Cynicalgiant's crazy and almost certainly downvoted rebalancing extravaganza!

Kingsgrave··6 votes·333 views

The goal of each and every change here is to make the characters less safe and less reliable but still good picks for the game. Please keep this in mind.

COMMENTS ARE IN ITALICS NEXT TO CHAMPION PICTURE

Zed*** Laning phase poking and trading down in general***

Contempt for the Weak (Passive) now only works on Champions Razor Shuriken (Q) Energy Cost increased to 85 at all ranks from 75/70/65/60/55 Living Shadow (W) % Bonus AD passive removed Living Shadow (W) Energy Restore now only works on Champions Shadow Slash (E) Energy Cost reduced to 20 from 50 Death Mark (R) range reduced to 550 from 625 Death Mark (R) shadow duration reduced to 4 seconds from 6 seconds

JarvanIVPassives and invisible power on some abilities removed but W is buffed in nearly every regard and R has more AoE utility but has lesser damage now

10/14/18/22/26% Armor Reduction on Dragon Strike (Q) removed Golden Aegis (W) slow increased to 15/25/35/45/55% from 15/20/25/30/35% Golden Aegis (W) CD reduced to 12 seconds at all ranks from 20/18/16/14/12 seconds Golden Aegis (W) gives 30/70/110/150/190 + 10% Bonus HP + 20% per Champ/Monster hit instead of 50/90/130/170/210(+20/30/40/50/60 per Champ) Demacian Standard (E) no longer gives Passive Armor or Attack Speed nor does it give an Attack Speed Aura Ultimate damage reduced to 150/225/300(+100% Bonus AD) from 200/325/450(+150% Bonus AD) but deals full damage in an AoE around target

LeeSin More counterplay surrounding his Ultimate and general trading and sustain in jungle nerfed

Iron Will (W2) no longer gives 5/10/15/20/25% Spellvamp but Lifesteal increased to 10/15/20/25/30% from 5/10/15/20/25% Lee Sin cannot cast Iron Will (W2) if he Safeguards (W1) an Ally or Ward Safeguard (W1) energy cost increased to 80 from 50 Iron Will (W2) energy cost reduced to 0 from 30 Dragon's Rage (R) range reduced to 225 from 375 Dragon's Rage (R) damage reduced to 150/225/300 from 200/400/600 but increases by 25% to the target per Champion they collide with Dragon's Rage (R) base damage is reduced to 75% against Collided targets (collided with champs are not affected by the target increase mechanic)

Riven Making Riven harder to play and take more timing to separate the goods from the badbads

Runic Blade (Passive) only generates stacks from dealing damage to enemy Champions with abilities instead of just using abilities Broken Wings (Q) CD starts after the 3rd and final cast instead of after the 1st cast Blade of the Exile (R1) bonuses end and the ability goes on CD when Riven uses Wind Slash (R2)

Gnar Mega Gnar already does more damage than all other Melee bruisers with his full combo so I took away a lot of his safety during Mini and Mega form

Gnar cannot regain rage for 25 seconds up from 13 seconds after transforming back from Mega Gnar Mega Gnar no longer gains bonus Armor, Magic Resist or Health Regeneration Boomerang Throw (Q1) and Boulder Toss (Q2) CDs are now static meaning they cannot be reduced by CDR Gnar! (R) passives removed Gnar! (R) no longer slows Gnar! (R) no longer increases damage by 50% if the targets hit a wall

Irelia Reworked E now applies on hits twice, Stun is more thematic and predictable and W has been adjusted to be more of an active to get healing and not heal + more heal when its up

Ionian Fervor (Passive) Tenacity adjusted to 8/9/10% (Levels 1/7/13) per nearby enemy Champion from 10% at 1, 25% at 2 and 40% at 3 Hiten Style (W) passive health restore on hit removed Hiten Style (W) active health restore on hit for 6 seconds increased to 14/18/22/26/30 from 10/14/18/22/26 Equilibrium Strike (E) slow removed Equilibrium Strike (E) Damage adjusted to 60/95/130/165/200(+40% Bonus AD)(+50% AP) from 80/130/180/230/280(+50% AP) Equilibrium Strike (E) now deals Physical Damage and applies On-Hit effects twice instead of no On-Hits and Magical Damage Equilibrium Strike (E) stun now .75 to 2 seconds at all ranks from 100% to 40% of Irelia's current HP from 1/1.25/1.5/1.75/2 seconds

Pantheon No longer double or triple block, longer channel time for R and more reward for hitting people with it in terms of slow

Aegis Protection (Passive) can no longer generate stacks beyond the activation being ready Aegis of Zeonia (W) now brings all stacks up to 4 needed for activation instead of awarding an Activation for Passive with stacks remaining Grand Skyfall (R) can no longer be canceled early by Pantheon Grand Skyfall (R) CD now fully goes on CD if he is interrupted or CC'd instead of going down to a 10 second CD Grand Skyfall (R) Channel duration increased to 2.5 seconds from 2 seconds Grand Skyfall (R) Landing duration reduced to 1 second from 1.5 seconds Grand Skyfall (R) slow duration increased to 1/1.5/2 seconds from 1 second at all ranks Grand Skyfall (R) slow amount increased to 50/60/70% that reduces down to 25/30/35% at edge from 35% at all ranks

Janna Tornado does a lot more damage if charged and Heal cannot be canceled but heals much faster in general

Attack Range increased to 550 from 475 Movement Speed reduced to 325 from 335 Howling Gale (Q) base reduced to 40/60/80/100/120(+25% AP) from 60/85/110/135/160(+35% AP) Howling Gale (Q) damage increases by 55% per second instead of 15/20/25/30/35(+10% AP) per second Howling Gale (Q) max damage increased to 106/159/212/265/318(+66.25% AP) from 105/145/185/225/265(+65% AP) Howling Gale (Q) distance traveled is always 1300 range down from 1100-1700 based on time held charging Monsoon (R) Heal per .75 seconds instead of per 1 second and increased to 150/225/300(+90% AP) from 100/150/200(+60% AP) Monsoon (R) Heals every .75 seconds up from every .5 seconds Monsoon (R) duration reduced to 2.25 seconds from 3 seconds Monsoon (R) can no longer be ended early by Janna

Morgana Q is less of a nuke and now amps her W, R now deals damage per second instead of twice during the 6 second window

Dark Binding (Q) duration reduced to 2 to 3 seconds based on distance traveled from 2/2.25/2.5/2.75/3 seconds based on rank regardless of distance traveled (approximately +.25 seconds per 293.75 range traveled) Dark Binding (Q) damage reduced to 60/90/120/150/180(+40% AP) from 80/135/190/245/300(+90% AP) Dark Binding (Q) now increases damage the target takes from Tormented Soil (W) by 20/25/30/35/40% Tormented Soil (W) AP ratio per half second increased to 25% from 16.5% Black Shield (E) duration reduced to 3 seconds from 5 seconds Black Shield (E) shield strength increased to 100/175/250/325/400 from 70/140/210/280/350 Soul Shackles (R) now deals 50/75/100(+15% AP) per half second over 6 seconds instead of 150/225/300(+70% AP) at start and the same again at end

Annie More emphasis on Tibbers and being on the offensive in lane and in support role

Attack Speed increased to .666 from .579 Attack Range reduced to 550 from 625 Pyromania (Passive) now only gains charges upon dealing damage to enemy units with abilities instead of charges for using an ability Pyromania (Passive) stacks needed reduced to 4 from 5 Pyromania (Passive) loses all stacks if Annie has not damaged an enemy with an ability in the last 8 seconds Pyromania (Passive) cannot gain stacks from Molten Shield (E) in any way Molten Shield (E) can now be cast on Allies Tibbers (R) AoE DoT range increased to 300 from 200 Tibbers (R) AoE DoT damage per second increased to 60/70/80(+35% AP) from 35(+20% AP) at all ranks Tibbers (R) summoning damage reduced to 100/175/250(+50% AP) from 175/300/425(+80% AP) Tibbers (R) Attack Speed increased to .7 from .625 Tibbers (R) Armor and MR increased to 50/100/150 from 30/50/70 Tibbers (R) duration reduced to 30 seconds from 45 seconds Tibbers (R) Ability CD reduced to 80 seconds at all ranks from 120/100/80

Leona Some stuff for Jungle Leona and more combo potential is available and needed to do high amounts of damage as Leona in general

Sunlight (Passive) is now applied by Leona's Autoattacks as well instead of just spells Shield of Daybreak (Q) Stun duration reduced to .7/.9/1.1/1.3/1.5 seconds from 1.25 seconds at all ranks Shield of Daybreak (Q) CD reduced to 7 seconds at all ranks from 11/10/9/8/7 Shield of Daybreak (Q) now consumes and detonates Sunlight (Passive) Eclipse (W) bonus Armor and MR now end upon detonation instead of persisting for 3 seconds afterwards Solar Flare (R) now consumes and detonates Sunlight (Passive) Solar Flare (R) damage reduced to 75/125/175(+40% AP) which doubles if targets are in the center (aka stunned) Solar Flare (R) delay is .8 seconds at max range and .4 seconds if cast on top of Leona instead of .625 seconds at all ranges Solar Flare (R) CD increased to 120/100/80 seconds from 90/75/60 seconds

Thresh Added usefulness and CC removed on Flay, early game weakened a tad, more time to react to R activation

Armor reduced to 10 from 16 Attack Speed reduced to .579 from .625 Flay (E) slow removed The Box (R) delay increased to 1.25 seconds from .75 seconds

9 Comments

SmokingPuffin4 votes

Zed*** Laning phase poking and trading down in general***

Doesn't seem unreasonable. My big complaint is that it doesn't repair the play pattern that makes everyone tear their hair out playing against Zed -- there is just no way to punish him for making a bad dive.

JarvanIVPassives and invisible power on some abilities removed but W is buffed in nearly every regard and R has more AoE utility but has lesser damage now

I honestly think you killed the champion. Just a gargantuan damage nerf. Definitely killed him as a laner.

LeeSin More counterplay surrounding his Ultimate and general trading and sustain in jungle nerfed

Seems okayish, but I really dislike the no W2 on ally or ward target. Also free W2 seems silly. It's a nonintuitive hack.

I don't think R damage is where you want to trim power on Lee. He's a big problem pre-6 -- if anything, you want R to be more of his power budget, not less.

Riven Making Riven harder to play and take more timing to separate the goods from the badbads

Passive must trigger on E for her play pattern to feel good.

I'm not sure you realize how much the CD changes hurt the champion's flow. Power reduction is usually preferable to flow disruption.

I see little reason to nerf Riven in any case.

Gnar Mega Gnar already does more damage than all other Melee bruisers with his full combo so I took away a lot of his safety during Mini and Mega form

I absolutely hate everything about this one. It doesn't solve the problem with Gnar's play pattern, and the statistical hits are not going to make him less annoying to play against. Passive power reductions are not appropriate for this design.

Irelia Reworked E now applies on hits twice, Stun is more thematic and predictable and W has been adjusted to be more of an active to get healing and not heal + more heal when its up

This might work on the balance side. Would need testing.

Really don't like this W change from a feel perspective. Irelia shouldn't want to use W on cooldown or on minions. It's supposed to be the go time button, and opponents are supposed to wait it out.

Pantheon No longer double or triple block, longer channel time for R and more reward for hitting people with it in terms of slow

Not really convinced Pantheon needs nerfs. This is a pretty big one.

Janna Tornado does a lot more damage if charged and Heal cannot be canceled but heals much faster in general

I feel really weird about MS nerfs for Janna. Why in the world would she be the slowest champion in the game?

I don't think charging tornadoes for damage will ever be a thing. Wouldn't recommend spending design effort on it.

I'm very scared about that heal buff. I suspect you buffed the champion a lot.

Morgana Q is less of a nuke and now amps her W, R now deals damage per second instead of twice during the 6 second window

I think you broke the champion. Do you realize how easy it is to clear waves with this W? This is the next Janna mid waiting to happen.

Annie More emphasis on Tibbers and being on the offensive in lane and in support role

You need to damage an enemy every 8 seconds or you lose your stun? You only get charges from damaging enemy units with abilities?

Imagine trying to baron dance with that. Just impossible.

You also destroyed her ability to support with this. 550 range autos, no charging with shield, no stun up when returning to lane. Completely unworkable.

Leona Some stuff for Jungle Leona and more combo potential is available and needed to do high amounts of damage as Leona in general

Sunlight on autos is completely broken. Pair with Corki and the dps is insane.

It looks like you're trying to make jungle Leona a thing, but you accidentally nerfed her. One sunlight per 7 seconds on Q won't make up for the W nerf.

Thresh Added usefulness and CC removed on Flay, early game weakened a tad, more time to react to R activation

Doesn't seem like a big deal, but also seems unnecessary.

SmokingPuffin3 votes

This post needs Pwyff-style context comments.

For example, you posted like a dozen different Zyra changes and I have no idea what you're trying to do.

Kingsgrave1 votes

{quoted}

This post needs Pwyff-style context comments.

For example, you posted like a dozen different Zyra changes and I have no idea what you're trying to do.

Noted. Added Bolded Italics next to champ pictures for clarification and summarization purposes.

Bresn2 votes

Draven Draven is too handsome and gloriously noble to nerf.

All hail Draven!

Talamare2 votes

upvoted

JustMyBassCannon2 votes

Zed For the most part, seems fair.

JarvanIV Again, pretty fair, although I hate the idea of making Demacian Standard basically worthless.

LeeSin Dragon's Rage changes seem fair, don't like making Iron Will worthless and unusable.

Riven Her R is her only steroid; making it end prematurely with Wind Slash only makes sense in the fact that she fired off the shards of her sword. The only reason I'd accept that would be if firing it early also gave it reduced cooldown based on the time it was active. Also, if Q's CD was based on last cast, its base CD would probably be reduced somewhat to compensate.

Gnar Basically ruins Gnar. He doesn't get his mini-mode bonuses in mega-mode, and vice-versa, and he kind of needs to be tanky in his large form. Did you notice that he actually has the lowest base defensive stats of any champion in League? That's the price he pays for the switching benefits of mini- and mega-Gnar forms. Boomerang/Boulder are his only means of closing the gap on long-range targets, as his E in either form is very short range. And every ability that knocks enemies back into walls deals bonus damage when they collide with terrain. The 25 second limiter on his Fury doesn't make much sense; his rage already depletes in 15 seconds, then takes 13 more seconds to get to where he can gain it.

Irelia Has needed a rework for a long time, honestly I'd prefer to see her made into an assassin instead of this tanky-based thing, but those changes work pretty well. The Tenacity change has almost no real effect, though, outside of 3-champ encounters and very early game 2-champ encounters. Allowing Equilibrium Strike to proc on-hits in place of slowing probably just means she'd pick up Frozen Mallet, but w/e. Did nothing with her already-worthless R, which disappoints me.

Pantheon Agree with most of the changes--making his passive less gimmicky and such--but being able to cancel channels is supposed to be a choice the player can make. Saying Pantheon can't cancel a 2.5 second channel, and making it go on full cooldown if it's interrupted doesn't seem fair. One or the other, not both.

Janna Again with the "cannot cancel channels" which really should be left alone. Yes, sometimes players don't want to cancel a channel, but there are times when that's a necessary strategic option. Otherwise, some pretty rational changes.

Morgana Eh...making her Q damage utter garbage, making her W damage try to compensate for the maybe-two-seconds that it's guaranteed. I'm iffy on that, but it could work. Black Shield changes make sense. I think you meant that Soul Shackles should deal that damage over 3 seconds, because over 6 seconds would mean twice the base and scaling damage of her current ultimate (as well as needing to wait 6 seconds for a stun).

Annie Makes sense to have her passive gain stacks from affecting enemies. I'd still say leave it at every 5th spell and not make the stacks go away after 8 seconds, because Annie is not Yasuo. It would be nice to be able to use Molten Shield on someone besides yourself. Changes to Tibbers seem to focus on removing burst from a mage, but other than that small detail, not too bad. Duration/CD changes offset pretty well.

Leona Allowing Leona to proc her own Sunlight would be quite interesting; it'd be nice to be able to play her outside of supporting allies. The only one of those changes with which I disagree is her W; the entire point is to proc the W on enemies to extend the tank steroid. You'd have to buff the defensive value if you were going to entirely remove that.

Thresh Basically, nerf him significantly. Not sure what real purpose those nerfs serve.

Zyra She's already pretty heavily dependent on plants for damage; I don't see what purpose making her more dependent will serve.


Having said all of this, my overarching opinion for these changes comes to a single question. Why are any of these changes necessary? I'm not saying no change is necessary; I'm asking, from your perspective, what do these changes fix?

Subject 51 votes

Nerfing champs that don't even exist? k

Subject 51 votes

Good thing the OP downvotes without replying.

Major Sparkles1 votes

WHY SO MANY CHAMPS GETTING REWORKED?! I seriously hate this. Oh yeah I just learned this champ, they're fun... better not play them too much though because in a couple weeks they'll get reworked and gutted. Seriously this is so retarded. It's too much and too complicated. Just leave the game as it, SMH. The community learns how to play with and against these champs. Stop wrecking everything that is FUN and has been around for ages!!

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