My Idea for Some Changes
Greetings everyone!, I welcome you to this post, which is about what I would change in the game. I'm doing this mainly because I'm passionate about both casual play and pro play, which are usually two worlds apart in terms of balance. I hope many people will receive my proposed changes well and discuss them. Your changes are welcome aswell.
Without further adieu, let's go!
#Champions
Aphelios
Oh boy... how broken new ADCs are. I haven't even played with or against one for some reason, but seeing other matches, he's definitely a godlike champion. Maybe not as absurd, but I think he needs more refined strengths and weaknesses. Probably making him better late game, but weaker early game is the right philosophy, as I do want him to be playable, but not contested all the time alongside Senna.
- Range:
550-> 525
https://gamepedia.cursecdn.com/lolesports_gamepedia_en/e/ec/The_Hitman_and_the_Seer.png?version=4b91e22f099c6df54a535c22670b6bea The Hitman and the Seer
- Bonus AD:
4/8/12/16/20/24-> 5/10/15/20/25 - Bonus Attack Speed:
6/12/18/24/30/36%-> 7/14/21/28/35% - Bonus Armor Penetration:
3/6/9/12/15/18%-> 4/8/12/16/20%
https://gamepedia.cursecdn.com/lolesports_gamepedia_en/0/0f/Calibrum%2C_the_Rifle.png?version=4e0d5a7508b4b5299d060e54381b8a49 Calibrum, the Rifle
- Bonus Range:
100-> 75
https://gamepedia.cursecdn.com/lolesports_gamepedia_en/9/90/Severum%2C_the_Scythe_Pistol.png?version=0bb9d82a4694e557feafc4538d8f71ba Severum, the Scythe Pistol
- Healing is now only applied when damaging enemy champions.
https://gamepedia.cursecdn.com/lolesports_gamepedia_en/3/33/Gravitum%2C_the_Cannon.png?version=26151d873607236715d8833d565022d7 Gravitum, the Cannon
- Slow:
30%-> 20-30% (based on level)
https://gamepedia.cursecdn.com/lolesports_gamepedia_en/a/a6/Binding_Eclipse.png?version=cbfbcf4cd3ae36e8ddff4deda46e1fa3 Binding Eclipse
- Range:
Global-> 1300
https://gamepedia.cursecdn.com/lolesports_gamepedia_en/2/22/Infernum%2C_the_Flamethrower.png?version=a56fff7f9f208040ecd5fe412488a7e4 Infernum, the Flamethrower
- Firebolts Amount:
4-> 3
- Now has a 3/2/1/0 second cooldown, reduced with Moonlight Vigil rank.
https://gamepedia.cursecdn.com/lolesports_gamepedia_en/a/ab/Moonlight_Vigil.png?version=d833fc5d2572b9e33a50e83b69e0bea0 Moonlight Vigil
- Is no longer learned and upgraded automatically at levels 6/11/16.
- Base Damage:
125/175/225-> 100/150/200 - Gravitum Follow-up Slow:
99%-> 2.5x of current Gravitum slow power
Senna
Another extremely strong ADC. She can scale very well and provide tons of utility. I appreciate Riot's efforts to make her balanced at both marksman and support roles, but some things need to happen to bring the equilibrum.
- Crit Chance Gain:
15%-> 12.5%
https://gamepedia.cursecdn.com/lolesports_gamepedia_en/e/eb/Piercing_Darkness.png?version=69fe983556da411eb9f2b1909c82a3a2 Piercing Darkness
- Healing Ratio:
(40% bonus AD and 25% AP)-> (+40% AP)
Miss Fortune
Yet another opressive marksman. I think what makes her so strong is her incredible laning phase for sure, but she can also scale pretty well with her Crit build. My intention for these changes is to shift her pros and cons for her Crit build (exposing her auto attacks and her ult) and add new tools to improve her Lethality route. Also nerfs to Doran's Blade should do the trick.
Overall, these changes should make MF's laning phase less obnoxious with huge changes to Love Tap and Double Up, making her a good mid-game choice for all builds instead. Not sure if to touch her AP scalings tho.
- Mana Per Level:
35-> 40
- Damage:
(50-100% AD)-> (50% (+100% Lethality) AD) - Each bolt from Runaan's Hurricane now activates Love Tap. (If a bolt hits a target recently damaged by Love Tap, it will not apply the damage until that bolt attacks a differend target.)
- If MF hasn't attacked any target recently hit affected by Love Tap for 3 (reduced by Cooldown reduction) seconds, Love Tap is reset on every character that was recently affected by it.
- Mana Cost: ~~43/46/49/52/55~~~-> 55
- Base Damage:
20/40/60/80/100-> 80/120/160/200/240 - AD Ratio:
(100% AD)-> (100% bonus AD) - Both shots no longer crit. If the first shot killed the target, the second one applies Love Tap instead and reduces the cooldown of this ability by 0.2/0.4/0.6/0.8/1 second.
- Attack Speed:
40/55/70/85/100%-> 40/45/50/55/60% - Movement Speed Percentage:
25%-> 10% (+7.5% per 12 Lethality) - Cooldown Reduction:
2 seconds every Love Tap proc-> 1 second every auto attack - Now also grants 10 (+50% Lethality) AD for the duration.
https://gamepedia.cursecdn.com/lolesports_gamepedia_en/0/05/Make_It_Rain.png?version=ffc36b45c79fce82c282fc130873a756 Make It Rain
- Enemies damaged by this ability now cause Miss Fortune's Critical Strikes to deal 10/12.5/15/17.5/20% more damage to them for 2 seconds.
Mordekaiser
Your reing ends in your own Shadow Realm.
https://gamepedia.cursecdn.com/lolesports_gamepedia_en/4/4f/Darkness_Rise.png?version=07221a1b12afc8150ee17bfe4e2167c4 Darkness Rise
- Procs to Activate:
3-> 4 - Movement Speed:
3%-> 10/25/40 MS (levels 1/7/13)
https://gamepedia.cursecdn.com/lolesports_gamepedia_en/d/d8/Realm_of_Death.png?version=5e6a7626a416db550f493dac562f6032 Realm of Death
- Duration:
7-> 6 seconds
Sett
Why revert his HP Regen buff? It's uncomprehendable for me. He's still a top dog, rightfully as his title "Boss" says. But maybe he should rule in crime instead of Summoner's Rift.
- Range:
790-> 750 - Grit Decay Time:
4-> 3 seconds
Tahm Kench
Tahm actually feels much more balanced now. He suits this meta and has exploitable counterplay now. But he's still left behind for casual play. He could maybe get a change for fun theorycraft builds to diversify his playstyle.
- Damage to Gray Health:
40/45/50/55/60%-> 50% (+5% per 100 AP, up to 50%) - Shield Duration is now increased by 0.25 seconds per 100 AP.
Lissandra
Well. I orignally thought of moving healing reduction and shield breaking mechanics from certain champions to other champions, but I decided to pull them out. But that doesn't mean Lissandra doesn't deserve a bit more of love.
- Cooldown:
10/8.5/7/5.5/4-> 8/7/6/5/4 seconds
Kog'maw
Our void puppy is not in the best spot mainly because of the meta which favors faster games and not waiting until one of your carries gets fed enough to shred through enemy phalanxes. But that doesn't mean he shouldn't get some small buffs. They might be even more impactful than I orignally imagined.
/https://gamepedia.cursecdn.com/lolesports_gamepedia_en/e/ef/Bio-Arcane_Barrage.png?version=31db23893fa0c164aba2209ef38ff716 Bio-Arcane Barrage
- Cooldown:
17-> 16 seconds
- Mana Cost:
80/90/100/110/120-> 80
Ivern
These changes aren't that huge, but they should help Ivern a little bit, especially in the later stages of the game. Our greenfather deserves some love.
- Root Duration:
1/1.2/1.4/1.6/1.8 seconds-> 1/1.25/1.5/1.75/2 seconds
- Daisy Base Health:
1250/2500/3750 Health-> 1400/2700/4000 Health
Sejuani
Postponed in anticipation for her upcoming buff to bonus attack speed at level one.
Maokai
Maokai's left in the trash can even among other tanks, because while he provides initiation, he lacks raw damage some other tanks have. His niche as an anti-burst tank could also be used a bit better, so we're tweaking some numbers. Also don't ask how I don't know the speed of Maokai's ult - there's no info telling about that.
- Cooldown:
30/25/20 (at levels 1/6/17)-> 28/22/16 seconds (at levels 1/7/13) - Max Health Healing Scaling:
6/7.5/9/10/11/12/13% (at levels 1/6/9/11/13/15/17)-> 6/9/12% (at levels 1/7/13)
/https://gamepedia.cursecdn.com/lolesports_gamepedia_en/4/42/Nature%27s_Grasp.png?version=91b14ab4fc7cf5f5a8f1432599b2ad39 Nature's Grasp
- Speed:
???-> 1400
Anivia
Anvia has been kind of forgotten by everyone, maybe mainly because she has troubles in the early game. Of course, she is good at later stages of the game thanks to her ultimate and zone control, but she could use some slight help to get there.
- Base Damage:
50/75/100/125/150-> 55/80/105/10/155
Kalista
...do I have a permission to change her a bit? To make her feel less clunky for the majority of playerbase? Can I... Guess I can.
- No longer interrupts auto-attack timer.
#Item Changes
Doran Items
Stacking these items has historically proven to cause a lot of problems within certain champions who could abuse the strategy. Infamous Doran's Ring stacking in season 7 for top lane, current Doran's Blade stacking right now for AD Carries... you get the idea.
- Each stat is now UNIQUE.
We all know how important Drakes are right now. It's mostly due to how early they spawn and their dragon soul buffs. I don't mind Dragon Souls, as they are supposed to be this late game buff to close out games faster. But I don't enjoy their exaggerated importance because they spawn so early your jungler wants to focus on bot as much as possible to ensure the other team doesn't secure it.
Altering their spawn time is needed. It will give Junglers more freedom in terms of which lane to gank. It will also give Top more impact, as Herald will now spawn earlier than the first Dragon. As recompensation, the spawn time after the first Dragon is shortened to summon Elder Dragon at roughly the same time.
- First Dragon Spawn Time:
5:00-> 10:00
- Dragon Spawn Time After First:
5:00-> 4:00
#Changelog
- 2019/07/30 - Created this thread.
- 2019/08/30 - Added Pyke, Kai'sa and Lissandra. Removed Azir and Camille. Changed Tahm Kench.
- 2019/09/14 - Added Ivern and Lulu. Removed Urgot and Renekton. Changed Kai'sa, Tahm Kench, Pyke, Lissandra and Qiyana.
- 2019/09/27 - Added Sejuani, Anivia and Maokai. Removed Qiyana. Changed Tahm Kench... again.
- 2019/10/20 - Added Kalista and Sylas. Removed Pyke and Kled. Changed Sejuani, Tahm Kench (for the fourth time in a row xd) and Kog'Maw.
- 2020/02/09 - A heckton of changes. Added Aphelios, Senna, Miss Fortune, Mordekaiser and Sett. Removed Lulu, Sejuani and Kai'sa. Changed Tahm Kench. Added new sections.
That's all of my proposed changes for now. I might add more soon. For now, I hope you agree on them and see you next time!
[poppy-wink]