Downward Scaling Ratios
This is going to be a totally alien concept for League of Legends (to my knowledge), but what if there were some ability within the game that had a damage ratio that scaled down as the game progressed?
The obvious question is, why would anyone want this? Wouldn't this hurt a champion?
If done correctly this would actually help a champion during the early game and would most likely balance out mid to late game, ultimately becoming negligible. (Or at least in the context that I have in mind)
Ultimately, I want this concept to be considered for different applications, but I have one example in mind.
Try not to laugh ... Jungle Azir ... Is absolutely ridiculous (which is why I am using it for this example). He is simply not able to clear camps to any effect early game because he does not have any sustainable damage source aside from his sand soldiers, and they consume too much mana, he doesn't have enough AP early game, he has low AD, he has low health, he has low armor, .. He's just bad in the jungle.
Now, if you get a few items on him, he is able to clear quite effectively, very effectively later in the game.
So how can this be fixed with downward scaling ratios?
Lets say that Azir has a new passive on one of his abilities, like his W, Arise. This passive causes all damage to monsters, to deal 200% damage. This could potentially resolve the problem. He is now an effective monster slayer. (Notice this is specifically targeting monsters, meaning this would not effect his gameplay in any other role. You could even limit the buff to apply to small and large monsters only in order to exclude epic monsters)
But what about late game, he will be too effective at clearing jungle camps?
This is where the downward scaling part comes in. As the game progresses his passive goes from 200% to 180%, then 150%, then 120%,. you could even make it less than 100% eventually because the amount of damage he will be dealing late game will most likely still drop jungle champs fast enough.
(However, side note, this could bring up an interesting factor. If this mechanic were to be used to decrease a champion's effectiveness in the jungle to a point where they are no longer effective, you could potentially force them to avoid the jungle. .. Interesting.... )
Now the fact that Azir's damage naturally increases by level and his AP ratios allow for him to increase his damage output even more, will make it so dealing 100% damage to monsters will still be effective at clearing camps late game.
Of course none of the numbers I offered here are play tested and balanced, they are arbitrary for the sake of simplicity.
I also want to state again that this concept is not intended as a secret agenda to make Azir into a jungle meta champion, I just wanted to use this as an example of how this concept could be applied.
Regardless, it is still just a concept. Like it or hate it, I think it could find a place in the game. I'm interested in hearing your thoughts and potential uses for this. If anyone comes up with a champion concept using this, please let me know. I'd be happy to take a look at it.