Some deep thoughts on jayce, my favorite champ.. I think he needs less damage more defense
Hey guys, i was really thinking about 
You see I know he's over powered right now, but the fact is he's a great champion irregardless. his kit is the type of thing a pleb like me can haphazardly clunk his way through, where a true master of the game can pull off mind blowing feats with.
And i was thinking about what the real purpose of jayce is, and the fact is that it's not truly his damage... yeah he's used for that because he has insane damage at the moment.... but it's his kit in general... the form swap ad thing.
now over time we've seen buffs to both sides of his kit, but the way they were buffed really just encouraged people to stay back and Q-Gate until he can jump in and assassinate. The truth is this really makes half of Jayce's abilities fairly secondary or situational, and i'd like to see more emphasis on knowing what to use and when to use it as opposed to just poking until someone is dead or backing.
Before you think i'm hating on jayce please understand that he's my favorite champion in the game, actually probably my favorite champion in any game.
so here's my idea, I don't want jayce to be a juggernaut, but i want him to be a champion who has a core build that borders between fighters and juggernauts... the classic bruiser type, I want jayce to be the type that opens up with his ranged combo, goes in to hurt them with his melee (Which is where the counterplay happens) and then has to swap forms again to finish off the target, i want jayce to have a 4-10 second window for kills, and a good chunk of defensive stats, bringing him to a sustained damage state which is great for a low CDR champion.
right now he's all burst, with super low cooldowns. I seriously got a double kill against two decently leveled and equipped assassins last night because they were at around 60-80% hp and i simply hit them with a gate from the edge of FOW right as zed shadow dashed back and fizz flipped forward... two dead, two spells. that's a bit much for a cooldown that gets to be around 7-10 seconds depending on your build.
BUT without that damage, jayce becomes sort of... meh, he needs it to keep up in this meta, because he lacks the real defensive tools to deal with the burst damage and stick we're seeing.
So in short, Here's my proposed changes to jayce (They might be too harsh or too soft)
starting with the buffs so i can build the new container for this package. Nerfs listed after
Defenses: A little help
Give an additional 1 armor and 1 mr per level, plus 10 base armor and mr
super minor buff to movement speed, maybe 2%
Defensive abilities
Ranged mode will gain minor %bonus health restoration on his W (The three shot aa) *
Melee form will grant increased %health regen based on level *** (Not base)**
Stance swap will provide a shield instead of additional damage
Base damage increased by 15, plus 2 per level (This seems big but it wont be when you see the below times*
Nowww for the nerfs
Melee Q damage base increased by 10 per rank, bonus ad scaling reduced to 60%, using Q under the effects of acceleration gate stuns for a very short period of time (Essentially an interrupt), Q is no longer targetted and has a 0.25 second passive channel after targeted cast in order to encourage landing another skill shot*
W basically untouched, scaling swapped to 0.5% of jayce's maxhp per tick E is basically where it needs to be, considering that jayce already has a massive reduction of damage Stance swap no longer deals additional damage on first aa after entering ranged form, but instead adds a shield
Ranged Q damage base increased by 10 per rank, bonus ad scaling reduced to 60% W now starts at lower attack speed, and scales up per level (40/80/125/165/205/250% a/s), starts with the 110% ad ratio which never changes, also grants the aforementioned %hp restoration E now has a cd that lowers from 15 seconds down to 12 seconds, bonus damage increased to 50% on Q, but based on massive reduction the Q's damage then jayce will in fact deal less damage in general even with max cdr R now applies a movement speed reduction (Not a slow) on the first auto attack upon entering ranged form, no longer shreds resists
Generally speaking jayce would chose from items like
and the like
Other ideas include each ability having a different affect if it's the first ability used after a stance change: which might be interesting and worth a look at, but i'm just trying to make jayce a pick that doesn't 1shot ad carries while keeping him a rather viable and comfortable feeling utility fighter/skirmisher with sustained damage and a better and healthier shift towards a more defensive kit. I do not want him to be a poppy, or even a riven, I want him to feel like a top lane champion, not some estranged assassin who wanted to be an adc.