Basic List of all the imbalances within every role & aspect of the game

how do i clímb·3/19/2018, 11:25:04 AM·5 votes·510 views

Just a list of all the imbalances that people may agree on. Some of these do have fixes out already on PBE or might be intended to be fixed (as previously listed by a Rioter), but either way I'm just going to list everything.

Objectives

Too much snowball potential has been removed from Individual Skill and placed into the Objectives. This is why League Of Legends is now considered by most as a very team reliant game. This isn't to say objectives should never be important, but as it stands they do far to much when it comes to asserting a lead over your opponent.

  • Infernal Dragon is too powerful. It should be lowered to only a 5% AD/AP increase

  • Bot Lane Towers are not tanky enough early game. Every single game usually goes the same; bot lane takes 1st tower at 7 minutes then rotate around the map taking objective after objective without you being able to react.

  • Tower First Blood Gold shouldn't exist.

  • Tower Gold (for standing near tower when it explodes) should be lowered.

  • Minions Should be worth slightly more gold

  • Player Kills should give slightly more EXP

So these changes effectively remove a lot of the snowball potential from global objectives & gives slightly more snowball potential to laning. In my opinion laning should be very important towards victory in a game (right now it isn't). Lets be realistic it is highly unlikely anybody will be able to get Faker level mechanics & that is because mechanics can only be developed to a certain extent, however macro is something that anybody can learn. So whilst the game stays primarily based on objectives rather than individual player skill, you get all these players who aren't mechanically anything special yet are able to get challenger simply because they stonewalled lane (made themselves unkillable) & then played the macro game better.


Top Lane

  • Ninja Tabi are too powerful for laning. It is an Anti-Snowball item IE somebody builds it against you there is no chance for you to snowball.

  • The grievous wounds on bramble vest should either be removed or lowerered to only a 20% healing reduction. It is an Anti-Snowball item IE somebody builds it against you there is no chance for you to snowball.

  • BonePlate is too powerful in laning when you take it on a ranged champion. The amount of damage boneplate reduces should be halved if the rune user is a ranged champion.

  • Black Cleaver recipe is too much health, not enough damage. The result is that nobody has damage for laning & lanes become very passively played.

  • Trinity Force cost should be slightly lowered

  • The Lifesteal items (BOTRK/Bloodthirster) are not good enough to be worth buying for bruisers anymore. BOTRK just doesn't do enough damage wise in most scenarios & Bloodthirster is far too expensive

  • More items should be added to the game that give tanks power in teamfights. Stoneplate is an example of a powerful team fight item.


Jungle

  • Red Smite Damage reduction is overpowered & just shouldn't exist. It makes it so the Jungler can literally 1 vs 1 anybody & 1 vs 2's become impossible (if the enemy jungler has red smite).
  • Too much emphasis is put onto junglers mindlessly ganking & not enough is put on them having to counter jungle/vision control intelligently. In other words, jungle is too centered around doing their clear & then mindlessly ganking whilst they wait for their camps to respawn.
  • A solution to the previously listed would be to further lower catch-up experience.
  • Golems need to be more rewarding to do, nobody wastes time doing these any more at least in the early game.

Mid Lane

  • Abyssal Mask should be nerfed. It is an Anti-Snowball item IE somebody builds it against you there is no chance for you to snowball.

  • Banshees Veil should be nerfed. It is an Anti-Snowball item IE somebody builds it against you there is no chance for you to snowball.

  • Wave Clear is too powerful

  • Mana is not a problem anymore for mid laners. This just means they spam abilities vs eachother/minion wave with no risk involved (I will elaborate further on this in the next few points).

  • Lost Chapter "Upon leveling restores mana" should be removed and be left specifically for the completed items, not on the component.

  • Catalyst of Aeons "Restore mana/health when hit by champions" should be removed and be left specifically for the completed items, not on the component.

  • Minion Dematerialiser should be removed from the game.


ADC

  • ADC's scale too fast (I will elaborate further in next few points).

  • Fleetfootwork is OP. It effectively stops the ADC from having to build lifesteal so ADC's are able to get away with having Infinity edge & 2 zeal items as their 3 item build. The stats from that build is absolutely insane & gives ADC's too much power early into the game.

  • Rapidfire/Shiv on hit Proc's should be changed to Physical damage. Since they are magic damage right now it gives ADC's a lot of burst and makes them very difficult to itemise against.

  • Rapidfire is a toxic item and should probably be removed from the game. It turns ADC's into poke champion yet ADC's are supposed to be damage over time.

  • Crit is a bit of a toxic concept with how RNG based it is. The way Crit works on Ashe is a really good example of how all ADC's should function with crit.


Support

I think this role has the biggest imbalance. I dislike how Shield/Heal supports can become really tanky because of the stats their items give (making themselves unkillable) whilst at the same time being able to give their ADC a bunch of free stats. Not only that but they generate a ton of gold whilst having seemingly costless items.

  • The 3 base Support items let them generate Gold far too fast when you consider how little their items cost.
  • Locket is braindead & gives to much shielding. It should be reworked to a situational item.
  • The MR Locket gives should be lowered to 30.
  • Redemption shouldn't give 200 HP, either remove the HP or lower it.
  • Remnant of the watchers/ascended shouldn't give 200 HP, either remove the HP or lower it.
  • The Armor that Banner Of Command gives should be lowered to 30.
  • Support items in general just give too much CDR. Remove the CDR off some of the support items.
  • Exhaust cooldown is too low.

Other Issues

  • There is not a shield busting item when there should be

7 Comments

DOUBLE TAPPED E3/19/2018, 12:36:35 PM3 votes

I mean, a lot of the reasons you've given are "...and there is no chance for you to snowball." GOOD! I hate the snowball meta. I prefer a slower-paced game.

Eedat3/19/2018, 2:27:00 PM2 votes

If anyone wanted the tl;dr it's so blatantly obvious that this guy is a top laner that demands every other lane be nerfed with a bunch of garbage changes

BALDG1VEN BOOMER3/19/2018, 12:33:26 PM1 votes
  1. minions don’t need to be worth more gold that’ll further induce snowballing, before S5 minions were worth less gold and items were priced higher to reduce snowballing and put emphasis on farming.

  2. BotRK is still a good item, asking for buffs is just gambling with this being a one item power spike again on Vayne.

  3. Fix the vision on golems so that the bottom/top minion waves can’t detect you then maybe it’s worth counter jungling for, sure you can pull the golems but if you walk up at the wrong time you’re still seen.

  4. You don’t need a shield breaking item, what needs to be done is that shields shouldn’t multiplicative stack. By this, if I shield someone for 150 and another shield is added for 200, the value is 350, rather the shield should overlap so you get a value of +50 instead (200 - 150) 200 Value.

swanington3/19/2018, 1:02:46 PM1 votes

[zombie-brand-facepalm]

Nyarlathοtep3/19/2018, 1:43:35 PM

Im gonna be honest with you, but your balance changes suck (most of them) . Things like "It is an Anti-Snowball item IE somebody builds it against you there is no chance for you to snowball." implying snowballing is healthy. It goes without saying but snowballing is unhealthy as it can get. Period.

Abyssal Mask should be nerfed

In case you didnt know (which you dont) abyssal is getting taken away from mages. The only ones that will be able to buy it are tanks. Hell even the small increase in its passive wont make a difference since the tank would be at best be able to apply it on a single target.

Banshees Veil should be nerfed

Banshees? We are talking about the current banshees or the pre-reworked? Because if you are talking about the current one well shame on you. Its useless until you finish it, and even then it can be poked down and go on big ass cd. Dunno why you would want to nerf it.

Lost Chapter "Upon leveling restores mana" should be removed and be left specifically for the completed items, not on the component.

Riot themselves said that the reason the finished items dont restore mana is because as the match progresses, leveling up takes more time. Besides by doing that you only force mages to act (quite literally) as second supports. And no keep this argument out of the table "Mana is not a problem anymore for mid laners" because for most of them it is. And dont get me started when midlaners face manaless champs.

The grievous wounds on bramble vest should either be removed or lowerered to only a 20% healing reduction.

Then i hope you are going to do the same about executioners calling too.

Minion Dematerialiser should be removed from the game

Context as to why?

Exhaust cooldown is too low.

I dont know. For 2.5 seconds you can lower an enemies damage and his movement. It has 210 seconds and the range is somewhere around ~500.