Ideas to balance hextech

Kratos263·8/17/2019, 6:24:12 PM·4 votes·1,552 views

Instead of asking to remove hextech like so many posts, I thought of making a thread about how hextech could become balanced, so maybe a rioter could see this and be inspired, so here goes.

Here is a list of changes that could be made (pick one)

  1. Make it so hextech only disables the passive of items for 8 secs and leave the stat buffs as they are.
  2. Lower disable time to 4 to 6 seconds, would require to test though.
  3. Make it so hextech also hit one of their own items, but instead of making the area larger at 4 hextech, make it so you don't hit one of your own.
  4. First buff hits only 1 champ, then at 4 you could hit more, like it is right now at first buff

What do you think? Any other ideas you guys could have?

10 Comments

Ratpie8/17/2019, 6:57:34 PM2 votes

Honestly, I don't find the mechanic itself game breaking, just the duration. Even if it was taken down to 2 and 4 seconds it would still be useful but not as broken, especially wen you consider it is a 4 unit comp only. By itself it is not that great, but the fact that you can easily slide it into other comps makes it too big.

Imperial Pandaa8/17/2019, 8:04:49 PM2 votes

Maybe you have seen it, so ima ask.

I noticed if it hits my Locket, even when it comes back "online" the shield doesn't pop due to start of combat.

Question: have you seen hextech interact with Zephyr (or whatever the banish item is) or any other start of fight items?

UberBo8/17/2019, 9:16:31 PM1 votes

I'm actually not minding Hextech as much as time goes by. Hypercarries get punished hard, but I'm not exactly crying over that. The randomness can be less than ideal and can decide the game singlehandedly (does it hit the carry, or the rando with 1 item?), and I think that's the biggest issue to me. Here are some thoughts I had a few days ago.

  1. Keep as is but shorten length of time items are disabled
  • I don't like this option as the "all or nothing" randomness of the effect isn't addressed, but seems to be the simplest and the one that comes up the most.
  1. Hextech 2/3/4 - Deactivate 1/2/3 random items equipped to enemy champions for X seconds
  • Weakens the synergy A LOT. Probably too much. Maybe increase to 2/3/4 or 2/4/6. There's still randomness, but it's less likely to completely neuter a hero.
  1. Hextech 2/4 - Deactivate the (3rd/2nd and 3rd) item slots of all enemy champions for X seconds
  • If the goal of Hextech is to have a counter to item stacking, this could accomplish the goal in another way. It would also have counterplay itself as the order you place items on your units would matter (key item in first slot). You could reverse the order (1st/1st and 2nd) to power it up considerably (and potentially encourage stacking instead of discouraging it.
  1. Hextech 2/4 - Deactivate 1/2 random items on all enemy champions for X seconds
  • A variant on 3). Again, could encourage stacking instead of discouraging it as a way to "shield" key items from the effect.

Duration has been left as X because that really needs testing to iron out.

Glasletter8/18/2019, 4:16:56 PM1 votes

I think the simplest and most practical solution would be to make it an on-hit thing with a chance to disable an item for a duration, similar to how demons used to disable abilities, instead of this garbage it is now.

Enstrave8/18/2019, 4:58:22 PM1 votes

I think that the duration and the hexes are the problems.

Try rangers I like to position my unit with front tank with backline carry and now i cant stack them together which makes their job of focusing one unit pretty hard. And whats the point of Kindred if i cant clutch saves my carries? I guess i just have to sacrifice my crucial item 3087 item 3087 item 3161 Ashe in the first 8 seconds lol.

First buff hits only 1 champ, then at 4 you could hit more, like it is right now at first buff

I like this idea. But also with reduced duration at only 2 hextech

Sirsir8/19/2019, 5:56:27 PM1 votes

I'd like to see the follwing.

Hextech becomes 3/6. This is huge since there are so many good early options for champs. Jayce from the carousel and camille from the first 3 rounds and you got it. And it would cut into your comp a lot further. (I'd also like to see this done with Glacial)

Hextech 2 disables the same range for more time. Like the entire pre-SD match.

The existing counterplay for hextech is to spread your items out. But once they hit tier 2 it's no longer reasonable.