp so that when it respawns the trap goes off and you know it's there. Lastly, this would also help make clears with the poachers knife slightly safer for JG's who choose that route because you could root a camp temporarily (not unlike nidalee's ability, which by comparison to ranger's trail blazer isn't nearly as strong).

  3. Tank junglers are worse because it's hard to clear effectively and gank effectively as a tank. Your clear is safer, but a lot slower and ganks aren't always any better than the bruisers. The fix is the JG mastery in the defense tree called "bladed armor." They had a good idea when they wanted to increase the gromp buff with HP for tanks and the new item. However, they could just combine both of these into that one rather underused mastery by allowing it to work on enemy champions as well as monsters and scaling appropriately with HP.

---Continued on 2nd post---

1 Comments

Velasan1 votes

Champion Balance:

Lee sin:

The good: He’s a very good laner and jungler with great damage. He’s fun to play because his playstyle is very fluid.

The bad: He’s super oppressive when he gets ahead. He is unusually mobile for a champion who has that much damage, and once he catches you out chances are you will get jumped on and drop kicked to the face. Possible fix: Let him keep the damage, make it Lee’s selling point. Where he needs to be nerfed is make his energy costs higher so he can’t spam his abilities all day. If he misses a Q or two, he shouldn’t be able to just keep casting it until he hits you. Secondly reduce his HP so he is more susceptible to being blown up when caught out himself, particularly by AP users. The BIG fix: Disable ward hopping. Make wards only able to be targetable by the teleport summoner spell. The only people who can ward hop are people who never needed to be able to ward hop in the first place and would be a lot more balanced if they couldn’t do it. They can already “hop” to allies, minions, and jg monsters.

WW: The good: WW is actually really balanced right now. Primarily because he has always been a really good duelist. His many recent nerfs were almost all to his ult. The bad: WW’s original concept was that you would ult someone who was already not at full hp to below half so you can chase them down with blood scent. His ult no longer accomplishes this. I’ve been on both the receiving end and user of WW’s ult and it just doesn’t function the way it’s supposed to anymore. Many people complained about it’s lack of counterplay, but forget that it’s his only CC in his entire kit. Without it the only thing he can do is try to desperately chase after all these super mobile champions while being kited to death (I’ve personally kited ww’s to death multiple times as an ADC).

The fix: Either reduce the cooldown on his ult which already has had its damage reduced by a huge portion so that it can be used more often during those clinch moments in team fights or add a 3 second slow to his Q. This way he can at least attempt to bring someone low enough to chase with blood scent without using his ult.

Azir:

The good: Azir has a really strong kit despite the fact that at the moment the champion is going through an identity crisis.

The bad: His great kit has wonky numbers across the board right now.

Possible fix: Pretty much just return Azir to how he was almost on release. Then lower the damage on his Q (and maybe reduce the soldier damage to .65 AP if that is not enough). This actually undoes two earlier buffs to his Q and E, but makes more sense for the character overall. What you are left with is E and R are mostly for utility, and Q is a slow, but the damage is in maximizing the amount of autos your soldiers can do. He is not a utility mage, he is not a burst mage. I’ve always felt that the point of Azir is slow build up to a powerful APC with sustained damage. You get lots of damage because you have to micro all that damage. That is the trade off.

Veigar:

The good: This characters concept is really solid and I don’t actually even understand why they felt the need to change him the way they did. He is a fairly beloved champion by the community, and all the people complaining about counterplay keep using words like 100-0 which no veigar can ever do a team because his kit inherently only ever allowed him to "nuke” one enemy champion who had to be a squishy to die.

The bad: His new E delay makes very little sense with his reduced ult damage.

Possible fix: Just make the E delay a lot less. A .25 or .50 second delay is plenty for a stun that the enemy already has to walk into. Return the ultimate to its normal damage. Veigar essentially is his ultimate. He is all about his ultimate. He bursts people. It’s what he does. Otherwise, I don’t agree that he needed to be changed, but if he has to be changed this makes him a lot better.

How would you fix some of the balance issues you’ve seen?

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