Thresh Adjustment
I love Thresh, like any other support main would. He does feel a bit overloaded kit wise. Wouldn't mind seeing an adjustment done to him.
First Change abilities to deal Physical Damage, instead of Magic.
P-Damnation Remove the AP stacking aspect. He won't need it if tweaked like I'm about to. Q- Death Sentence Range 1000 down from 1100 Cooldown- 25/23/21/19/17 up from 20/23/21/19/17 Landing it reduces cooldown by 8 up from 3 Damage- 75/110/135/170/205(+50% AD) changed from 80/120/160/200/240(+50% AP) (This has longer range than Blitzcrank's pull, lower mana cost, and doesn't give away where its thrown. That said landing it consistently should still be rewarded.) W- Dark Passage Range Cast 1000 up from 950 Return Range 1250 down from 1500 Shield 50/75/100/125/150 (+ 2x souls collected) changed from 60/100/140/180/220(+4%AP) (The utility this provides as is, is unrivaled by any other spell, lower than an ultimate, in the game when used properly. I want to keep a lot of the utility of it but scale back some of the set up it provides, while allowing it to save better. And the shift to a soul ratio would fit thematically. It would be weaker for most of the game, but has the potential to be the largest shield in game, if it plays out long enough) E- Flay Damage Ratio changed to (25% AD) in lieu of (40% AP) (This skill, in my opinion, is the most balanced of all Thresh's kit. Changing it to AD would Increase it's damage early while falling off late game. With the changes to Dark Passage, the trade off would hardly be felt. R-The Box....er um Pentagon Damage 200/300/400(+ 10x Souls) changed from 250/400/550(+40%AP) All walls deal damage, but deal 50% reduced damage to same target. (Again I went with souls, because it fits Thresh's theme, more souls the stronger he is. The longer the game drags out the more powerful Thresh becomes, just like any champion with infinite stacking. Only difference is the enemy has to walk into this damage as opposed to just being in range and clicking.)
Honestly, I think this would tone down his early game a lot allowing for counter play but make him the ultimate late game support. While also retaining most of his utility and fitting his theme better. Just a personal opinion. Numbers could be off, but then I don't balance games for a living so sue me. ;) Would love to hear what people think about it.