Mobility Champions Balancing
I will not be posting suggestions for every mobile champion, but a lot of them including popular and non-popular types. The goal is to try to make things champions healthier for the game and for the non-popular champions it will be buffing those champions in a way that is hopefully a healthier solution than what they currently are at which is why they do not get buffed now despite rarely seeing play (there are cases where champions do not get played because they are very very hard to play and master like Anivia [perma-banned against Froggen]).
Do note that one of my goals is also to try to reduce the mobility creep of these champions and the game overall.
Nidalee: Javelin Toss: Base damage lowered to 40/50/60/70/80 to 120/150/180/210/240 [from 50/75/100/125/150 to 150/225/300/375/450] while ability power ratio increased to 50% to 150% [from 40% to 120%]
Primal Surge: Base heal reduced to 40/75/110/145/180 from 45/85/125/165/205 while ability power ratio increased to 60% from 50%
Pounce: Pounce range reduced to 275 units and Hunted pounce reduced to 550 units [from 375 and 750 respectively]
Overall this is meant to be a nerf, especially against her mobility and safety, but rather than reducing the spam Pounce effect let's reduce the range of the pounce to offer better counter play against Nidalee while causing her to both be slightly less safe and grant her more risk when she tries to all in assassinate you in Cougar form when she lands a spear. Her heal and spear lost base values but gain ratios so that Nidalee can be exploited against early on but leave her as a late game champion dealing a ton of damage with a deathcap and a bunch of AP items.
Katarina: Shunpo: Range reduced to 450 from 700 units Blinks have a lot of counter play (not actually), but this allows playing against Katarina to have better gameplay rather than allowing a melee champion to zone away every ranged champion with no way to play around Katarina, this at least offers the chance play against her. To be perfectly honest Katarina will probably need more changes than this. And Flash range is 400 units just for context.
Zed: Razor Shuriken: Cooldown increased to 8/7.5/7/6.5/6 from 6 seconds
Death Mark: Returning to Death Mark's shadow range is now 1000 unit from Global
Zed is too good at his range harass, poke, lane bully status so taking a notch off his early game Q but he is still extremely dominant in lane even with a slightly longer Q cooldown early on. While Death Mark having a return range limitation is needed so that Zed cannot jump on his target with zero risk whatsoever, instead of ulting someone to kill them and getting to safety 5 screens away, this should offer better counterplay when against Zed. I want to note that none of Zed's power has been reduced whatsoever and by no means does this destroy the champion, these nerfs barely do anything when you play as Zed.
Lee Sin: Safeguard: Range reduced to 550 from 700 units; targeting change to end-to-end hit boxes from centre-to-centre.
What this means is yes Lee Sin is less mobile, but the targeting change also means that this is a severe range nerf when jumping to small hit boxes like wards and small minions while jumping to champions is over ~600 units depending on the size of the champion's hitbox which in rare cases can be a range buff; but mainly this is to nerf his escaping through ward hopping and minion jumping.
Udyr: Bear Stance: Movement Speed reduced to 5/7.5/10/12.5/15% [from 15/20/25/30/35%], but now quadruples the movement speed when running at enemy champions (20/30/40/50/60% movement speed).
So this is a nerf to running away safe Udyr, but a MASSIVE buff to Udyr's gap closer since his problem and the reason to why he doesn't get played is that he gets kited and is completely useless, this should try to help against the being kited part. If Udyr is meant to be a bear in this stance, bears run at the enemy and want to fight them and not be a coward running away!
Skarner: Crystal Slash: No longer grants movement speed, but (once again) applies a slow when empowered that stacks up to three times [in addition the attack speed stacking is still here], the slow is 10/12.5/15/17.5/20% for 1.25 seconds (max slow is 30/37.5/45/52.5/60% for 1.25 seconds).
Crystalline Exoskeleton: No longer grants movement speed, but now grants 10/15/20/25/30% damage reduction while the shield holds.
Fracture: No longer slows struck units, but now applies a crystal mark on struck enemy champions for 2.5 seconds causing Skarner to move 30/40/50/60/70% faster when running towards a marked champion. Damage increased to 100/140/180/220/260(+70%AP) magic damage from 40/60/80/100/120(+40%AP) magic damage.
Moblity creep were the previous changes, the slow allows Skarner to perform better as a tank role and I just find the mobility to be nothing but toxic gameplay and also causes Skarner to barely see gameplay and see no gameplay at higher skill levels. So his W no longer grant movement speed while the shield is active but rather he gains damage reduction instead, this makes sense in both a tank and even a dualist stand point, and if someone has a suit of armor on they do not run faster (they run slower actually) but take less damage obviously for wearing all that armor. Fracture obviously does not need to slow if his Crystal Slash has a slow again, but he needs a form of gap closer so let's grant Skarner a majour speed boost if he lands his E on an enemy champion when he runs at an enemy champion this way he can get in range for his spells without the mobility creeping of safely running away.
Kalista: Martial Poise: No longer gains increase hopping when hopping away from enemy champions.
Kalista is just a little too mobile, and honestly her passive is so good (too good) that she does not need the extra aid of amplified hopping for kiting, she can kite extremely well even without this effect. Overall, Kalista will probably need A LOT more balancing changes than this before she can be considered balanced.
Lissandra: Glacial Path: Missile speed reduced to 750 from 850 units per second
Lissandra is pretty dominant at the moment, offering a slightly longer time before her claw reaches her desired destination will offer better counter play against Lissandra for more time to react or try to stop her escape if you have disrupts. Overall, Lissandra is in a pretty good spot right now and only needs small adjustments to reach a balanced state; I do love Lissandra's play making capabilities and initiating role.
Vi: Vault Breaker: Cooldown increased to 18/16/14/12/10 from 18/15.5/13/10.5/8 seconds. Range decreased to 250 to 675 units [from 250 to 725 units]
Simply put, Vi is a little too mobile, this should tone her down a little bit and place her in a better spot.
Irelia: Ionian Fervor: No longer grants Tenacity, but now grants Irelia 20/25/30% [levels 1/7/13] movement speed for 1.5 seconds whenever she deals damage to an enemy champion or executes an unit.
Equilibrium Strike: Duration lowered to 0.75/1/1.25/1.5/1.75 seconds from 1.5/1.75/2/2.25/2.5 seconds (tooltip reads 1/1.25/1.5/1.75/2 seconds).
Immune to CC, while having a longer than intended CC yourself, while dealing a ton of damage and being a tank yourself; Irelia must be balanced... With all joking aside, the free Tenacity is something that has to go and Irelia I believe is the last champion that still has Tenacity within her kit. Correction Edit: I forgot about Dr.Mundo, but Mundo is not really getting playing currently so we deal with him in the future.
There are other champions that needs to be tackled as well, but we save them for another day.
Feel free to post with any comments or concerns, and consider and look over the suggestions rationally. ~ Stacona
EDIT: Jax: Leap Strike: Range lowered to 550 units from 700 units; targeting change to end-to-end hit boxes from centre-to-centre.
I forgot about Jax, but he has a mix hybrid of Lee Sin and Katarina mobility. In short this is the same context as the Lee Sin mobility nerf where ward hopping and small minion jumping mobility is nerfed reducing his safe escape mobility, but his jumping to champions, friend or foe, is over ~600 units and in some rare cases is a range buff depending on the size of the champion and his model size and against extremely large monsters like Dragon and Baron this is a massive range buff because giant hit boxes (we can safely say it will be over ~800 units leap strike against Dragon and Baron).
Riven: Broken Wings: First two activation ranges reduced to 130 from 260, third activation remains at 260. Cooldown increased to 16 from 13 seconds.
Ki Burst: Cooldown increased to 12/11/10/9/8 from 11/10/9/8/7 seconds.
Valor: Cooldown increased to 14/13/12/11/10 from 10/9/8/7/6 seconds. Shield duration increased to 2 from 1.5 seconds. Range decreased to 300 from 325 units.
Extreme mobility, damage, CC, and tankiness while being resource less with low cooldowns. Riven is a prime example of both power creeping and mobility creeping and unhealthy gameplay. Nerfs across the board which is something Riven escapes constantly despite being played a lot. She will probably need to be toned down further but something resource less champions are to be balanced is by having long cooldowns like Renekton. So I am placing Riven in more a Renekton state of balancing of increasing her cooldown, and again she will probably need a lot more balancing beyond this, but just for a start her cooldowns need to match that of a resource less type; while at the same time trying to make her less mobile for the game as a whole to help reduce mobility overall.
Leblanc: Distortion and Mimic Distortion: Range lower to 500 from 600 units
Simply put, Leblanc has too much zoning potential and ends up being too safe especially since she can double up on her mobility.