League of Legends times by 10?
So uh, basically this is based off TF2 x10 and it got me thinking, what if that was put on League of Legends?
So basically, mana and abilitys and summoner spells. are multiplied by 10 except ratios, range or cooldown. There are some abilities that are balanced to keep the game fun without those infinite stacking champs such as Sion holding 10 000 hp at 10 minutes.
So a basic champion such as
would have their stats multiplied by 10 as shown here in Bold. Note, I will explain some balance changes later.
Equilibrium
Veigar's mana regeneration is increased by 15% per 10% missing mana
Baleful Strike RANGE: 950 COST: 60 / 65 / 70 / 75 / 80 MANA COOLDOWN: 7 / 6.5 / 6 / 5.5 / 5
PASSIVE: Veigar permanently gains ability power every time he kills 10 enemy champions, as well as 10 AP whenever he kills an enemy with Baleful Strike, doubled to 20 AP against large enemies. AP PER KILL: 1 / 2 / 3 / 4 / 5 AP ACTIVE: Veigar unleashes dark energy in a line, dealing magic damage to up to twenty enemy units. MAGIC DAMAGE: 80 / 125 / 170 / 215 / 260 (+ 60% AP)
Dark Matter RANGE: 900 / 112.5 COST: 70 / 75 / 80 / 85 / 90 MANA COOLDOWN: 10 / 9.5 / 9 / 8.5 / 8
ACTIVE: Veigar calls a mass of dark matter to fall from the sky to the target location, which lands after a 12.5 second delay, dealing magic damage to all enemies hit. MAGIC DAMAGE: 120 / 170 / 220 / 270 / 320 (+ 100% AP)
Event Horizon RANGE: 700 / 375 COST: 80 / 85 / 90 / 95 / 100 MANA COOLDOWN: 18 / 17 / 16 / 15 / 14 Event Horizon ACTIVE: Veigar forms a cage around the target area which materializes after 5 seconds and lasts for 30 seconds, Airborne icon knocking down and briefly Stun icon stunning enemies who pass through its edges. STUN DURATION: 1.5 / 1.75 / 2 / 2.25 / 2.5
Primordial Burst RANGE: 650 COST: 125 MANA COOLDOWN: 120 / 100 / 80
ACTIVE: Veigar blasts the target enemy champion with primordial energy, dealing them magic damage. MAGIC DAMAGE: 250 / 375 / 500 (+ 100% AP) (+ 80% of target's AP)
Anyway..
So the balance changes I was talking about. Here are some.
Gragas' Body Slam cooldown on hit is unchanged.
Threshes Qs cooldown on hit is unchanged. His Es passive also is unchanged.
's cooldown is changed to 25 seconds.
's slow is now 2.5 seconds. the resistance reduction is unchanged while the other stats are multiplied by 10.
Heimerdingers turrets deal 75% less damage except for his Apex Turret, due to the fact that he can own 30 of them.
And basically thats all the balance I can think for now.
I hope you all approve my idea and please leave some constructive criticism just if it deserves a change.