Bard Rework

HMD I Carry Rai·5/3/2015, 12:59:49 AM·3 votes·2,101 views

As Sunnysplosion said after black shielding Bard's Ult, "...Bard is a good champion." I feel like Sunny's sarcasm is apt though, at the moment bard offers little help in the game and doesn't really fit in a role very well. My idea is to change Bard's skills around slightly to allow for greater diversity of play and offer more to teamfights. Admittedly, I'm only a scrub at league, so bear with me here.

Bard

Passive: Traveler's call

Ancient Chimes: Bard's presence causes sacred chimes to appear at a random location on the field, which linger for up to 10 minutes. Collecting a chime grants Bard a brief burst of movement speed out of combat for 7 seconds (stacking up to 5 times), 20 + (1 per minute after 5 minutes) experience, restores 12% of Bard's maximum mana, and grants 3-5 gold. Every 5 chimes Bard collects empower his meeps.

Meeps: Bard's presence attracts small spirits known as meeps to his side. Whenever Bard attacks, one of his meeps throws itself at his target, dealing 「 30 - 465 」( + 20 per 5 chimes collected after 150) (+ 30% AP) bonus magic damage before disappearing back to the spirit world. At 5 Chimes, meeps slow enemies by 25 / 45 / 60 / 70 / 75% / 80% for 1 second, and at 25 Chimes they deal area of effect damage in a cone behind the main target, with the cone's size increasing at 65 chimes. Meeps spawn every 10 / 9 / 8 / 7 / 6 seconds and Bard can hold up to 1 / 2 / 3 / 4.

Q: Cosmic Binding. Range: 950 1000, 60 60 / 60 / 65 / 65 / 70 Mana, 13 / 12 / 11 / 10 / 9 second cooldown.

Active: Bard fires out a 1500-speed burst of spirit energy in a line, dealing 80 / 125 / 170 / 215 / 260 (+ 65% AP) 80 / 120 / 160 / 200 / 240 (+65% AP) magic damage and briefly slowing all targets by ~~60% ~~ 30 / 35 / 40 / 45 / 50%. Cosmic binding pierces through minions and monsters, marking all affected targets. This effect can only hit and mark up to two champions before it stops. Upon hitting two consecutive champions or a wall, all marked targets are stunned for 1 / 1.2 / 1.4/ 1.6 / 1.8 seconds.

W: Caretaker's Shrine: No change in mind, if anyone has an idea I'd love to hear it.

E: **Moonfire **/ Magical Journey. Range: 900 650 AND 950. 30 **60 / 65 / 70 / 75 / 80 Mana. 20 / 19 / 18 / 17 / 16 second cooldown. ** Active: Bard fires a wide blast of moonfire dealing 40 / 75 / 110 / 145 / 180 (+50% AP) magic damage and firing another longer range projectile in the middle of the blast dealing an extra 30 / 50 / 70 / 90 / 110 (+50% AP) magic damage and lowering the magic resist of all affected targets by 10 for 3 seconds. The secondary bolt pierces through up to two enemies. If the bolt collides with a wall, the wall is marked with a glowing sigil. Bard can reactivate this ability in the next 5 seconds to create a one way tunnel through the barrier.

R: Tempered Fate Range: 3400. 100 100 / 110 / 120 Mana. 130/115/90 140 / 130 / 120 second cooldown.

Active: Bard sends magical energy arcing to a target location. On impact, all **enemy and neutral **units in the target 350-radius area are put in stasis for 2.5 2.0 seconds, becoming untargetable and invulnerable but also unable to perform any action. **All allies hit gain 10/20/30 armor and magic resist and 30/35/40% movement speed that decays over 3 seconds. **

Epic monsters and turrets are also put in Stasis, despite normally being immune to disabling abilities.

I hope you enjoyed reading my Bard rework! I feel like this would make him even more viable as a support, and maybe even as a utility mage if played correctly. Please leave any ideas, concerns, or general feedback. Also, credit to http://leagueoflegends.wikia.com/wiki/Bard for the info.

9 Comments

Trash MammaI5/3/2015, 1:32:44 AM1 votes

You realize Bard is the most RECENT champion, right? They're not going to rework him because stupid people dont know how to play/work with him.

Also as a side note morganas black shield is bs so there ya have it

CRUSTY SEA MILF5/3/2015, 4:31:42 AM1 votes

All they need to do for Bard's ult is to let his allies opt out of the invulnerability. This would stop trolling and let his allies escape if he aims the ult wrong and makes them invulnerable with the enemy team.

Ýones11/28/2015, 4:26:11 PM1 votes

Bard doesn't need a rework. He is good as it is.

ModThe Djinn11/28/2015, 5:17:53 PM1 votes

[{quoted}](name=HMD I Carry Rai,realm=NA,application-id=A8FQeEA8,discussion-id=oKv1Od3u,comment-id=,timestamp=2015-05-03T00:59:49.113+0000) Q: Cosmic Binding. Range: 950 1000, 60 60 / 60 / 65 / 65 / 70 Mana, 13 / 12 / 11 / 10 / 9 second cooldown.

Active: Bard fires out a 1500-speed burst of spirit energy in a line, dealing 80 / 125 / 170 / 215 / 260 (+ 65% AP) 80 / 120 / 160 / 200 / 240 (+65% AP) magic damage and briefly slowing all targets by ~~60% ~~ 30 / 35 / 40 / 45 / 50%. Cosmic binding pierces through minions and monsters, marking all affected targets. This effect can only hit and mark up to two champions before it stops. Upon hitting two consecutive champions or a wall, all marked targets are stunned for 1 / 1.2 / 1.4/ 1.6 / 1.8 seconds.

If you lower the initial damage and up the slow's initial scaling to 40-60% I think you may have something. Keeping the damage high and making minions not block it makes Bard have much too reliable a form of harass in lane, given that meeps are already pretty solid damage. This tweak lowers his level 1-2 damage slightly, but increases the reliability of the damage / slow, which is probably a fair trade off.

Maybe change it to 60 / 110 / 160 / 210 / 260 (+65% AP) and a 40 / 45 / 50 / 55 / 60% slow.

E: **Moonfire **/ Magical Journey. Range: 900 650 AND 950. 30 **60 / 65 / 70 / 75 / 80 Mana. 20 / 19 / 18 / 17 / 16 second cooldown. ** Active: Bard fires a wide blast of moonfire dealing 40 / 75 / 110 / 145 / 180 (+50% AP) magic damage and firing another longer range projectile in the middle of the blast dealing an extra 30 / 50 / 70 / 90 / 110 (+50% AP) magic damage and lowering the magic resist of all affected targets by 10 for 3 seconds. The secondary bolt pierces through up to two enemies. If the bolt collides with a wall, the wall is marked with a glowing sigil. Bard can reactivate this ability in the next 5 seconds to create a one way tunnel through the barrier.

This I really dislike. The move is intentionally designed as a great utility move, and giving it damage utility is a strong incentive for players to NOT use it for mobility or escaping. That rather really erodes the unique qualities and use of the ability, especially given its long cooldown.

If you do anything to this skill, consider granting allied targets traveling through Magical Journey either bonus defenses or bonus damage/effects on their next attack. Design it so creative Bards are encouraged for using it for strategic movement mid-combat, instead of wasting a defining character ability on some minor damage.

R: Tempered Fate Range: 3400. 100 100 / 110 / 120 Mana. 130/115/90 140 / 130 / 120 second cooldown.

Active: Bard sends magical energy arcing to a target location. On impact, all **enemy and neutral **units in the target 350-radius area are put in stasis for 2.5 2.0 seconds, becoming untargetable and invulnerable but also unable to perform any action. **All allies hit gain 10/20/30 armor and magic resist and 30/35/40% movement speed that decays over 3 seconds. **

This makes the ability** far** too powerful. It putting allies is statis as well as enemies is part of the balancing factor: this, as written, is just "never teamfight if you don't want to."