Why no Mundo? He could certainly use a buff :p
Not sure if I like your Pantheon suggestion. His passive is what makes him so special and removing it's ability to block tower shots seems rather extreme since there aren't a whole lot of abilities he can block with it. Making his Spear a skill Shot... Maybe. I don't enjoy it, but I don't hate it either. I'd say that it is ok if it behaves like Olaf's Axe and goes through minions, otherwise ganking will be a nightmare.
You don't seem to include mana cost changes or CD either.
Otherwise, good topic :)
Not sure if I like your Pantheon suggestion. His passive is what makes him so special and removing it's ability to block tower shots seems rather extreme since there aren't a whole lot of abilities he can block with it. Making his Spear a skill Shot... Maybe. I don't enjoy it, but I don't hate it either. I'd say that it is ok if it behaves like Olaf's Axe and goes through minions, otherwise ganking will be a nightmare.
You don't seem to include mana cost changes or CD either.
Otherwise, good topic :)
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Re4XN wrote:
Why no Mundo? He could certainly use a buff :p
Not sure if I like your Pantheon suggestion. His passive is what makes him so special and removing it's ability to block tower shots seems rather extreme since there aren't a whole lot of abilities he can block with it. Making his Spear a skill Shot... Maybe. I don't enjoy it, but I don't hate it either. I'd say that it is ok if it behaves like Olaf's Axe and goes through minions, otherwise ganking will be a nightmare.
You don't seem to include mana cost changes or CD either.
Otherwise, good topic :)
Not sure if I like your Pantheon suggestion. His passive is what makes him so special and removing it's ability to block tower shots seems rather extreme since there aren't a whole lot of abilities he can block with it. Making his Spear a skill Shot... Maybe. I don't enjoy it, but I don't hate it either. I'd say that it is ok if it behaves like Olaf's Axe and goes through minions, otherwise ganking will be a nightmare.
You don't seem to include mana cost changes or CD either.
Otherwise, good topic :)
I thought about Mundo, but I ultimately felt like he's still perfectly playable. I just think he's boring, so a total rework would probably serve him better than simple changes.
As for Panth, I tried giving him more utility and reward for killed play and downtuning his more obnoxious aspects (his blocking tower shots being one of them), but I do like your idea of making the spear kind of Olaf axe-esque. Not sure how that could be done without it becoming too much like Undertower or Nidalee's spear, though.
Got any thoughts on my other suggestions? :]
GG tryndamere
If you found me helpful give me some +Rep :)
The_Nameless_Bard wrote:
1.75 seconds feels like a really ****ing long stun on an ability that also knocks back.
On Xin? He has to wind it up, can be stopped, can be avoided.
Jimmydoggga 2.0 wrote:
Gallo is broken.
Why's that?
If you hit him with a spell and he's built ENTIRELY tank and resist, which is quite feasible don't spring ADC autoattacking **** on me, you take over 100 damage if he has a reasonable amount of MR. Magic resist makes him tankier as well (Locket, Spirit Visage) so he takes more hits to kill, meaning MORE. damage.
From a passive.
It's going to be broken. Just do a damage calculation.
From a passive.
It's going to be broken. Just do a damage calculation.
Basically MOBAFire.
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Haven't done this kind of thread in awhile, and since the season's winding down, I thought I'd give my input on what can be done to clean up a few of League's lesser loved champions coming into Season 6.
My ideas are all geared towards neglected champions that do not have reworks announced (this disqualifies Poppy, Taric and Warwick, etc) and only one case towards an extremely toxic champion.
So anyway, let's get right into the ideas. Please give me input or concerns in the comments, or give your own ideas for what changes should happen in 2016, including changes to items or other things on the Rift.
Attack range increased to 175
Massacre: New effects; Allies in range of this ability when cast gain half of the attack speed granted for the duration. Additionally, Aatrox moves 15/25/35% faster and dashes slightly forward when auto attacking a champion for the duration.
Context: Gives Trox some utility and sticking power. Increased base health to make him less paper.
Context: Just give ice bird a little bit more control over the battlefield. Tweaking too much of her kit could be bad.
Static Field: Lightning damage from this abilities passive now transfer the gold and last hitting credit to the nearest ally if it kills a minion.
Context: Hurts Blitz a little less when he accidentally grabs a creep. Additionally, havent we all been annoyed when Blitz lightning jacks our creeps?
Movement Speed increased to 340 from 335.
Runic Skin: New effect; enemy champions who hit Galio with spells or large monsters (Blue/Red buff, Big Wolf, Big Raptor, From, and Big Krug) who attack him take 5/20/35/50 (+50% of his Magic Resistance) magic damage in return. This effect has a 5 second cooldown per enemy unit.
Bulwark: Now automatically casts on Galio when he starts channeling Idol of Durand, and does not trigger a cooldown. The cooldown of this ability is lowered by .5 seconds every time Galio or a target ally is hit while under the effects of Bulwark.
Righteous Gust: New Effect; now pushes enemies in it's path slightly (about 300 units) along it's trail.
Context: Passive gives Galio the ability to find a home in the jungle (He's always been pretty sustained for it, just slow), while also giving a small buff to trades for lane Gargoyle. Bulwark changes allow him to protect his allies better and the change to Gust gives him a bit more control and ganking power.
Martial Cadence: Damage lowered to 7/8/9/10% current health damage. Now slows the target by 70% for .5 seconds.
Dragon Strike: Base Damage and Ratio halved. Now deals 100% bonus damage if it is connected with a Demacian Standard.
Golden Aegis: Mana Cost increased to 50 mana from 30.
Demacian Standard: Mana Cost Removed. Now has a charge system, allowing Jarvan to hold up to 3 (Charges have a 12 second generation time). New effect; A Demacian Standard's aura is 25/50/75/100% (based on ult rank) more effective if Jarvan has not used Dragon Strike into it. Demacian Standard Auras do not stack.
Context: The idea here is to give Jarvan more ability to clear the jungle and get to what he does best, ganking *****es. However, certain things about Jarvan's kit can be overbearing, namely his Q's damage on it's own. J4 likely won't win any fights using only Q to trade with, and he can now be punished if he is too liberal with his flag usage. Putting the Standards on a charge system allows J4 to act as more of a support, as well as allowing him to set up a zone of continuous pole diving. Pre-emptively placed standards can be used as a means of escape or follow up engage, should they flash your Cataclysm! This might also make J4 support "a thing".
New Evolution; Evolved Threat: Unseen Threat can trigger on Void Spike and Taste Their Fear, but deals only 75% of it's damage when used in this manner.
Void Spike: Healing now has a .5 Bonus AD ratio.
Context: Gives the bug more options with his evolutions. New Evo is just how his passive USED to work, but at lowered damage so we don't return to the olden days of him destroying teams with W. Added healing to sustain the bug, as he's been pretty sad in that department this season.
Spear Shot: Now called "Pin Down". Is now a skill shot with a 750 range, and additionally slows a target by 15/20/25/30/35% for 1 seconds. If a target is hit by Pin Down, the target will be marked to be stunned by Aegis of Zeonia for 2.5 seconds.
Aegis of Zeonia: Now only stuns if the target is marked by Pin Down, but it's damage is increased by 50% if a target is stunned. Stun duration increased to 1.5 seconds from 1.
Heartseeker Strike: Damage is also doubled against epic monsters (blue buff, Red buff, Dragon and Baron)
Grand Skyfall: Towers can be damaged by this ability, taking 30/40/50% of it's base damage.
Context: Buffing up his clear times, and removing a lot of his obnoxiousness allows the addition of more utility for skilled gameplay. Pantheon can now slow down targets to disable them, but he can no longer eternally throw unavoidable spears. Additionally, no one starts a tower party like Pantheon because he destroys the ******** tower.
Quinn and Valor are now seperate entities, having their own health bars. Valor does not use mana. Killing Either Valor or Quinn results in a "kill", but killing the other after does not (Killing the other will grant 50G). Quinn or Valor dying means you can only use the remaining member of the duo until that one dies, only then do they truly go on a death timer.
Harrier: When Valor is fighting, this passive is inversed. Quinn will instead point out targets from an unseen location to Valor, and his next attack on that target will deal 75% of the normal damage bonus and slow the target by 50% for 1 second.
Blinding Assault: Valor will now visably fly down before flying forward to attack, then fly back off screen. No mechanical changes, it just bothers me that he kinda flies out of her.
Tag Team: No longer has a cooldown or mana cost and is usable at level 1. Quinn will no longer use Skystrike when returning in Valor's Place. On use, Quinn or Valor will arrive to swap in after 1 second, after which, the other will attempt to leave the scene. The swap can be delayed up to 3 seconds if Valor or Quinn is taking damage. Valor's Bonus movement speed is now always 10/20/30/40% (Not buffed when out of combat). Bonus Visuals; Valor will fly down into screen when tagging in, and fly away when tagging out. Quinn will visibly leap into trees and other scenery objects (places you can't actually walk) and leap out of them when tagging in or out. You can also attack and possibly kill Quinn or Valor as they are exiting the scene.
Valor Abilities
Q: Now called "Gouge", rather than being a small AoE, this is now an "on next attack" ability that resets Valor's attack animation. Gouge will heal Valor for 15/30/45/60/75 (+15% of the target's max health) if he kills the target.
W: Reworked and called "Aerial Ace"; Valor flies high into the air for 1 second, becoming untargetable, before diving to a target location, dealing 50/80/110/140/170 (+60% of Bonus AD, 10% of enemies missing health) physical damage to enemies in the area.
E: Now called "Swoop", mechanics unchanged.
Context: Basically, Quinn became two champions in 1 rather than a normal stance shifter like Jayce or Nidalee. The idea here is to give Valor more identity as one half of a team, instead of mostly being a prop or assassination tool. Quinn and Valor now actively help eachother when they are swapped in. Valor now being his own character (and a pretty decent melee duelist with his new W and Q) means that the duo can truly find a home at top lane. This would be beneficial as the loss of Skystrike kills their burst for bot lane a bit, and the emergence of Mordekaiser and possibly other bruiser bot laners means ADCs being mid and top isn't such a bad thing.
Powerball: If not moving, Rammus can "charge" this ability to amp up the speed faster up to 3 times. This has a .25 second cooldown between amps and the 3rd charge puts him at his maximum speed instantly. Think like, Sanic the Worgheg.
Soaring Slam: This ability now slows champions on each tick of damage by 20/40/60% for .5 seconds.
Context: More speed, more slows. Also cleaned up his passive as it is currently pretty wonky and doesn't mesh with his kit at all. Just trying to make Rammus not just "ok", but an actually decent tank with the level of influence that other tanks like Nautilus or Maokai have.
Context: Give Sona some oomph back (as a reward for playing her well, as intended) and give her a slight increase to the amount of control she has.
Audacious Charge: No longer targeted, dash to target area, dealing damage and slowing if enemies are hit.
Crescent Sweep: This ability can now be held and channeled for up to 1 second to increase it's knock back distance and stun duration, up to 1.75 seconds.
Context: Xin's a slow jangler. Ult change gives him a little bit more control over the battlefield. Giving him stuff to clear better and have better CC means we gotta nerf his absolutely reliable ganks however.
Chronoshift: If this ability effect runs out and the ally does not die (triggering the revive), the cooldown is halved.
Context: This ability is super easy to waste. Some times allies just run when they get ulted anyway, increasing the odds of this being wasted. Give something back to the Zileans who sigh heavily when this happens.
Context: They are ****ing stupid compared to heimer turrets.