Ultimate champion balance evaluation thread.

Hibeki··5 votes·550 views

This thread will be dedicated to listing the problems with all the relevant champions. Whether they are good or bad right now, just to group together all the things into a convenient spot.

feel free to comment with your own

MAGES (MID)

Ahri Q movement speed still totally unnecessary, needs power shifted from Q to W

AurelionSol No keystone to fit current playstyle

Galio Still too much power on Q, current balance changes on PBE are bad

Malzahar Passive too safe in laning phase, minions too weak, R on a stick in teamfights

Leblanc Longer blink time than needed, too much power on E and not enough on Q

Zoe Too much power on Q, not enough counterplay on E

ASSASSINS (MID)

Zed Q cooldown too low, too safe laning with an all-in that lacks counterplay

Ekko AP ratios need toned down

Akali Q duration lasts too long, W shroud lasts too long for some people

TOP LANE

This one is less about the champions and more about melee vs ranged is a horrificly unbalanced and oppressive matchup. Champions like Teemo and Pantheon can fit top because of their insanely low cooldown punishing poke permanently zones you off gold, even under turret.

Ornn Low mana costs, extremly low cooldown %max hp damage, and being able to buy sapphire crystals in lane and get the mana from them means he will never go oom

Teemo Toxin shot is essentially a free BF sword in lane, Q duration lasts too long for a targeted ability and does too much. Too much utility for a charge based ult makes him impossible to gank

Pantheon Passive makes trades impossible, Q cooldown and mana cost are too low to be paired with the other

Heimerdinger Turrets cost too low mana for their cooldown and instant burst anyone not a ranged champion

Maokai Too high base attack speed

Chogath Vorpal spikes need toned down, passive makes trading way too easy

Urgot Tank stats a little high for his damage output

Yorick Pushing power waaaaaay too good

Kled Double dipping on health ratio is so high its impossible to trade well with him in lane

Short and sweet top lane is a shitshow because you basically cant pick anyone top lane without getting horribly counterpicked by the enemy top laner. Just a completely uninteractive lane

BOTTOM LANE (MARKSMAN) (STILL HATE THE NAME)

Ezreal Obvious, toxic kit promotes busing something and wil always be broken when something new to be abused arises. Needs rework

Vayne Silver bolts very oppressive and makes it impossible to be tanky against her. Ult reset was way over the top for a buff

MissFortune Ult on a stick, kit totally trash outside of lane

Varus E totally awkward, has to abuse double onhits to be relevant at all

Caitlyn Headshots still a problem, trap arm time not long enough

BOTTOM LANE (SUPPORTS)

Leona No counterplay for cc chain other than buy QSS or get cleanse.

Thresh Lantern has no counterplay other than abusing clickboxes by standing on it

Karma Way too much base damage on Q, E tether range a bit long

Lulu Polymorph duration could be lowered a bit

Zyra Scales too hard off ap in lane

JUNGLERS

JarvanIV Great early game and late game, Just instant KO abusing Electrocute instead of being a real frontliner (Partly because W and E are hot garbage)

Khazix good clear, isolation damage is too high for the range and cooldown

LeeSin Safe clear safe engage safe disenage, damage too high early game

Kayn Q bonus damage on camps give him too good of a clear

Rammus Point and click taunt impossible to escape from, guaranteed tank stats keep him relevant even when behind

Feel free to comment on anything I missed, I will add it to the list.

22 Comments

L Rayquaza2 votes

Yorick was relatively balanced on his push till Demolish came in the scene, the fact he also got the buff that Last Rites affects turrets blew him out of the water, my proposed idea for a nerf is keep buffing turrets so that they don't fall like wet paper, nerf demolish from 30% max health to 20% max or maybe 25% bonus, and make Last Rites do reduced damage to turrets so that he still gets a little oomph for his push

nm10102 votes

its unfortunate your analysis on many of these are so off, this thread was a good idea.

Hibeki1 votes

You're the type of person to suggest fixes that would do literally nothing to fix the problem.

"Kennen too oppressive in lane? Nerf his AD by .2 that would fix it."

nm10102 votes

You're the type of person to suggest fixes that would do literally nothing to fix the problem.

Any evidence for that?

What I was saying is that you are clearly have no idea what you are saying in some of these, which is unfortunate because a decent log of champions relative strength would be nice.

hoyohai1 votes

Well, you could leave a comment on how to fix it... instead of just saying it's bad... since you know so much...

xGunna11 votes

kayn should have long cooldown to enter in a wall

Ornn wtf you forget that OP AF champ ?

teemo check pntheon check

zoe E range through walls should be removed

TitanAnteus1 votes

I think if you fire through the wall it's cooldown should be increased so you can't spam wall projectiles. Also her cooldowns are just generally too low. Outside of her Q anyway. Her only damaging/waveclear ability shouldn't have a high cooldown like lux E.

xGunna11 votes

that wall E has no counter play so it must be removed how can you dodge something from miles away from fog of war ? ?

TitanAnteus1 votes

{quoted}

that wall E has no counter play so it must be removed how can you dodge something from miles away from fog of war ? ?

You mean like ezreal, lux, or jinx ult?

There's tons of moves like that. Even Xerath's ult is insane.

It just needs to be punished for missing.

xGunna11 votes

akali shouldn't heal that much with her passive early game

she is one of the hidden op champs in the game that has only 5% banrate

xGunna11 votes

Riot should give tanks a rune that counter poke champions (ranged attacks) so this annoying poke champ meta (pantheon teemo / jayce / vayne / ez top/ urgot ) will end

HungryAngry2SPP3 votes

{quoted}

Riot should give tanks a rune that counter poke champions (ranged attacks) so this annoying poke champ meta (pantheon teemo / jayce / vayne / ez top/ urgot ) will end

There's the "Doran's Shield" rune

warpenguin5553 votes

Second wind does this. Heals for 4% of your missing health over a few seconds after taking damage

xGunna11 votes

heals sht needs a rune like negating 30% dmg from ranged attacks or so

FireDrizzle1 votes

Ahri Weaker effect on charm. Make charm only work at range like so she can't just dash in your face and hit it. Make her ms poke abiltiy cost a lot of mana if she doesnt hit a champion, or just do soemthing else so she cant dodge any skillshot easily forever. Buff her damage. Or better yet rework her and remove ult.

TitanAnteus1 votes

yorick just hurts to damn much right now.

Illâoi Evê Siôn1 votes

A lot of this feels like you're just whining about their strength_s_ instead of criticizing their current strength.

Hibeki1 votes

There is such a thing as doing a thing too well.

Illâoi Evê Siôn1 votes

True. But in a lot of cases that's because their surrounding strength supports their intended strength too well.

Rammus' Taunt is an essential part of his kit and I wouldn't want it nerfed any further. Instead, his surrounding values (his cooldowns, his Mana costs, maybe his mobility or his ult slow) should be nerfed if he's too strong.

Leona has always had her CC chain. Her cooldowns or passive damage should be nerfed, not it.

Thresh's lantern makes him unique. Maybe nerf its cast range so he's close enough that you can CC him and cut off the escape that way.

Ezreal is fine as long as he doesn't find something new to abuse. Just nerf his Q back to 1.1 AD and he should be good to go.

etc.

Hibeki1 votes

Well lets take a look at all these suggested fixes:

main problem with Leona is you're dead before you can escape. Not changing the CC doesn't change this.

not changing defensive ball curl or taunt doesnt change this problem either

Thresh fixes wont change either because cc'ing him doesnt do anything. Nerfing cast range is pointless because he can move much farther out of the cast range.

not making anything new just so ezreal doesnt abuse it is a terrible design choice.

Illâoi Evê Siôn1 votes

{quoted}

Thresh fixes wont change either because cc'ing him doesnt do anything. Nerfing cast range is pointless because he can move much farther out of the cast range.

He still has to walk that distance, so you're that much closer to catching up in the scenarios where you would chase them. And if he is close enough for you to impair his movement, it means that his ally will be close enough to be impaired, too, after they take the lantern.

That's all accomplished by a cast range nerf.

Couldn't really follow your other comments, sorry.

Sasogwa1 votes

Isn't zyra's problem her base damages more than ap ratios?

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