So i'm really fixated on rebalancing jayce.

Hammermancer·4/26/2017, 4:02:57 PM·4 votes·540 views

I've said it before and i'll say it again, As far as champion design goes, jayce has an amazing kit that isn't fully realized because of a combination of numerical balance tweaks, and too much of his power budget being put into his Q.

there are some fringe builds with jayce, particularly the tanky sheen builds, which display a glimpse of his actual potential, though they are suboptimal simply because of damage output attainable in his kit and a limiting factor of defensive stats.

Simply put, jayce feels better to play when his entire kit is regularly used, as opposed to a few simple combos.

realistically i think the key here is to recognize that the ranged Q/E combos are definitely his signature, but his utility is the heart of his playstyle.

My idea is to round jayce out through changing of some of his scaling, and tweaking the mechanics of his ranged snipe, in order to make a champion who focuses more on hybrid AD/Defensive itemizaton, and to bring him back into the realm of a bruiser.

Now i've come up with dozens of ideas, the issue is I can't decide which to use, and what balances it out better

So i'll start with a brief synopsis of his kit

Ranged: Q: This is your bread, you eat this, all day, you get fed. Currently this ability is simply put overtuned, dealing too much damage to squishies and not enough to tanks, when I land it on an enemy ADC i almost feel dirtier than last picking rammus against an all AA enemy team.

W: This is actually my favorite ability in jayce's kit, though it suffers from a flaw. It actually has the potential at lower ranks to lower your damage output if not used correctly. But at higher ranks this thing can take towers like nobody's business

E: If Q is the bread, this is the butter: When a Q is fired through this we see a massive (40%) damage increase, this ought to be avoided. But this ability also provides loads of escape, combined with jayce's passive movespeed increase when changing forms, and the meta ghostblade thrown on him, a jayce can actually reach a pretty insultingly high movement speed on this ability. Given that Swift boots are a standard choice on the champion, that stormraider's surge is very easy to proc with him, and that some jayce players opt for ghost, we can see a massive speed boost that makes teemo feel insecure as a charging jayce runs in to use his melee kit

Melee: When jayce swaps to melee his next auto attack deals a bunch of extra damage, this really acts somewhat similarly to an old sheen, and of course stacks additively with his ranged W. this ability eats up a lot of jayce's power budget, but honestly can be some good insight into a great way to balance him.

Q: The gap closer, remember that last part where a jayce just did 40%+ of your max hp, procing his stormraiders, then he increased his damage output of his next three attacks with his ranged w, ghosted, proc'd ghost blade, and started charging you? well you might think you can still get away.. the issue is you can't, he's going to Q you, hitting you with that passive stance swap proc immediately after... oh and you're slowed. This ability is amazing and terrible at the same time. Due to its targetting mechanics it can be easily avoided but is still a targetted ability.

W: This ability is quite frankly.. kinda shitty. its sorta like a shitty sunfire passive. But hey, the passive is the important part, Basically he restores mana on melee AA's. Don't let a jayce farm in melee, he's just building up mana to keep you down.

E: OH BOY do i love this one, it's a knockback and an execute, I honestly think this ability is his best in terms of design. Yeah I know a lot of people hate it, but understand it's simply because of how much damage is elsewhere in the kit that makes this a bit too strong.

also: When jayce is in melee form he gains additional defensive stats

So when i look at this kit I see something: I see six sheen procs, a million combos, and zero incentive for a player to not just stack damage and hit q and e instead... or e then q.. honestly theres like four or five ways to use that two button combo.

Because quite frankly, it does too much damage without enough required setup.

Now i'd like to appeal to you guys: What if we added a momentum mechanic to the q? Where it does less damage at close range but more at longer range, and the gate extends the range just enough to increase the damage by that additional 40%.

this would require more setup and decision making. In addition I'd reccomend basing the damage on a higher percentage of Base AD and a lower percentage of Bonus ad (Currently its only based on bonus AD) this would encourage the use of a steraks.

Next we can actually look at that form swap passive from his R, and gut it, when jayce swaps forms he can instead just gain level+ (% of bonus resistances) Armor and MR in melee form, or movement speed in ranged form, then make his actual passive deal bonus damage after using an ability (1.5 second cooldown) based on his base ad.... yes that's a sheen.. because that's the idea

We want jayce to build Sheen, his damage output with that is much healthier.. this would encourage jayce to build armor pen, but with reduced Bonus AD scaling, at a certain mark, flat pen would be better. So jayce would aim for a cleaver, which makes Triforce redundant, so Iceborn

Jayce's W could make his next aas ignore a percentage of armor, and increase their damage by a flat percentage of his base attack damage.

Basically i'm suggesting regearing the jayce kit to haveitem 3053 item 3025 item 3071 as his core build.

Ok so his ranged form is now completely sheen dependent.

Let's look back at his melee form.

For his Q, this could be targetted, since now we've reduced the value of his mobility in melee form, this ability could apply the ghosted passive in his stance swap where he can move through a target

His W could scale off of Bonus attack damage now, thereby increasing the value of the bonus attack damage on his items, but would otherwise remain the same.

Finally his E, to remain relatively untouched.

So with this rework jayce would actually be building a bit tankier but would in exchange lose that frankly imbalanced capacity of his assassin level damage from a screen away

5 Comments

alfavhunter4/26/2017, 4:38:10 PM2 votes

how to rebalance jayce

(ranged)Q is stopped by terrain (and Q+E/E+Q is also stopped)

(ranged)Q+E no longer increases damage instead it causes targets targets hit to leave a trail of accelerated particles letting you and your allies that walk through it gain the same movespeed your E gives for 5 seconds (think nocturn Q)

(melee)W has a new damage scaling. it now deals 3% of the targets missing hp every second for 4 seconds. additionally while this is activated jayce gains 10/15/20/25/30% damage reduction

(melee)W no longer returns mana per AA it now returns mana per kill when in hammer form, mana return changed to 10/20/30/40/50 (this requires last hitting not instead of mindless AAs so he cant run down to scuttle and melee it to death to return with full mana)

(melee)W can now be comboed with (melee)Q to gain the following effect but W will end immediately instead of over 4 seconds

targets effected by (melee)Q when combined with (melee)W are now rooted instead of slowed for the duration

this adds to his utility and pulls damage from his safe harass into his (melee)W that is designed to be best when used vs lower hp targets, so he still wants to poke them down but it wont be as effective poke, but he has more chase and team utility, while his damage output should remain close to the same due to the power being moved to his (melee)W which is far harder and much less safe to use because its low range effect, while it also lets him get moments of tankiness or providing utility for his allies (or both if timed right)

this lets jayce truely be a back and forth melee ranged combo but also have moments of weaknesses and time takes away from some of his more unhealthy gameplay power levels (poke from half way across the screen is one thing, from almost the entire screen is another and should not deal the damage it does)

overall it tones down and adds counterplay and limitations on his poke and mana sustain but makes him more durable in melee while adding utility to help him stick to targets or peel and escape but at the cost of increasing one of his weaknesses, his extream mana hungry comboes due to being able to use W active now being a very good idea instead of ignoring it during fighting unless you already have strong mana levels

he would have to focus on a more tanky build and his burst wuld be lower and more counterable but he can chase better, and has more utility while being tankier at the same time while (melee)W is active

he can chose to give up tankiness to gain CC with (melee)E+Q combo

basically its toning down his damage, increasing counterplay, and giving him more utility for him and his team in enchange for reducing some of the more unhealthy aspects of his kit (being able to actually hide behind tower when behind vs him will greatly increase his game health as he has to actually come in to hit you now instead of poking from outside of tower range due to you being able to get behind tower to block it)

MuffledGarbage4/26/2017, 4:09:39 PM1 votes

All of this sounds like it'd make Jayce actually FUN to play against. I hope Riot listens to you and makes at least ONE of these changes to jayce