Some new status effects
Here are some ideas for statuses that seem like fun ideas that would increase the overall playability of League of Legends. The only two I have right now are focused on damage output/receiving amounts.
Positive Statuses
Fortify: Fortifying health reduces the amount of damage a champion receives for x amount of HP. For example, an ability might grant target champion 50% damage reduction for 1200 health for 4 seconds. That would mean a total of 600 damage reduction, not including true damage.
The reason this ability would be great is because it allows for a new kind of "heal". Rather than a pure "stat shield", it's a little less flexible, as to get the most usage out of it, one would need to use it in the heat of combat. For that reason, I see this more of an ability where it would be used in conjunction with a lot of other abilities, rather than a standalone ability.
For example, Janna's E currently gives a shield that decreases over 5 seconds while giving AD. If Janna's E became a Fortify health of the same health value, and the attack bonus lasted as long as the health is still fortified, ADCs will actually be able to utilize the attack bonus for longer, while also not being able to simply 100% negate damage. Another useful application is for abilities that require you to go into the thick of a fight, like Neeko. Shields can increase survivability, but make the shield too big, and it'll feel like it's impossible to do anything. Make the shield too small, and it'll feel like the shield is useless. Fortify brings a clear use, which is for when you expect to be focused. It grants survivability that isn't as useful in situations outside of combat.
If a Neeko has 75% fortification for 1000 health, that's 750 damage that CAN be negated, but that's also up to 250 damage that will be dealt to Neeko anyway. A shield for 400 health means that either Neeko gets damaged or doesn't.
Different values:
200 damage dealt: Shield: Neeko takes 0. Fortify: Neeko takes 50.
500 damage dealt: Shield: Neeko takes 100. Fortify: Neeko takes 125.
800 damage dealt: Shield: Neeko takes 400. Fortify: Neeko takes 200.
1500 damage dealt: Shield: Neeko takes 1100. Fortify: Neeko takes 750.
Fortify would be a good addition for the needs of divers that can't escape to do what they can before going down in a fight. There's no point to going in for a game changing play if you're just going to die anyway.
Negative Statuses
Weakness: Weakness reduces the amount of damage a champion deals for x seconds. For example, a Zed might go in, dealing 600 damage with his shurikens, 300 damage with an Auto attack, 300 damage with his E, 600 damage with his First R, 1000 with his second, and 250 damage with Electrocute, but he's weakened by 50% for 1 second, which affects his First R, his Shurikens, and his E. In total, an unweakened Zed would deal 3050 damage. With weakness on the highlighted abilities, he would deal 1300 + 1000 - damage lost from less damage of rest of combo. Weakness should be an ability that requires timing or precision to grant survivability to members of a team, or from tanks to increase their survivability. I see this ability being very powerful in teamfights if used on an ADC, or useful in preventing successful ganks or backline deletions.
If this ability were to be incorporated into some existing champions' kits, they would need some power taken away from other areas of their kit in the majority of cases.
Abilities that this would be nice to use on would be abilities like Rammus' ult, which could weaken enemies for a short period of time to bring his teamfight ability up, Bard's W causing Weakness on enemies who step on it in exchange for some power in other areas of his kit, Karma's Q causing Weakness on its secondary burst in exchange for some damage, and Zac causing weakness to enemies standing on him during his Ult.
Rammus currently acts as a tank, but isn't good at teamfights, and only works well against AA based AD champions. If it was made less frustrating to fight against him as an AA champion, but harder to fight against him in teamfights, it would be more useful to pick Rammus.
If Bard's W could cause weakness against enemies, Bard would have an incentive to place Ws in a place that's not 2 units away from the nearest champion or tower, and would also cause enemies to have to think twice about stepping on his heals. In exchange, a hit to the damage Bard does would make him less of a roaming assassin and more of a roaming support.
This suggestion only applies to Karma if she doesn't get reworked soon. If Karma's Q didn't do as much damage as it did, and had some utility added onto it, it would make outplaying as and against Karma more in depth than simply taking more damage, and would help Karma have something useful on her Q during teamfights.
This suggestion only applies to the Zac post rework. If Zac's R isn't used successfully, then he's just putting himself in the enemy team for a small reposition of a few members who actually stand where Zac is staying. I feel like this is awful to play as and against. If Zac's R actually had some utility outside of "Under tower you go!", then maybe he would be a healthier champion.
Currently the only ideas I have are based on damage reduction, but I may have more ideas in the future.
The concept of fortifying health came from Vainglory, and the concept of weakness came from Battlerite. I tailored both to make them more suitable for League of Legends gameplay.