Changes i would think would be interesting in the future!

Galiö··2 votes·2,208 views

This is a for fun experiment, recent i made posts about what id like to see with crit changes so now im going to make a more post about changes id like to see altogether in the future, in alphabetical order

Champions

Galio

Passive: Damage changed to 10 − 70 (based on level) (+ 100% AD) (+ 50% AP) (+ 50% bonus magic resistance) total magic damage to its target and all enemies around it.

W: Damage reduction removed. Replaced with On Damage Heal Initial Healing: 20 / 35 / 50 / 65 / 80 (+ 30% AP, + 15% MR) (each subsequent healing tick is 15% weaker than the last one) (75% Effectivness against Physical Damage)

Kled

Base AD at lvl 1 changed from 65 to 68

Passive: Dismounted MS Boost from 100 − 185 (based on level) to 120 − 185

W: PASSIVE: Kled periodically enters a frenzy that grants him Attack speed 125% bonus attack speed on his next 4 basic attacks within 4 seconds after the first, with the final attack dealing bonus physical damage.

Base Damage changed from 20 / 30 / 40 / 50 / 60 to 25 / 35 / 45 / 55 / 65

Cooldown changed from 14 / 12.5 / 11 / 9.5 / 8 to 12/11.5/10/9/7.5

R: Cooldown changed from 160 / 140 / 120 to 145 / 120 / 100

Nasus

Passive:

Changed to, every time Nasus kills a minion or monster or damages an Enemy Champion with Siphoning Strike he gains 5% increased healing and tenacity for 8 seconds, stacks up to 30%.

Q: Added Effect, Heals Nasus for 2% of his Max Health on Killing a minion or monster or Hitting an Enemy Champion Added Effect, At 200 Stacks Nasus' Siphoning Strike heal is increased by 200% and Stacks Gained are Halved for the rest of the game

Olaf

E: Damage increased from 70 / 115 / 160 / 205 / 250 (+ 50% AD) to 85 / 120 / 160 / 210 / 250 (+50% AD)

Taric

E:
Base damage increased from 90 / 130 / 170 / 210 / 250 to 100 / 150 / 190 / 240 / 280. Bonus Armor Ratio Decreased from 50% bonus armor from 35%.

R: Cooldown Decreased from 180 / 150 / 120 seconds to 160 / 130 / 100.

Zac

Passive: Additional passive effect, Zac cannot gain cooldown reduction, cooldown reduction is converted into Armor and MR and half that amount as a %increase in Armor and MR

Q: Cooldown changed from 13 / 12 / 11 / 10 / 9 to 10 / 9 / 8 / 7 / 6

_Additional effect _ If Zac uses his ultimate while Q1 I'd tethered to an enemy, zac and the enemy are thrown toward eachother

W: Cooldown changed from 5 seconds at all ranks to 5 / 5 / 4 / 3 / 3

E: Cooldown changed from 24 / 21 / 18 / 15 / 12 to 20 / 17 / 14 / 11 / 8

R: reverted to old functionality, with an added twist

ACTIVE: Zac bounces 4 times, gaining 20 - 50% bonus movement speed as he does so but becoming unable to use basic attacks or Abilities for the duration.

Each bounce deals Ability power magic damage to all nearby enemies, knocking them back for 1 second and subsequently slowing them by 20% for the same duration.

MAGIC DAMAGE PER BOUNCE: 140 / 210 / 280 (+ 40% AP)

Enemies can be damaged by multiple bounces, with each beyond the first dealing 50% damage and does not displace them.

Passive Effect, Adapt and Reconstitute If Zac has 150 Armor Damage from Ult is increased by 15% If Zac has 150 MR Zac heals for 15% of damage dealt from his ultimate damage If Zac has 3500 Health cooldown for his ultimate is decreased by 25%

Items

item 3001 Cost Down from 3000 to 2800

item 3742 Cost down from 2900 to 2800

item 3157 Cost increased from 2900 to 3000 AP decreased from 75 to 70

item 3146 Cost increased from 3400 to 3500

item 3065 Cost Decreased from 2800 to 2650 MR Decreased from 55 to 50

Runes

Aftershock: Immobilizing an enemy champion grants 45 − 120 (based on level) bonus armor and bonus magic resistance for 3 seconds. After the duration, you release a Shockwave that deals 10 − 100 (based on level) (+ 15% Bonus Armor) (+15% Bonus MR) (+ 15% bonus AD) (+ 10% AP) magic damage to nearby enemy champions and monsters.

Scorch: Your next ability hit sets champions on fire dealing 10 − 45 (based on level) bonus magic damage after 1 second.

Slot 1 CDR: 1% − 10% (based on level) cooldown reduction to 1% − 10% (based on level, maxes at lvl 14) Cooldown Reduction

Link to my Previous Post on Crit Item Changes

https://boards.na.leagueoflegends.com/en/c/gameplay-balance/t5evHwqr-regarding-the-planned-critical-item-changes-what-i-would-do

10 Comments

Warlord Rhinark2 votes

I don't agree with all of them, but some of them are nice (Galio on-hit healing to name one).

Galiö1 votes

That's bound to happen. Which do you like the like the least, and why?

Warlord Rhinark1 votes

{quoted}

That's bound to happen. Which do you like the like the least, and why?

Probably Zac being unable to purchase Cooldown Reduction.

It seems kind of unnecessary and would probably be hard to balance.

Galiö1 votes

Tbh I was going for a more unique interaction (similar to jhin, but as a caster).

Idk if it would be hard to balance imo and doesnt hard kick out items for him like Spirit Visage for example.

Plus it opens him up to get tankier for weird paths; like spooky ghost, hourglass, or protobelt and doesnt punish him as hard while still keeping him tanky without crazy AP Ratios.

But I still expect him to be spirit visage and warmogs. So instead of 40% CDR he would get 40 armor and MR and 20% increased Armor and MR. Making him much tankier, and his cooldowns would not be impacted much. (Maybe the conversion can be worked on a bit)

I can see the chance for issue though

Horse Grenades2 votes

@Riot.. Why is this guy not on your balance team? Is it because it would make the game playable and not 18 min shit stomps?

Galiö1 votes

I agree. I'm open to moving to Cali from NJ

bloodshed121 votes

I seriously hope this is a joke. Nasus is already a champion top that just completely shuts down anything melee super hard. To be honest I don't think he ever needed the buffs riot gave him in the first place. the whole point to nasus not being able to perma q was to give him counterplay, in this case the ability to kite him out. Buffing his q uptime and stacking rate just makes the late game nightmare he becomes into a mid game to late early game nightmare. It also makes it even hard to punish the design weakness of him overall. its turned into make one mistake against nasus and die over and over. More buffs will only heighten the problem even further.

Galiö2 votes

This is a Nasus adjustment, not really a buff.

He has less lifesteal, but more 'flat healing' with my changes.

Also his stacking gets halved once he hits 200 stacks..so hed only gain 1.5 damage on last hitting a minion and 6 damage from cannon, monster, or champion.

His sustain in lane would also be cut cause he is forced to go in with these changes and he doesnt heal unless he last hits.

Much healthier design imo and leaves room to buff other parts of his kit.

Edit: This punishes low elo nasus who want to sit around and stack all day, and gives higher elo nasus an ability to not be kitted as hard but also not reaching a point where he has a 1.5 second Q that deals 650 damage a hit with 24% lifesteal.

boricCentaur13 votes

Is this a joke nasus loses almost every match up top like he has no damage early like just deny him farm it is not hard get him behind and he can't do anything like if you actually can't beat nasus top you should rethink how you play top.

Galiö2 votes

I agree. Nasus seems more of an issue in low elo or when in a match up against a tank that cant really deny him (even though no one really plays tanks).

I just think this direction can open him up to be buffed elsewhere.

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