An idea to fix the balance issues of this game
This game has been struggling with balance since early season 6, nothing as of late seems to ever feel balanced, this has been causing backlash from the community and riot refuses to fix it, so I will attempt to make one final design scheme that they could use to save their game...so here goes
Champion Design Changes:
- A new system to balance champs, called augments, as of late, it seems champs are so overloaded because they have a billion passives...this would work to gate it, as a champ would gain several passives from a large list of global passives and would only need 1 or 2 core passives in their Kit, I will give you a few ideas
Augment One, Constitution - Increases bonus hp by 15%
Augment Two, Movement - Base Movement speed scales over the course of the game (at 1/2/3/4/5 per level, based of current level)
Augment Three, Fervor of battle - AD increases by 1-10 while in combat per second, stacking 6 times, lasts for 3 seconds out of combat
Augment One, Offense - Increases bonus AD by 15%
Augment Two, Mobile - Movment based abilities on this champ benefit 50% more from CDR (IE, if you have 20% CDR movement skills count as 30%, can go up to 60%)
Augment Three, Fervor of battle - AD increases by 1-10 while in combat per second, stacking 6 times, lasts for 3 seconds out of combat
Augment One, Constitution - Increases bonus hp by 15%
Augment Two, Colossus - Takes 20% less damage from towers and deals 20% more to towers
Augment Three, Unstoppable Power - For every 150 health this champion has, they will gain 1% Tenacity
Augment One, Fighter - Gains an additional 5% attack speed per level, Bonus attack speed gains increased by 15%
Augment Two, Movement - Base Movement speed scales over the course of the game (at 1/2/3/4/5 per level, based of current level)
Augment Three, Primal Hunter - While out of Combat, Gains the ability to leap over small walls (basically if you can flash it, you can leap it) with a cooldown
Augment One, Offense - Increases bonus AD by 15%
Augment Two, Pursuit - Gains 15% increased movment speed while running towards enemy champions, but loses 15% movement speed when running away
Augment Three, Fury of battle - Gains 4-20% attack speed while in combat per second, stacking 6 times, lasts for 3 seconds out of combat
CLASS PASSIVES Now, another thing we should see are Class passives, why, because this will help balance classes and allow them to better perform there roles
Vanguard (offensive tanks), Receive 7% reduced damage for every nearby enemy champion, additionally, cool downs of abilities are reduced by 10% for every champion they hit
Warden (defensive tanks), Nearby allies take 10% reduced damage, addtionally your ally protection abilites receive 50% increased cooldown reduction benefits
Skirmisher, While outnumbered in a fight, deal 20% more damage and gain 15% lifesteal
Diver, Deal 7% increased damage for every nearby enemy champion, additonally, killing a champion will heal you for 10-40% of all damage you have taken in the last 5 seconds (Based on how many enemy champions are around you)
Juggernaut, Gain 15% max health, while in combat charge an attack (gaining 10 charges whenever you hit a champ with an ability, and 5 whenever you take damage from a champ) upon reaching 100 charges your next attack or ability will have its damage increased by 3.5% of your max health
Assassins, after using an ability, dodge the next attack or ability that would hit you, Charge an attack out of combat that will guarantee a critical strike
Mechanic (ability reliant ADC), abilities cast charge this passive, (25 charge per ability use) at 100 charge, your next ability will deal 50% more damage, gain an additional 10% CDR
Marksman (AA reliant ADC), deal an additional 20% damage on basic attacks, ignore 15% of armor
Burst Mage, 25% more AP, Killing a target will refresh 50% of all cool downs
Battle Mage, Take 20% reduced damage, Every time your hit a champion with an ability gain 20 charge, at 100 charge your next ability will deal an additional 8% of the targets max health as damage and reduce their damage dealt by 25% for the next 4 seconds
Artillery (long range casters), Deal 30% more damage, but additionally take 20% more damage from melee abilities
Enchanter (enhancement based mages), casting abilites on allies additonally heals them for 10% of their max health, (5 second CD per champ after) additionally take 15% reduced damage while around allies
Disruptor (CC based mages), whenever you hit a target with an ability stagger them for 4 seconds, whenever you CC a champion, reduce the cooldowns of your abilites by 20%
ASSASSINS
A complete revamp to the identity of assassins, no matter how we look at it, a class that has its main focus to instantly pop a target isn't healthy, but rather the idea of the class should be more of a fighter who focuses on agility to stay alive while having higher damage potential, basically, a fighter whos main focus is too outplay their opponent with the tools in their kit, an example would be as follows
NEW Passive - After teleporting to a shadow, take 50% reduced damage for 1.5 seconds
W - NEW passive: become untargetable for 1 second, then return to your shadows location
R - NEW passive: become untargetable for 1 second, then return to your shadows location
Addtioally, lower damage potential to compensate for the new survivibility
CRIT REWORK
As it currently stands, critical strike chance is legitimately toxic, Causing issues across the board and making you feel shitty when you die to a random crit because they bought a knuckle, the idea here would be to make crit feel far more manageable, so now critical strikes deal 25% extra damage on hit, but can be increased, additionally champions will now always critically strike on their 4th basic attack, but can be modified via passive or ability, some changes would be as follows but not limited to
Cost 3800
70 AD
20% Critical damage
20% Armor penetration
UNIQUE Passive: Critical strikes cause your target to bleed for 120% of your attack over 8 seconds
UNIQUE Passive: Critical damage increased by 20%
Cost 3000
40 Attack damage
30% Critical damage
UNIQUE Passive: Gain charges from moving/Attacking, Your next basic attack (on-hit) sparks lightning to up to 5 nearby units, dealing 60 - 160 (based on level) bonus magic damage, does 200% damage to minions and can critically strike
The idea is to have champs like assassins wanna focus more on Critical strike rather then just marksman, additonally, all attack speed would be removed from crit items to prevent pure crit builds from dominating the meta
FULL SCALE ITEM REWORK The idea behind this would focus on making builds more diverse by preventing champs from just stacking the highest damage items, how you ask? heres how, So first items would be reworked into 5 price ranges 3800 gold - Legendary (only 1 per champ) 3400 gold - Ancient (only 1 per champ) 3000 gold - Epic 2600 gold - Journeymen 2200 gold - Basic Now your probably looking at this and saying wtf, heres an idea of how these tiers would work Legendary - Grants 3 stats, and 2 passives, these items would basically identify the rest of the champions build path (IE, your not gonna go for a Bloodthirster if your planning on building tank) Ancient - Grants 3 stats and a single passive, while still powerful, would defintely not be able to match a legendary item, these would generally work in conjunction with legendary items (IE mallet would end up falling here, it would work very well with tri force, which would be a legendary item) Epic - 2 stats and a passive Journeyman - Either 2 stats or 1 stat and a passive Basic - 1 stat or 1 passive The idea with this rework would to inspire more diverse builds, while allowing for more items to be added to the game without worry of them be stacked with others and causing issues, rather then seeing draven go Deaths dance, Bloodthirster, IE every time we see him (additonally, this would open up the ability for some champs to gain power via gaining an extra Legendary item rather then having some extremely long passive
STATUS EFFECT REWORK So as it currently is, we have to memorize a ton of different effects (Cass has 2 kinds of poison, twitch has his own, singed has his own, teemo has 2 kinds) and i guarantee this list will not be shrinking, so heres an idea, Global effects, not only would this simplifiy what we need to remember, it would allow for shorter descriptions of champions, so lets give you an example
Frost - Deals 5-20 damage per second per stack based on level over 4 seconds (+20% of ad or 10% of ap) upon applying 5 stacks of frost, instantly deal the full damage to the target and stun them for 1.5 seconds Blaze - Deal 3% of the targets max health over 3 seconds as damage per stack, capping at stacks, addtionally, reduce the targets armor and MR by 10% per stack Bleed - Deal 1% of the tagets max health (+10% of ad or 5% of ap) as damage per second per stack, stacking up to 5 times, additionally, reduce the targets physical damage dealt by 5% per stack of bleed
These are only some examples, but just generalizing these effects then adding some kind of extra component to champs like, bleeding does 25% extra damage or something along those lines would make things immensely easier
These are my ideas that could help make league an incredible and skill based game again, share your honest opinions with this list