My Ideal Patch Notes III
This is my third wave of suggestions of changes to be made. This is not a complete list of changes I would like to see, just some that I find to be more useful. Keep in mind the chaos involved in changing seasons which is one reason why you see such a huge disparity in win rate compared to prior to season 4 - it's just part of the process. Anyways, let's get started.
----- Masteries -----
Dangerous Game should give 2% missing health and mana on assist so that a kill isn't necessary for it to activate.
Scout: Range increase on trinket items increased to 20% from 15%.
----- Champions -----
Akali
Akali's splash art doesn't look very good and it looks quite outdated.
Alistar
Base movement speed increased to 335 from 330. 330 is already awfully slow for a melee champion, at least 335 is a little better.
Jayce
Jayce's base movement speed should be increased to 340 from 335 while in hammer form.
Ryze
Context: I want to give Ryze a little help for his laning phase while making him a bigger threat later in the game. A such, I want to change the following stats:
Base mana increased to 280 from 250 and mana per level increased to 60 from 55. Combined with increased mana rengen, this should both give him increased flexibility to expend mana during the laning phase while increasing his damage output later in the game.
Base mana regen increased to 7.3 from 7.0
Base health regen increased to 4.9 from 4.35 - this should give Ryze a base health regen that's closer to middle of the pack rather than having the fourth-lowest health regen in the game.
Sion
Context: This is my idea of a season 4 Sion rework. Right now, I think Sion feels a bit of an awkward in playstyle. The point of Sion's rework should allow Sion players to have more gameplay opportunities while clearly defining Sion's strengths and weaknesses for his opponents.
Innate Ability: Feel No Pain -> Sion will now block up to 15 + 3 x level from any damage source, based on how recently Sion has taken damage (Before other damage reduction). This passive slowly charges up over 5 seconds. The old passive gave Sion a 40% chance to block 30/40/50 damage from autoattacks (before other damage reduction). The idea here is to take away any randomness associated with his passive while making it clear how to handle Sion in lane. I want to give Sion a way for him to scale well with both tanky and attack damage builds.
Cryptic Gaze -> Range: 700, Cooldown: 12 / 11 / 10 / 9 / 8 seconds, Cost: 100 mana
Magic Damage: 70 / 125 / 180 / 240 / 300 (+ 80% AP)
Effect: Sion sends out a skillshot that damages and stuns the first enemy hit for 1/1.25/1.5/1.75/2 seconds. I want to take away the anti-fun associated with targeted stuns while giving it more stunning potency at later ranks.
Death's Carress -> Range: 550, Cooldown: 12 seconds after first activating the shield, Cost: 70 / 80 / 90 / 100 / 110 mana
Effect: Sion charges up a shield that absorbs 100 / 150 / 200 / 250 / 300 (+ 15% Bonus Health). After either 6 seconds or the shield breaks, it detonates, dealing 80 / 120 / 160 / 200 / 240 (+ 60% AP) magic damage to nearby enemies, slowing them by 25% for two seconds. After one second, the shield can be manually detonated. I wanted Sion to use it as a way to more effectively protect himself instead of using it as a damage nuke.
Enrage -> Cost: 8 / 9 / 10 / 11 / 12 Health per Attack
Effect: Gives Sion bonus AD equal to 16 / 22 / 28 / 34 / 40 (+ 10% AD). As always, it will still give 1 / 1.5 / 2 / 2.5 / 3 bonus health per unit kill. It should give double the bonus for killing neutral monsters and triple the bonus for killing epic monsters and champions. I want this to be a skill that scales well with building attack damage items.
Cannibalism -> Skill is unchanged, except the AOE radius of healing is increased to 500 from 200. The further away his allied champions, the less healing they recieve, down to a minimum of 30% of the healing. I want this skill to be useful to allies who are further away, albeit making it less effective for further away allies.
----- Items -----
I already proposed a new change for this item. I want to make it a little different than before, though. The intent here is to give a different upgrade to phage for champions that can't effectively build trinity force.
New Item: Sowrd of Legerity Recepie: Phage + long sword + Ruby Crystal + 575 gold (Total Cost: 2800 gold) Stats: +50 Attack, + 500 Health, Unique: +5% Movement Speed, Unique Passive: The samge Rage as given by Phage
Note: Champion changes I've mentioned in previous posts I still want to see changed unless Riot has already made balance changes to that champion