Ideas for Passives/Deathfire/Items
These are just a few Ideas I have for small reworks. Id like to hear any disagreement or ideas anyone else has. It seems that people ONLY want to talk about Dyanamic queue on the boards lately and its pretty unproductive since RIot already said they wouldn't change it.
be sure to leave your ideas in the comments
- New passive - Each minion killed gives
.4 extra ap.
kamikaze passive really defeats the point of him being an adc. He is one of the only Adc's whose passive doesn't benefit his carry potential. giving him ap per minion kill could help him get involved in the teammfights faster without him having to farm up for 3 items before he can do anything.
sequenced aa's - E passive slightly increases
's attack speed each aa in her 3 hit combo.
(first hit: normal speed, second hit: increased attack speed, third hit: even more increased attack speed, back to first hit: normal attack speed)
is pretty much useless Pre-6, and in a lot of situations pre-6 is the most important time for a jg to make his/her move. This may not be the case for some late game scaling jg's like
, but
is a special little snowflake in the sense that she is snowball reliant, but can't start snowballing until lvl 6. The attack sequence speed thing would help her slightly when clearing jg camps, and when fighting enemies that don't die in her combo. This probably wouldn't fix any problems, but it would be nice to see some sequencing in auto attack combos, kinda like in smite. I think it would add a bit of liveliness to the aa combo.
^ basically the same but with his Q 3x aa combo.
Everyone who has ever played
knows the pain of trying to get anywhere near an enemy to use his morning star of massive damage, and the pain of trying to use it without being kited across the rift until you get stuck in a tree (the spooky one)->
. Giving
this Q consecutive aa bonus would make it much more rewarding to get close to the enemy, and would also punish them for making that foolish mistake.
- turrets gain a stack of attack speed per minion killed/ large amount for champion. (like
passive but with
turrets)
~10% per minion stacking up to 5 stacks decays over 2 seconds killing a champion gives 3 stacks <- something like that
The heisindong doesn't have much of a passive to start with, its good for team fights sure, and can keep his turrets alive for a little while longer, however,
is the split push king of the top lane, and his passive should be something that reflects that in my opinion.
<- such a silly champion - W gives properties passively rather than on every 3rd hit
I think the main problem with
is the fact that he requires so many items to get started, on top of a very squishy early-mid game where you have to hope to god you can drain tank the enemy top before you get bursted down. Perhaps making his w apply a reduced version of the heal/damage every hit instead of just the 3rd would help him out just a bit. Maybe the damage portion of his W could scale off of his current hp instead of a flat damage buff so that he becomes much more useful when building a titanic or a tank item first, instead of getting insta-deleted when rushing a
or
.
oh boy you could tell I would talk about
when you saw my username. New passive : Unstable essence. Enemies hit by
' s abilities have their essence burned, damaging enemies around them (roughly sunfire cape range around them) for ~3 seconds. (minions would take very little damage, but champions would take the standard amount, and if multiple champions were in range of each other, the damage is increased by 50%, kind of like how
's plants work)
As an
main ever since I started playing this game, I really think that her passive is useless, it barely helps newer players considering beginner friendly champs don't even have sustain in lane. I think that
has fallen off in terms of usefulness recently. She lacks the mobility and assassination of
and
and the aoe teamfight of
and
. The only thing she has is pick potential and even then most of the time she cant even kill her target alone. This meta is basically whoever can faceroll the other team first wins the game. I don't think she should be able to faceroll teams, but I do think that she is severely under classed when compared to
or
. I think that buffing her effectiveness in teamfights would help solve a lot of the problems that other
mains like myself have to consider when picking their champion in champ select. As it stands I have no reason to pick
over a mid
or a support
.
I don't want this passive to make her just as good as
, because
was designed for teamfights, I just want to put some sort of USEFUL identity on
other than "kite mage." I think that changing her passive to something useful would be a great change for her.
E Aoe damage, and passive.
Considering a rational
player uses her E to divebomb the priority target of the enemy team, It seems reasonable that her E should have some sort of aoe aspect to it (other than its pass through enemies damage). Perhaps if
E had an aoe slow wherever she reactivates it she would be more useful as a teamfight mage. It probably wouldn't need to do damage, but a slow would certainly help set up that wombo combo faceroll nuke from the rest of her team, and maybe help her winrate as well.
I'm honestly stumped with her passive, its pretty bad in mid-late game, but her abilities cost so much mana in the early game. Since
tends to Try and cheese some poke while hitting the minion wave in lane, maybe she should gain a % of mana back every time she slows/roots/stuns an enemy champion?
Deathfire Grasp (no icon sadly) This mastery is extremely difficult to balance, considering how well it can stack with a DOT champ with liandries. On top of the fact that If it gets buffed too hard, single target champs would be able to benefit way to much from the 4 second burn. I think that it should be reworked to do slightly less damage, but be able to refresh instead of having to wait until the mastery wears of in order to apply it again. Or perhaps the only change it needs is to refresh and no numbers need to be touched. IDK the answer here, but It would be nice seeing a mastery for aoe, teamfight focus (hopefully deathfire) and a mastery for assassination and instabursting targets (thunderlords).
Last thing I want to mention before I finally post this (been working on it for an hour now) is a pretty big rework to
.
<- this item is SO GOOD for when you need to build the mr for the team, but your team needs to finish their core before they can get some defense. However, when I need to build armor for the team I'm limited to
or
. If there was some sort of compensation to
so that it could give aoe armor as well, there would be much more possibility for tanky supports to carry right now. Perhaps remove the hp regen and lower the hp from the item, as well as raise the price would be a good compensation. I would really love to be able to deliver both mr and armor to my teammates to help keep them alive in teamfights so that they can focus on their core items before they have to worry about building resistances.
Id be surprised if anyone actually read this.