Here you go Riot - Patch "to do" list
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Remove Aftershock from Resolve tree and replace it with an option that provides self shielding or a burst of HP regen and no damage. --Tanks don't need to be good in general just good at tanking damage.
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Remove or nerf demolition - this needs to be a niche pick designed for someone who is going to be pushing in or split pushing a lot, but not something that will allow tanks to chunk towers. Like something you'd take on Renekton or Illaoi, not Maokai. Again, tanks don't need to be more viable in other ways, just more viable AS TANKS.
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Put fortification back on bot tower, but only at like 30-40% strength. --Bot lane too much of a 4-5 man clown fiesta, especially if an infernal or mountain drake spawns. If it takes a bit longer to take bot tower, maybe the 4 man gank will only result in drake also falling afterward like 50% of the time instead of like 80-90%.
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Make tower first blood worth about 75% what it currently is. --(see #3) too much snowball off bot lane 4 man gank. If every game is either 1)smash bot lane, or 2) get a small lead then smash bot lane...This ruins game diversity. (Riot hoped to open up a variety of strats thinking that putting herald top and then making some drake options that are less useful, but removing fortification from bot tower kind of just undoes that because of the value in tower first blood.
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Nerf herald (both it's combat abilities and it's hp).-- (see #3-4) Too much snowball out of bot lane focus; boring when 90% of games revolve around punishing bot lane. If you make herald easier to take, but then nerf it so that it's also not so strong an objective, it becomes a viable "trade down" for that bot lane 4 man gank. Our hope is that with the changes in 3,4, and 5 you might one day see a world where a mid laner teleports or roams as much as they go into bot. And this could curb the gigantic snowball off the 4 man gank bot. And TP might not be a 100% take on top laners! #gamediversity
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Tone down poke damage and passive HP regen from items/ocean drake --Poke skills are packing so much heat right now, it doesn't feel all that different from burst (ya'll know that feel when a 0/0/0 Ezreal pop's you with just a Q for 25% of your hp). But we don't want to nerf poke into extinction again. So first you nerf poke burst through runes or champ hits. THEN you nerf passive HP regen greatly on Tiamat items, Specter's Cowl, Righteous Glory, and even a LITTLE on support items. Leave Warmog's and Adaptive Helm alone since those are items specifically built to counter poke or create fights regularly. Righteous Glory already counters poke with it's use ability so it doesn't need a lot of regen. There is no reason items being built for team fighting or laning/split pushing also need to counter poke coming into the mid and late game (My suggestion is to put a slight 3-4 second delay on the regen much like what Ocean drake has, just shorter. This way the passive regen can still help you in lane sustain, but not to sustain through consistent poke in the mid game). Ocean also needs a slight nerf. This drake transitions between feeling useless and feeling broken. Buff the mana regen and nerf the HP regen, that way it is a little less value in general, but arguably MORE value in situations where you know how to abuse a mana advantage. By combining these changes you tone down the sheer burst of poke, but it remains viable because the damage sticks more, potentially even into tanks if they are building for engage or like say a Maokai wants to build Spirit Visage for team fights rather than Adaptive Helm, boom you can still poke him out. Poke is able to maintain relevance.
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Rework Press the Attack -this can be done in a few different ways, but maybe going back to something along the lines of Fervor but gate it by making stacks fall off over time or something like that. Precision tree is supposed to be about sustained damage, and it says something about the stay of the game when the way you make auto attacking champions maintain relevance is by giving them a burst option. There needs to be room in the game for champions without burst damage to function. Might also want to take a look at reworking Lethal Tempo (my suggestion is making it work against towers and non-epic monsters for like half value). This way it helps auto attackers find early-mid game relevance without just bypassing their weak combat stage, and it shouldn't be too OP since towers would be more buff and it wouldn't let you take Baron or drakes faster. Just let you have a comeback window if you manage to find some alone time with a tower, or accelerate your farm slightly if you are having to share jungle farm to catch up.
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Towers Again - #1 make tier 2 towers take 5% less damage and have 250 more hp per tier 1 tower left alive (so 10% damage reduction with 500 extra HP max). This way a split pusher just sitting in one lane is not as efficient, the team will actually have to swap and play BOTH side lanes. We've found that this style of play is more gated by champ select than by decision making, and this makes it more cerebral than just picking a strong laner and becoming good at him/her. Potentially this could open up drake or Herald takes during transitions. BUT, it is also a small enough buff that if your team decides to make a multi-man push onto a tier 2 as planned play it won't make a big enough difference to stop that from happening (If you 4 man invade their blue buff and kill bot duo and jungle you should still be able to push up and get significant damage onto or kill the tier 2). #2 - Inhibitor and nexus towers - allow the stacking damage buff to gain an extra 3 stacks. We don't want to straight up buff tower damage because tower diving needs to be in the game to keep it healthy. But this way if someone dives like a monkey and misses a skillshot and then screws up aggro juggling they can maybe get punished for it. For instance if a Alistar flashes in and then you flash, so then he makes the greedy choice to try and W-Q combo you, if he misses the combo he shouldn't be able to just walk out of their after getting outplayed then screwing up shortly after.
You'll notice the theme of mostly very specific nerfs and buffs that are fairly small. The idea is to make snowballing a lead less of a no brainer and more cerebral. The rather than nerfing snowball by just nerfing lethality, or making gold gain different, or changing item costs/stats, or "nerfing damage" like so many people are calling for. You make the game decision based. The threat of ending the game in 15 minutes is still there like it is now, but you have to keep making good decisions like you did the first 8-10 minutes of the game. When you lose it will because you got outplayed consistently, not because the enemy team made 1 big play. The stalling/turtling mechanics listed above can be overcome with good decisions. You have to build correctly, learn how to make winning trades and losing trades (in terms of objectives), how to deny those trades, how to play around both side lanes when necessary. The other focus is on re-establishing value in specific champion identity instead of everything revolving around bursting champs or towers down. You will have to understand what your champions are good at and how that translates into a win condition. No more "well we just kill them early, then we take 1-2 objectives while they are dead for free, then we just keep killing them".
I guess the best way to put it is that the game just a tiny bit less snowbally, but MUCH less straight forward. Think of achieving a win as unlocking all the doors to a mansion so your team can flood in. We aren't adding or removing doors, just giving every single door it's own unique key.