How would you balance the game?

Xela Syab·7/12/2019, 9:52:05 PM·2 votes·1,534 views

What I would do.

  1. Make SR like HA, start players off at level 3, passive xp, higher passive gold gain to remove 10 minutes of grinding, balance stacking champs and timed/stacking items accordingly and support items have finished quest.
  2. Remove Runes and replace them with the old system but updated and more streamlined (no more keystones just stats).
  3. Either 3 summoners or just make flash required for all champs and more summoner spells (snowball, remove stopwatch and make stasis a summoner, ranged knockback for disengage/counter gank).

Then just balance champions that are winning too much by adding animation clunk/delay > weakening stats in their kits so lower elo players can still play them.

21 Comments

Teëmð7/12/2019, 10:45:10 PM2 votes

Maybe finally nerf assassins and melee ad champs to an acceptable level compared to other champions...

Fate Decides7/12/2019, 10:31:21 PM1 votes

Make ranked more skill and performance based, not based on flipping a coin on who ints and throws the least.

Because lets face it that is how non-pro play games go.

There is no stratergy, theres no 'meta' every game consists of which team feeds the least, that is your win condition oh and which team cashed in on the diamonds/plats on their team.

The ranked system is super flawed thats why you have diamonds who play really bad and bronze players who have the mechanics to be gold but they're just unlucky in their games.

Dope Solo7/13/2019, 12:29:23 AM1 votes

Stop buffing strong champions. Ahri

Barkley7/13/2019, 5:51:52 AM1 votes

I would literally throw it in the dumpster and put all of the resources into a newer, less complicated game mode. Something more casual and friendly, but still competitive. Something that's more in line with current trends. Something that's following the market and capitalizing on the latest fad.

League has grown beyond balancing. Nothing they could possibly do would make this game balanced. They spent too many years creating new content without paying enough attention to the changing state of the game. And now its descended into chaos.

Just douse it in gasoline and start with something fresh.

Maybe an auto chess battler or something....

Beerstein7/13/2019, 6:15:01 AM1 votes

Revert to season 2

XenaPhobiaFTW7/13/2019, 7:20:23 AM1 votes

I'd bring back stackable tenacity like cloak and dagger for start, since it's absurd how much CC is in the game with almost zero means (besides taking cleanse or merc treads) to counter it. I don't particularly enjoy being stun locked for 5-10 seconds (doesn't matter because I only live for 6 of them anyway, by amumu ults, braum knockups, jax Q and whatever else the other team throws out in the final teamfight. At a certain point I may as well just walk towards them, hit S and go make a sandwich because I wasn't going to be moving anyway.

I'd add a melee/AD version of banshees veil.

I'd scale back the early game damage on juggernauts so they can't automatically win lane and therefore the game unless I play something stupid like quinn or twitch top.

I'd make minions and towers stronger and deal more damage.

I'd nerf the fuck out of everything. Every item. Every champ. No one should have enough armor at level 2 to face tank a tryndamere to death. That's absurd, no one should do enough damage to casually walk up and three tap someone at level 1. Early game trades should be more about skill than "lol too bad I counter uuuuuuu"

I'd nerf ALL abilities and have them scale more... Take darius's Q for example

50 / 80 / 110 / 140 / 170 (+ 100 / 110 / 120 / 130 / 140% AD)

I'd make this bitch look more like this... 35 / 65 / 95 / 145 / 185 (+ 50 / 75 / 100 / 105 / 110% AD)

Abilities shouldn't be the determining factor and no one should be able to face roll and win. Period. Everything should be weaker early game and stronger late game.

Tank items should never be so powerful that a bruiser can't hurt them. A garen with cloth armor and boots shouldn't be able to afk kill someone with a tiamat, that's just absurd. Similarly a person with a tiamat shouldn't be able to just walk up and brain someone in the noodle who has chainmail + ninja tabi. It's just common sense.

Farming and income should determine who is stronger. If I can farm a black cleaver before you can farm armor or health, I should win if I have the skill to duel you down. I shouldn't just be tinking down small tinks of HP... Similarly, if you get an item before I can farm up something, I shouldn't be able to safely duel you.

A problem I see is, and this is coming as a top lane main... some champs, at a certain point, will deal so much damage even when behind on farm and down a kill or two that I end up against my tower hoping for a gank... this isn't how it should be.

iiGazeii7/13/2019, 7:42:31 AM1 votes

Lower damage across the board in gradual increments until tanks are tanky and marksman don't get one-shot unless assassins are fed.

Compensate assassins with better engages and escapes, so that they can actually survive their rotation without needing to get a kill every time, and have better target access to finish off the people that their teammates get low. Assassins should like, 75-0 people, not 100-0, unless they are super-fed. This would vary between assassins. Some would get their escape improved, others their engage, others both, to create variety.

Make CDR more premium. Take it out of items lines that really don't need it, like lethality items and Sheen upgrades, and replace it with more raw stats. Champions that need CDR maxed to function should lose out on raw stats.

Make mana matter beyond the midgame. Increase mana costs late, but also make mana champions have shorter cooldowns late. Mana champions should have shorter cooldowns and/or more potent abilities than resourceless champions, able to dish out more damage and utility, but will eventually run out of gas. Mana management is skill expression, and that skill expression shouldn't go away once Lost Chapter is built. This would vary between mages. Some might get this treatment to all of their spells, others to their poke, still others to their CC, and so on, to create variety.

These changes should get high-damage mages out of botlane, since the lower kill pressure from assassins will allow these immobile mages to actually have a chance at surviving in the midlane. With amped up spells, a skilled mage who can manage their mana can go toe-to-toe with energy-based assassins, able to punish them for overstepping and discourage an all-in. However, they're also more likely to run out of mana, giving the assassin a window to go in for the kill. The larger stats on the more expensive items would make it harder for burst mages to survive on a support's budget as well.

Marksman would have more agency, since they wouldn't get blown up for stepping an inch out of line, but taking too much poke or bad trades still leaves them vulnerable to assassins with their empowered mobility. Mages are also stronger, so marksman need to watch out for increased poke damage and artillery coming from these mages.

Tanks would be a thing again. Tanky champions who provide peel would actually have a purpose again, since damage isn't so high that their allies just die anyway or they themselves just get taken out despite being tanks. However, since marksman are harder to remove instantly, they are able to threaten tanks who position poorly.

Soul Dealer7/12/2019, 10:03:05 PM1 votes

The first thing I would do is make it so individual performance is taken into account in the game.

preternatural7/13/2019, 12:41:19 PM1 votes

just give the jungle a new camp that gives 2 levels of xp but fights like a mini drake (must be lvl 4 and have smite to kill). this camp stops spawning at 20 minutes or whatever. no need to thank me rito just gift me some RP