League Suggestions

XxKyzilienxX·5/22/2016, 1:07:39 AM·1 votes·482 views

Let me start by just saying that this is all my personal opinion from experience and understanding; i may be right on somethings and very wrong on others dont get angry just for that. I'll categorize the subjects so itll be easier to navigate. And skill has been thought about, most suggestions are about things that dont really require skill and still are stronger than most things by quite a lot.

It would probably be best to say what I play first so you can see a little of my perspective; you dnt need to read this just a backstory i guess. I am a Garen main currently in Gold IV (promos for Gold III) from Bronze III this same season. Most people will probably question this like in game but i take tp/heal summoner spells since i feel heal has more utility for a tank who may need a few more seconds in the fight to ult or get that last hit or counter ignite or help a team mate and yourself. I build Ravenous Hydra as my first item since I find the passive health regen on tiamat, and then more on Hydra, is great for lane sustain early with Garen's passive. The damage helps win lane against most champs early especially if its an adc champ top like graves so you can practically one shot them with his ult up, also its active while spinning for a little more damage helps. After that i get health and armor and magic resist based on the other team like a normal tank.

Items in correspondence with champions: Balancing champs through items can be much easier than taking every champs abilities and tactics in mind

      - I'm sure most people know the lucian build with black cleaver and ghostblade._ I'm not sure_ with what intention they created black cleaver but _i think_ it was meant for tanky melee champs like garen or darius or xin or jax, maybe assassins like zed, who can do a little more damage on the front line while being a tank. I dont dislike the idea of an adc getting the health and armor pen but i do believe it may add a little too much for a class of champs (adc) who already do a lot of damage even to tanks, especially when it gives speed after every shot while chipping armor for all your allies too. This is a fine concept but for adcs with mobility like lucian who then also have ghostblade for speed and cdr to use their dashes and abilities, it can cause trouble for a whole team in a teamfight or in little skirmishes. It may help if there were categorized items for different each class of champions meaning block off certain items for one type of champion from another. Of course replace it with a similar item that just changes it depending on the class its meant for (ex. Take infinity edge and break it into one for adcs and one for assassins and one for tanks/bruisers with slight changes to maybe the passive or damage amount or crit chance etc.). It may be too big of a change but its just an idea and can always be altered. 

Balancing champs: This is from personal experience versing these champs not only as garen but as many others. Also from others opinions ive heard again its just my opinions and suggestions, ignore if you really disagree hard or just add on and make it better

      - Darius - Black cleaver on darius is the most common thing im sure, probably because the bleed also activates the cleave; thats maybe too strong, i mean hit someone 2 times then wait 4 sec for their armor to break and then let the bleed keep hurting them for chunks of hp. Thats annoying since if you cant kill him with the initial engage he will probably kill you even if youre the tankiest champ around (Exaggeration). That perk shouldnt be taken away but definitely diminished so maybe it takes longer while bleeding to chip armor. Also his ult is pretty damn strong, it isnt that hard to get 5 stacks of bleed on someone then ult for 3/4 of their hp from full with true damage then have it reset or cooldown shortened when the person dies. Its like garen ult on steroids since garens ult is based off missing hp and can really only be used as an execution for low champs, even then it doesnt do too much unless the enemy is the villain (villain is 1/5 people). Darius doesnt need a target he can just do it and you have a 20 sec window to recast it for FREE and at lvl 3 resets on a kill. I dont really have a logical suggestion for that cause if you take the true damage away theres less of a point for the stacks of bleed, shortening the range might help but its already pretty short, deleting the cooldown reduction may help but that takes away a unique passive that makes him. Idk im sure something can be done with more thought.

      - Diana - Never played diana but versed her enough to know that once she hits her power spike she is going to one shot half your team even with magic resist. and if you live from the initial engage and try to run she will pull you in and do it again. Even if you manage to live through all that or cc her from the beginning she is still so tanky that you wont be able to kill her without 100% of your teams fire power before she gets free and kills everyone. Lowering the base damage scale and the cooldown or changing the hitbox may do the trick but may also destroy the champ since early game she isnt super strong. You could do something where as she levels up the hitbox shrinks but she still gets a power spike but weaker than now. I dont see much of her but when you do its a pretty one sided match once she gets that spike unless my team is great, not just good but great.

      - Ekko - Tank ekko is the thing since, not only is he really tanky with all his abilities giving him shields or escapes or resetting some hp, but also he does some serious damage with the passive and can stun a large area for enough time to land every ability and then some. Maybe make a debuff where when hitting someone in the stun field his passive doesnt activate or his cooldowns are lowered and he deoesnt get a movement speed boost when in the field or just make it so his passive can only be activated on a champ every once for a little while (like 5-20 seconds) depending on level or something. Allowing him to still do his initial damage but not be able to chase someone or a group and do a lot of damage while eating a lot also.

      - Brand - Nearly the same as ekko except closer to mage/tank than tank/mage meaning he does more damage by far but also can eat a lot of damage. Thats a fine thing for all mages and i like the new way he works from the update, but when he is standing around eating damage and bursting people down there may be a little problem. I understand his health/armor/magic resist scaling isnt much higher than annie and his build gives him a lot of health but he eats a lot of damage for a mage while being able to kite and scare people off with his damage/range of abilities. Annie can be tanky too and do even more damage but her stun is only active after 4 abilities, her ult is nearly the same size as Brands "w" and not as easy to navigate in high pressure situations, one of her abilities is a short lasting shield, and the others are a point and click ability and a close range burst making her easier to chase or get away from if you survive the initial. But Brand has an ult that can be cast at a group and will tear through people while being able to blow up a decent sized spot and launch a stun then practically re-ignite anyone near someone who is cast on if they are burning, then his passive also chunks people and has a huge aoe effect. He can kite and chase with his range and all those abilities making him hard to kill especially if you have his team in your face. Decrease his range or his health or armor/magic resist or the area of his abilities may be some of the best things to do.

      - Leblanc - Can be in and out of a fight with 2 kills in 4 seconds. the only counter to that is to stun her or silence her then focus her and then kill the right one if she splits. She isnt as big as a problem since once she gets caught she can die easy but catching her is the problem especially if you have her team around distracting you. All i can suggest for her is decrease her ranges a but and increase the cd for jumping back if she casts more abilities while being away from the jump site (like 1 more sec for every ability she casts or some small number that can give someone a chance to react before she disappears) or if anything create a cool down of like 1-2 sec once she jumps so she cant cast anything for that time based on level.

      - Akali - I see her less than even diana, idk why neither of them are used more but they do a lot of quick damage and are really tanky. She can dash from assists and kills which does a decent amount of damage with ap, can spin doing also a lot of quick damage also, can target an enemy then attack to gain energy back and do extra damage which she already does enough, her passive increases all the damage or spell vamp, and then can cast a large area where she is invis unless she attacks for a millisecond and can move faster meanwhile slowing enemies. it would be better if she didnt have more magic resist/armor than other assassins and a passive that scales percents with ap. in a team fight you cant target her or run from her and she hurts a lot, even if you do get a sec to target her she will eat the damage and keep going by either being tanky or spell vamp while she kills dashing from her kills and any she misses being cleaned up. Maybe get rid of the assist part of the ult and change the passive to adding 1 ap for every 6 or 1 ad for every 6 ad and decrease the armor/magic resist.

      - Fiora - She really isnt too bad, i dnt really need to explain her for the minor thoughts though the little things can make a big difference. Decreasing the time between when her passive activates after successfully landing could help and just decreasing the effected area of her "q/w" since she can block and then stun almost any close range champ that tries to attack with it being so easy to cast when panicking. This one isnt too bad, and can be overlooked, just pointing it out.

      - Heimer - He isnt crazy strong except for his turrets but when he is between his turrets with all his abilities he is like a turret without any minions to aggro unless you siege him. Only suggestion is to make his turret attack speed scale with his health or something that will cause the player to chose how to use his kit and build better so he cant harass as easy when attacked. Again, this can be overlooked since it isnt a big deal.

      - Trundle - Late game he cant be beat in a straight up fight since his lifesteal/tankiness/damage is insane. If it was good for just 1v1 like how xin does (he is strong in team fights if not targeted but thats for later since he can be beat 1v1 if he doesnt target right or get fed) or aatrox or jax, but he can run in a team fight and his hp will look like he is sitting at his fountain while he chases and kills everyone. The aoe he has that gives him both movement speed and attack speed is huge, its fine cause all you need to do is walk out of it but he will catch up or run away with no cost, add a debuff when he leaves the area like having to get used to not being on ice where he is slower similar to blitz after his boost. Then the ice pillar that continuously slows and blocks the path. for this just make it decay after time, the inverse of anivia's new ult mechanic. his ult is fine but his bite gives his chase another level since it gives him attack damage, take a lot of hp with a high scale, has a low cooldown, slows the target, and takes their ad. just take a few things out of it like the slow and the decrease in the other persons ad and then lower the scale a bit with a higher cooldown like 1 sec.

      - Olaf - I dont see a lot of him lately and he is pretty decent just make it like 1 sec longer to throw an axe after picking it up or make him slow down to throw it so he cant run after you so easy while taking a good chunk every throw. 

      - Tryndamere - his rage makes him really strong even with no items at all, the crits at lvl 1 can kill someone at base health in 6 basic hits and then his undying with max rage can be the most aggravating thing next to dying from a teemo shroom randomly. All id say to this is take attack speed when his rage goes up, not a lot just enough so he cant kill someone in 3 sec standing still (makes sense you get made you swing harder but are less coordinated). And leave his rage the same when he ults or instead base the time he can be undying off how much rage he has when it activates.

Maps!!: I cant be the only person who is tired of the same exact scene every match

      - Its really simple and i dont think it should take too much time or resources. Personally i think a variety of maps would be interesting and keep things from feeling routine, i dont mean make a new map with new paths and bushes and river and stuff. All Im thinking is the altering of the map to look like a desert area or like night time or just some type of little color/texture adjustments to make things feel different. This is probably the most basic idea but one id like to see for sure. Would be cool.

All just my thoughts (and rants i guess). Take what you would like out of it, i believe ive said all i have to, Thanks for reading!!

lvl 6 mastery Garen summoner 12 summoner 7 + item 3074 /item 3065 /item 3083 /item 3075 / item 1001 /item 3026 or item 3071 = A fun match win or lose n thats what matter, right? But a lot of winning.

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