Gameplay Thoughts/Requests

Elohaven·2/14/2018, 2:32:48 AM·1 votes·134 views

I'll be blunt about these things. These are suggestions collected from my thoughts and the boards. Post below and let's discuss. Hopefully there's enough feedback and edits I can put here so we can see some changes.

Goal: Make thread a community input with edits from members, grab Riot's attention, and get these changes ASAP.

Reason: The even number patches (8.2, 8.4, 8.6) should be much bigger and the amount of work done to fix preaseason and S8 have been lackluster. Though, I still respect Riot's many efforts to better AP itemization and other changes. Still needs to be some little adjustments though.

#Champion Specific Nerfs/Balances

Warwick - Minor Nerfs

  • The champion is one of the strongest junglers and needs slight number tuning. Despite glaring weaknesses and a weak late-game, his early to mid-game snowballing and strength is too much of a burden once he gets a kill/lead due to his kit. Reducing the damage reduction on his E or its fear duration or reducing his lifesteal to create harder clears for him would help put him in check. Realize his nerfs should not be major - just minor.

Shyvanna - Minor Nerfs

  • Her waveclear simply allows her to AFK farm and with PTA - she can burst without actually ganking or impacting other lanes. Tuning her numbers to decrease her waveclear and gank to have an impact and require setup for burst will be viable. Suggest to nerf her twin bite.

Tristana - Minor Kit Change

  • Let us make her W reset only on her E and her E reset on kills. This will require her to keep stacking her E with attacks and play mechanically around that. This will also put her in a good spot in terms of damage and disable her from just W'ing in for a kill and out despite compromising her position.

Gangplank - Nerfs

  • Increase the CD of his Q(Plunder) to give a larger window of harass for opponents by 3 seconds but increase his silver pellet rates to compensate.
  • Nerf the flat barrel damage but increase its AD scaling.
  • These changes are meant to decrease his safety and harass and also gives more risks for not managing the wave around his tower properly.

Kog'maw - Balance

  • Keep W damage at 4% of target's maximum HP
  • Increase E slow to 60% max (In consideration for the Frozen Mallet buff)
  • Kog'maw's low winrate is because early/mid-game is meta and also his kit is so glasscannon with CC, mobility, and CDR creep
  • If you want Kog'maw to do better, look into making his W having greater AD/AP scaling and other early game fallacies like towers

Kalista - Rework

  • Literally needs her kit changed/reworked.

Caitlyn - Buff

  • Test giving her back her runaans synergy
  • If runaans isn't a good choice, which I think isn't, I would suggest giving her a flat AD buff early game of about 7-10 AD.

Xhin Zhao - Nerf

  • Increase the radius his R allows him to be vulnerable in and decrease the knockback distance

Item Changes

Runaans Removal

I literally see no reason for this item's existence.

Remove Runaans as a zeal item for ADCs. As an ADC main myself, I see no reason for the item to exist in the game for marksmen. Why is that you ask? Marksmen should be a class designed as single-target DPS machines - not AoE bursters. If you want AoE with ADCs, I suggest adding that to their kits but not to their items.

The argument for some people may be that runaans isn't build "as often" as RFC+Shiv which is false considering Runaans is an item that synergizes with many ADC kits, ruins the premise ADCs as a class should be, and is a constituent for class muddling. In extreme cases, I can build runaans on lethal tempo on-hit Vayne which is very lethal against tank compositions.

I believe this will put ADCs as a class in a better position and open bot-lane to different champions as it's a major reason why marksmen will still dominate if Riot ever implements this "botlane diversity" agenda. Like Yasuo, who was meant to be a melee ADC, marksmen should be single-target in their primary idea.

This opens up botlane to more diversity for picks like APC Ziggs and also allows mages to be picked for more AOE damage as AD champions are simply better than AP champions purely from itemization choices.

Duskblade of Draktharr

This 'ought to be the worst item in the game in terms of balance. It's one-shot after one-shot and offers too many macromechanics and snowball potential for a single item. I suggest removing the 99% slow for 0.25seconds and removing black-out. Control wards and oracle lens should be an option for roaming midlaners/assassins so they can contribute to vision controle with ghost poro/zombie poro being added as well. The nerf is deserved as it's creeping and this item is always being abused.

I also suggest that by removing blackout, move the cooldown of Blackout to Nightstalker's but instead the CD is 10 seconds when spotted by an enemy champion.

This will prevent ADCs from abusing it as well as they need to always be in the fight.

BORK

Tanks are pretty strong right now and this item needs a buff for ADCs. First off, I want the runaans change implemented before this item gets buffed and I suggest buffing the 8% to 10% of the target's HP. It'll allow bruisers another strong option to shred tanks early on.

Guinsoos Rageblade

Very situational item and only a few build it. I suggest making it an AP item and changing the item to grant 6 stacks of Guinsoo's Rage which will be defined as a passive that gradually builds up in a teamfight, granting the user a maximum of 30% of their AP as bonus magic damage. If this change goes through, not only will this open up for more APCs and botlane diversity but ADCs who build this (Kog'maw/Varus) would be easier to balance.

Infinity Edge, Essence Reaver and Zeal Items

  • Increase zeal items by 500 gold by adding a brawler's glove to their build path and increasing their final cost by 100G.
  • Increase IE and ER to 3600 gold (reverting the gold reduction from patch 5.22)

Champions to Watch Out For

  • Brand, Vel'koz
  • AP itemization changes and his buff will make him a danger botlane.

Small list - but all I could conjure with in my tired state.

Towers

Oh man.

We've posted on the boards for ages but these guys need buffs with the creep you guys added. There's literally no argument at this point to say not. You can take these down at the 5 minute mark if you can kill off botlane in an invade and survive or push them out with a five-man.

  • Buff all towers base AD by 15. Currently 55, so 70 AD early-game. Increase their AD scaling by 1, moving 4 AD to 5 AD. Give bot-lane's turret a 5% shield decaying shield for the first 10 minutes. At least test this out.
  • Allow maximum tower AD to be 270.

I also suggest increasing the map area by 400 units. It adds more room for punishing roams and focusing on objectives and more wiggle room around objectives. Keep champion/model scales the same but increase camp sizes and monster sizes.

Tanks

Tanks, like Shen or Ornn, should have their flat damage early-game sacrificed for more scaling. They're tanks yet are more useful than bruisers. With tank items being cheaper than bruiser's, bruisers should be able to deny them farm letting tanks be more late-game oriented with assists and split-pushing with demolish.

I also suggest nerf their HP scaling if they want to go full glasscannon builds but increase the HP on tank items which Riot kept nerfing. Tanks are tanks and should have more losses for off-builds.

This is all in the name of giving bruisers some more room to be viable in.

Champions to look at for this:

  • Shen
  • Ornn
  • Malphite

Tanks who need some changes:

  • Leona

Leona is forced to be a support due to her passive but I believe she could do so much more. A slight edit to her passive or a kit change would help her a lot. It's very easy to make her a toplaner but I will do this in another post.

I say all of this because ironically the tank vs bruiser situation is reversed. Bruisers are more item-reliant than tanks when they shouldn't. Bruisers should be less item-reliant with items for tanks scaling much higher to defend them from teams and bruisers with early to mid-game strength to beat tanks. Bruisers should have the %HP damage and counters to hit up tanks. They should be the most flexible class due to how many situations they can fit by ideally fighting tanks and killing squishies. Their weakness would be their inability to tank as much and coordinated teams.

Objectives

I suggest to increase top-lane relevancy that we have drakes split between top and bot. EG, if a drake dies botlane before rift herald spawns, rift can possibly spawn botlane while a drake spawns toplane. Elder would and Baron would remain in the same positions, but this will also give toplaners more relevancy to secure games.

Wait - isn't Rift too OP for botlane and destroy their tower faster?

Let's say Riot buffs towers with my suggestion instead of the horrid "400 HP buff but minions increase the damage dealt to them" shenanigan - botlane would be contesting Rift and focused on farming due to poor back-timings fucking up their rhythm and objective control. Plus, drakes will still primarily spawn botlane but there'll be two drakes instead bot and toplane.

Isn't two drakes too strong?

Let's remove a drake spawn from botlane and replace it with a faster elder spawn as Riot wants to increase elder's relevancy as well. Elder should also be a harder objective to grab and drakes should do more damage.

Rune Changes

  • Make PTA a gradual percentage increase per attack capping at 12% for players. This would be the new fervor but a better version for trading.

Conclusions

Post thoughts below - post edits and suggestions as well. I'll edit this post tomorrow. Hopefully we can get the community's suggestions for a largescale upvote for Riot's attention.

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