Change Is Good
These are a compilation of changes I would make if I suddenly came into ownership of League of Legends. Tell me what you think! Tell me what I've missed.
MASTERIES Mastery pages names' character lengths increased from 26>52 Reason: I like to include the full titles/nicknames for my champions ie) Jinx the Loose Cannon, and some of them won't fit. Doesn't hurt anything.
RUNES Page 20 customizable at champion select Reason: Allows unrestricted rune use at champion select.
Buffs to most Scaling Quintessences -Attack Damage 5.33 (from 4.5) -Armor 8.33 (from 6.84) -Health 63 (48.6) -Magic Resist 8.33 (6.66) -Ability Power 9 (from 7.74) -Mana 83.33 (from 75.06) Reason: LoL is a snowball game, so if you forsake crucial early stats, the payoff late game should be bigger (roughly 200g per scaling Quint at lv18)
SUMMONER SPELLS Clairvoyance > Cooldown 45 seconds (from 60) > Now reveals invisible champions Reason: Increased strategic advantage to compensate for direct lack of kill/survivability enhancement.
Clarity > Restores 60% (from 40%) of your champion's max mana over 5 seconds. Also restores allies for 30% (from 40%) of their maximum mana over 5 seconds. Reason: Make it more self-oriented for more use on the Rift, and early game bullying from heavy AP teams in the Abyss. Restoration over time takes away the ability to one shot someone in a split second after being OOM.
Ghost > Movement Speed increase of 50% that rapidly decays to 24% over 1 second. 24% increased movement speed for 9 seconds after. (from 27%) Reason: Added initial burst of speed to give secondary function besides chasing/running away: to dodge dangerous skill shots.
ITEMS Mana Potion > Restores 120 Mana over 15 seconds (from 100) Reason: I think mana potions are slightly weak at the moment.
Farsight Orb > 60 second cooldown (from 90) Reason: At 90 seconds, this trinket is greatly outclassed by others in overall utility.
Abyssal Scepter > the PBE changes are a step in the right direction
Essence Reaver > Restores 6% of the damage dealt by basic attacks as Mana (from 2~8%) Reason: Forsaking more damage-oriented items should come with considerable compensation. Mana is the selling point of this item, it should give off higher amounts for a massive 3200 gold investment.
Warmog's Armor > Restores 1.5% (from 1%) of maximum health every 5 seconds. Reason: having no armor or magic resistance at all on an item is taxing for a bruiser or tank. The passive should compensate a little bit more.
Moonflair Spellblade: Available on Summoner's Rift for 3100 gold [combine cost 570 > 1050] Reason: There should be a defensive AP item on the rift that offers tenacity, like an AP counter-part for the Zephyr. The already existing Moonflair Spellblade's design is perfect.
Unique Passive - Alacrity: +30 Movement Speed (from 20) Reason: Alacrity is far out-classed in utility by Homeguards. It should give more overall long-term speed to make up for it.
CHAMPIONS Aatrox > Blood well now also reduces damage taken from all sources by 1% for every 8% in his blood well Reason: Top laners and junglers need to dive in and initiate team fights. Giving Aatrox a bit of durability will help him out in this regard without having to forgo too much offense as a fighter.
Amumu > Curse of the Sad Mummy stun duration 1.5 seconds (from 2) Reason: 2 seconds is really long... especially for a tank who does considerable sustained damage without building it.
Annie > Summon: Tibbers now delayed by .5 seconds. Summoning circle reveals where Tibbers will be summoned. Reason: COUNTER-PLAY.
Ekko > Chronobreak deals 200/300/400 magic damage +120% AP (from 200/350/500 +130% AP) and heals for 100/150/200 + 15/20/25% (from 20/25/30%) damage taken Reason: Considering the huge range of his ult, I think it does too much damage and heals far too much. Too much utility and tankiness for an offensive champion.
Elise > Cocoon stuns the first enemy hit for 1-2 seconds and stuns surrrounding enemies for half that duration. Reason: Provides better initiation as a jungler. Helps reduce the incredible amount that she falls off late-game.
Jax > Grandmaster's Might: Magic Resist ratio now 35% (from 20%) Reason: Helps provide a reason for building hybrid. At the moment, Trinity Force + Blade of the Ruined King + straight tank is over-centralized from lack of gratification from building AP.
Karthus > Death Defied lasts 9 seconds (from 7) > Lay Waste deals full damage to all targets, isolated or not > Requiem deals 250/350/450 + 50% AP (from 250/400/550 + 60% AP) Reason: Helps make Karthus more skill-oriented. Makes his contributions to team fights more reliant on him than his ability to press the R button, especially considering it's a global 5-target, auto-targeting skill that he can use after he's dead.
Kassadin > Null Sphere now marks enemies for 2 seconds. Damaging that enemy with auto attacks or spells procs the mark, dealing 30/55/70/85/100 + 30% AP Magic Damage. Reason: Kassadin is listed as an assassin. This will make him more assassin-like and provide a bit of needed damage.
Katarina > Death Lotus now becomes a second Sinister Steel with increased range, dealing 250/400/550 (+100% AP)(+200% bonus AD) (from 350/550/750 + 250% AP + 375% bonus AD) Reason: Makes Katarina less all-or-nothing. Increases the importance of positioning, reduces the obscene amounts of total damage her ultimate deals, and makes her less useless against crowd control.
LeBlanc > Distortion now channels for .3 seconds before dashing and leaves a circlular sigil on the ground shows the target area of effect, similar to the return pad.
> Ethereal Chains now stuns and silences as well. Width of Ethereal Chains reduced, range of Ethereal Chains slightly increased.
Reason: Gives you an opportunity to deny her Distortion and thus deny her Sigil of Malice proc. Gives more gratification out of landing her skill shot while giving more chances to be side-stepped.
Lucian > Auto attack range 525 (from 500) Reason: 500 is pretty low.
Miss Fortune > Make it Rain now deals 100/125/150/175/200 +55% AD (from 90/145/200/255/310 +80% AP) magic damage Reason: AP Miss Fortune is very gimmicky and I believe her E should scale off of AD.
Riven > Ki Burst now does Magical Damage (from Physical Damage) Reason: Having 9 AD ratios is too many, and the utility of her kit is too high when considering her already high damage output.
Sejuani > Glacial Prison now stuns first target hit and slows nearby enemies.
Reason: So she is no longer permabanned. She has a knock-up and AOE slow in her regular skills, an AOE stun on her ult provides her too much CC.
Tryndamere > Undying Rage now lasts 3.5 seconds and increases tenacity by 30% for the duration Reason: 5 seconds is obscene and he feels like Katarina does. Either killing everything or being CC'd and doing nothing.
Vayne > Silver Bolts deals 36/43/48/54/60 true damage (from 20/30/40/50/60) + 4/5/6/7/8% max health Reason: Small early game buff should help Vayne out. Her early game should be weak but it's too weak at the moment.
Veigar > Dark Matter delay .75s (from 1.25) Reason: Too much counter-play against this champion without needing any sort of dodge skill.
Yasuo > Yasuo can have 40-400 flow (from 100-510). Flow is now treated as a shield that does not dissipate until it is entirely depleted. Flow generates slightly slower. Reason: Yasuo was intended primarily to be a fighter. With flow as it is now, he's a very cheesy assassin at best. Either he gets fed or he feeds.
