A couple of minor reworks to some underplayed/problematic champs/items.
==ANNIE==
Disintegrate (Q)
Now a skillshot with 1600 speed and 600 / 700 / 800 / 900 / 1000 range, colliding with the first enemy hit, and refunds only half of its mana cost when it kills the target. [this will improve her lane phase significantly. Some might say that she is fine, and easy to play, while in reality this champion is a noob-trap, since her horrible range is exactly what makes her unviable in higher elos/competitive play. But she still has pretty significant damage output, and thus, buffing the crap out of this ability's range we should take away something from other ones.]
Incinerate (W) Gives additional stack of Pyromania (P) for every enemy champion it hits after the first one. [while buffing range in Q, it doesn't seem that buffing her range or damage output on this one will be healthy, while buffing her control capabilities in close range and bigger fights, rewarding her for landing huge Incinerates might be the way to go]
Molten Shield (E)
MANA COST: 20 > 50 [seems like this ability should not be as easy to mindlessly spam just for stacks of passive]
Summon: Tibbers (R)
Now takes a second before the effect appears highlighting the target area with the flame for all players (Annie can still move after the cast).
[similar to
Dark Matter, thus making it possible to interact with her ult. Her ult being instant is what makes Annie a FLASH ULT bot, leaving her with pretty miserable gameplay for the next couple of minutes.]
==ASHE==
Hawkshot (E)
NEW EFFECT:
Ranger's Mark
Enemy champions in target area [1k units radius, same as 'reveal' radius, does NOT affect spawn platforms] are additionally marked with this effect for 5 seconds. Triggering the mark with any damaging ability or basic attack grants Ashe 2 bonus stacks of Ranger's Focus and deals additional 20 / 50 / 80 / 110 / 140 (+ 100% AP) magic damage.
If no marks were triggered (but at least 1 was applied), when marks expire, Hawk travels back to Ashe (at the same speed), refunding 40% of Hawkshot recharge time, restoring mana and granting bonus gold depending on marked champion's level x 5. The refund only appears once per cast. [example: a level 10 champion restores 50 mana, and grants us 50 bonus gold, thus making it less rewarding for using it on botlane where champion levels are low, and more rewarding for using on higher leveled champions on other lanes, as well as finding the most-fed threats.]
RECHARGE TIME: 110 / 95 / 80 / 65 / 50
COST: 0 > 50 MANA + 1 CHARGE
[IMO, if we want to see the queen of utility ADC playable again, we need to push her ultility rather than her damage, or at least push the usage of utility AND damage abilities together. We might also try to push support Ashe to some point, if we include the gold generation trait.]
==LUX==
Illuminate (P)
NEW EFFECT:
I see ya!
Lux gets 50 (+25% of AP) bonus attack range against marked champions.
NEW EFFECT: I got ya! Consuming the mark also refunds 25% of Lux next ability mana cost (static cooldown: 12 seconds).
Prismatic Barrier (W) NEW EFFECT: Bad guys on the way Applies 'Illuminate' (innate) to any enemy champions hit.
[It might be enough to only include first 2 effects, or even any 2 of these three. Lux should be rewarded more for landing her abilities, and using risky harrass with basic attacks, making it not THAT risky and taking in the account the absurd mana cost of her E]
==VEL'KOZ==
Life Form Disintegration Ray (R)
NEW EFFECT:
Void Zenith
'Researched' champions standing in 250 unit radius of the end of the beam also become nearsighted for the next second (effect extends with channeling, every 0.25 seconds, if the enemy is in the area of effect).
[The Zenith zone should be around 40% wider than the ray itself, and should probably have additional partical effect]
[Can't really tell that Vel is underplayed or weak right now, especially with the upcoming AP items rework, but his kit can definitely get some littlle things here and there. This ult effect doesn't improve his damage output, it only makes it more rewarding to hit people with max range ults.]
==MASTER YI==
Highlander (R)
NEW EFFECT:
Fearless
Master Yi gains immune to fear effects while Highlander is active.
[Amongst all other cc effects, fear works really odd against the Highlander, because YI doesn't get slowed by fear effects, so basically 1 fear completely destroys him in a teamfight, and YI is already very weak an not viable in competitive right now. So, maybe he can have immune to at least 1 type of cc? It might be even ok to give him some additional tenacity on his ult, or as a temporal buff for each second of Meditate channel]
==AKALI==
Mark of the Assassin (Q)
Skillshot instead of targeted ability. [not really shure how this should be done, but it feels pretty horrbile to play as or against a champion with his entire kit being point-click]
Twilight Shroud (W)
Cost: 60 / 55 / 50 / 45 / 40 > 80 / 75 / 70 / 65 / 60 energy
Duration: 8 at all levels > 5 / 5.5 / 6 / 6.5 / 7
[maybe it should be a completely different mechanic, but any high-elo/pro player can tell that Akali with a Stopwatch is the toplane cancer ATM, since she can literally stop the fight for 10 seconds, and then her W comes back from cooldown in a couple of moments, and she becomes untouchable again. So maybe if no new mechanic happens, this ability should be at least nerfed at lower levels. And by the way, I didn't really see Akali running out of energy yet.]
Shadow Dance (R) Maximum charges stored: 3 > 2 Charges after learning the ability for the 1st time: 3 > 1 [Akali turning level 6 should NOT result in her immidiately clicking on you and killing you. Please, stop this. Why even Teemo has only 1 Shroom when he hits lvl 6, and she get's all 3 jumps right away?]
==ITEMS==
Cloth Armor
cost: 300 > 400
[All items having
in their build paths (exaples:
) should have total price increased by 100 for each. Reason: A lot of top-tier players (incl. Pants and Scarra) mentioned this aspect recently. Afk-farming tanks at toplane sitting under their turret and losing cs, or even dying should be punished more, they should not get away with losing in farm to a bruiser, while still having much cheaper and effective items.]
P.S. Sorry for my pretty lame English level, this language is not my native, but I'm trying. Report any mistakes.