Changes I would like to see
Like I've done before, this is not a comprehensive list of changes I think should be made
----- Champions -----
Akali
Update the old, ugly, and pitiful splash art!
Alistar
I find that Alistar has a little trouble competing with other "high mobility" champions who also have plenty of CC and outclass him in terms of navigating the battlefield.
- Base Movement Speed:
330=> 335
Shen
Like Akali, I think Shen's splash art is bad (though not quite as bad).
Sivir
On the Hunt (R):
- Initial Movement Speed Buff:
60%=> 50%
Elise
I know that Elise is a priority pick/ban in competitive play right now because she's a champion with few overall weaknesses, but I don't have enough experience with such a complex champion like Elise so I don't want to comment on how she should be changed.
Kayle
Really Riot? A free ult? Really? I like 100 because it's a number used to show that an ultimate ability is more so constrained by its cooldown rather than its mana cost.
Intervention (R):
- Mana Cost:
ZERO=> 100 across all ranks
Lulu
She suddenly became a dominant pick in competitive play because of a recent buffs. I don't like the fact that Lulu is being prioritized in solo lanes over other champs who were designed to be placed there. In particular, I want to reduce her ability to become a lane bully.
Glitter Lance (Q):
- Magic Damage
80/125/170/215/260 (+ 50% AP)=> 60/110/160/210/260 (+ 50% AP)
Vi
I want to slightly reduce the mobility that empowers her early-game ganking power while not making much of a sacrifice to her late-game team fighting powers
Valut Breaker (Q):
- While Vi is charging her vault breaker, she slows herself down by
15%=> 25%/22.5%/20%/17.5%/15%
Assault and Battery (R):
- Cast Range:
800=> 700/750/800
Wukong
I think Wukong is OP mainly because his kit provides a ton of base stats and damage. I would like to see Wukong actively build towards the role he so desires to fill rather than it let it naturally occur thanks to the nature of his kit.
Stone Skin
- Range:
1400=> 1200 - Armor and MR Bonus:
4/6/84/5/6 per nearby enemy champion
Crushing Blow (Q):
- Physical Damage:
30/60/90/120/150 (+ 110% AD)=> 25/50/75/100/120 (+125% AD)
Cyclone (R):
- Total Physical Damage over 4 seconds:
80/440/800 (+ 480% AD)=> 400/800/1200 (+ 500% Bonus AD)
----- Items -----
Athene's Holy Grail
I believe this item's primary purpose should be to allow mid mages to deal damage by solving mana issues and providing ample cooldown reduction instead of providing free tank stats to deal with their lane opponents.
- Combine Cost:
900 gold=> 950 gold (total cost increased to 2650 gold) - Ability Power:
60=> 70 - Magic Resist:
40=> 30
Boots of Mobility
I believe the real way to nerf this item is to reduce its overall power rather than introduce a strategic trade-off so you still get a decent amount of movement speed in combat.
- Total Cost:
800=> 950 - Outside of Combat Movement Speed
105=> 90 - Inside of Combat Movement Speed
25=> 45
Lich Bane
I find the late game sieging power behind a lich bane combined with loads of AP to be a little too potent. I don't want this to be a very significant change, though. The new change shown here would cause it to deal 40 less magic damage (385 instead of 425) when combined with 500 AP (just giving a little math).
NOTE: I STRONGLY DISAPPROVE OF THE PBE CHANGE. I THINK IT ONLY NEEDS A SLIGHT NERF. In the current PBE, the AP ratio is reduced to 50%. FIFTY PERCENT!!! Are you kidding me? To put a little context behind this change, a level 18
who uses the PBE Lich Bane with 500 AP will find that the item itself deals only 357.3 damage per proc (instead of 425 using the live Lich Bane).
- Spellblade Damage:
50 + 75% AP=> 50 + 65% AP
Talisman of Ascension
"We’re giving the Ancient Coin line a reduction in combat-related stats so that we can focus on its hold-out pattern of staying alive in lane. This is definitely the lowest risk line of them all, but it also provides the lowest overall rewards." - Riot Balance Team
I call BS on that. I don't care what the gold generation numbers look like, I'm seeing way too many "free" repositions of team formations as a result of the Talisman of Ascension. I think the active effect on that item is far superior to those of the other support items and it needs to be nerfed. What I would like to see is that players who buy this item become more strategic on the use of the active, rather than click on it whenever it is even A LITTLE beneficial.
- Cooldown on Active:
60 seconds=> 90 seconds
----- Other Gameplay Mechanics -----
Baron Buff (Exalted with Baron Nashor)
I was really excited to see that the Baron Buff would have been changed to become more pushing-oriented instead of becoming an overpowered teamfighting buff when the preseason 4 information came out. I still like for it to pack a punch in teamfights, but I think it's a little overboard in terms of the raw stats it provides. I instead purpose alternative ways of adding power behind the baron buff. To give an idea of what I'm talking about, I list here the current effects and the changes I'd like to see implemented
Effects Of Baron Buff (Exalted with Baron Nashor):
- Kill bounty remains the same (300 gold for each player plus 25 gold for the killer)
- Attack Damage: Up to 40
- Ability Power: Up to 40
- Health Regen:
3% of max health/5 seconds1.5% of missing health/5 seconds (No more everyone turning into Dr. Mundo please) - Mana Regen: 1% of max mana/5 seconds
- Other Effects:
None=> Champions with the buff now deal 15% more damage to minions and structures
Fear:
Feared units should run clockwise around in a circle with a radius of 60 units with imparied movement speed.
- Prior to patch 4.3, feared units would run around in random directions like chickens. They now run away from the source of the fear. After watching people get feared after patch 4.3, I've found that making enemies run away while feared tended to place them in a safer position (unless you're
using a jack-in-the-box as an escape mechanism). As a result, I see this as a "nerf" to champions who rely on using fear as a crowd control ability. I do like Riot's intention of making the behavior of feared characters more predictable, but I think making feared enemies move in a straight line isn't the best way of doing things.
Nid spear NEEDS to be nerfed, properly. Its early game power is annoying and never fades.
Morg Q stun needs to be reduced slightly, not much just a little.
Also, still waiting on those reworks for
and
(Sion my most wanted)