"One of the things that's really important for League's longevity is to have the right amount of frustration in the game."
!!! THIS IS NOT RAGEBAIT OR A JOKE !!!
I think it's not far-fetched to say that many players at the moment are fed up with the state of the game, season 16 in some ways has been fine, but, mostly it has been a shit-show of support roaming meta, mages bot, and a seemingly endless problem with balance issues (hello Qiyana and Riven). So I would like to take time and share my ideas on the matter and whether or not you agree or disagree with me I don't particularly care, just don't attack me or other people for having opinions lmao, civil discourse is healthy. I just feel that not many people seem to bring up the sort of changes that I think would help the game which I enjoy.
Mages
A lot of discourse I see on mages is that they currently are too versatile compared to adcs and benefit much more from the increased gold from the bot lane quest, as well as the fact that they get one recall, buy lost chapter, and proceed to be extremely oppressive without much worry for actually running out of mana. I believe that lost chapter should be knocked down a peg and brought more in line with adc item costs while also giving slightly less sustain. Of course, people will argue that classic adcs have sustain in the way of omnivamp or health over time from doran items but is it really possible to sustain with dblade or dbow when you literally cannot walk up to farm against a mage, let alone two?
Mana Crystal:
Mana - 300 -> 250
Lost Chapter:
Cost - 1200 -> 1300 (bf sword is a classic back for adcs and bringing LC more in line with this cost would help curb scaling)
AP - Unchanged
Haste - 10 -> 15 (compensation for mana loss, only Luden's and Actualizer would need the addition 5 AH added)
Mana - 300 -> 250 (mana crystal change)
Enlighten Passive - Restore 20% over 3 seconds -> Restore 15% over 3 seconds (LC is often bought in the early stages of the game where levels are acquired faster and so the value of 20% is felt much more and doesn't matter after getting a full item, with this nerf I believe that in addition to the mana reduction it will help prevent frustration laning against mages with larger mana pools who are often played in bot lane by cutting the sustaining power they have, mages also often take teleport instead of barrier which adds another layer of "sustain" by reducing the time spent in base and refreshing mana pools whereas adcs do not have this luxury)
Zhonya's Hourglass:
All basic abilities should be put on full cooldown and should not count down during time stop (I personally believe that zhonya's provides way too much value for such a powerful ability, and while the ultimate play making potential is good for the game, there is simply nothing more irritating than engaging on a champion who has blown all their abilities and then boom, stasis, ruining your engage and tempo, and then allowing them to get their abilities to then kill you in return or escape)
Seeker's Armguard being used should have a cooldown (20s-30s) which can apply to zhonya's if it is built after use (No, seeker's should not be reusable. However, seeing as banshee's veil is meant to be the mr equivalent of zhonya's and verdant barrier has a cooldown that carriers over to the full item after purchase, I think this is a fair change)
Support
Support role quest - Quest progress will not happen outside of the designated lane (every other role has a consequence to leaving lane in the form of significantly slowing lane quest progression. Outside of the xp nerfs support honestly has no consequences and is still being played to roam in the early levels as well as following junglers, I believe that this will also help curb the presence of mages in bot lane as classic adcs are at a much larger disadvantage when supports roam compared to mages in the same role who can farm with much less threat to themselves)
Top Lane
Vayne found dead in ditch, the only real offenders to ranged top are Varus (crazy hp damage, top laners often build hp who would have thought, and very strong long range poke) and Anivia (excellent damage, waveclear, and staying power as she often builds an abundance of mana, she can also easily take advantage of immobile melee champions r slow and w wall or disincentivize engage through her q and passive)
Top Quest:
A lane already known for being extremely punishing and basically being counterpick = win which leads to snowballing made even worse by providing additional xp gain after completing lane quest which just leads to even more snowballing. Reduce bonus xp after quest completion easy enough.
Vayne: lol
Varus:
I dont feel like doing all the numbers but simply put nerf r cooldown or root duration, w hp damage ranges, q charge time damage with w active, and base damage of q maximum charge duration at higher ranks
Anivia:
Q - stun duration a flat 1.2 seconds (Anivia already gains a large amount of value through her r slow and w area denial/slight knockback)
E - base damage reduced by 10 across the board (mostly to reduce the double damage caused by being iced)
R - slow reduced to 20/25/35 (Anivia players often use R W to maximize time spent inside of her glacial storm which ensures she is able to get off all of her burst and prevent champions trapped inside the ability to escape before her E comes off cooldown which can often times be applied at multiple points during a fight as she tends to build a decent amount of AH, this also reduces q slow as well which should help reduce frustration cause by the ability)
Mid Lane
Mid Quest:
Should honestly only be the boots lmao, remove the rest of the rewards
Nerf gluttonous greaves and sorc shoes :)
Jungle
Reduce jungle healing from camps, increase camp damages, increase jungle item requirement to 40 again, reduce catchup xp to punish jungle more for doing less in jungle to disincentivize repeat jungle ganks over a short period of time or staying too long in one side of the map
Misc/Champions
Syndra:
Do I even need to say it, nerf into the ground lmao
But seriously, swap E orb stun with 80 splinter slow and reduce it to 50%, at 80 splinters it should be able to stun with orb and apply the same slow afterwards for 1s instead of 1.25s
Increase q delay to 0.7s, increase mana cost from 40/45/50/55/60 to 50/55/60/65/70 (with her stun/slow q is incredibly easy to hit and early game without boots its literally free on anyone without a dash or ms steroid) she has one of the highest base mana pools in the entire game at 480 wowie)
Irelia:
Reduce passive on-hit and attack speed, she already builds items with AS and on-hit effects, and with the buff to her Q I don't think she needs to have such an oppressive amount of damage built into her kit
Qiyana:
LOL
Q - ad scaling should be reduced to 70% from 90% (she gets two casts of the damn thing when using w)
R - 125% bonus ad -> 115% bonus ad, 10% max hp -> 8% max hp, reduce the effective area of the ability and overall hitbox so that it actually requires talent to use
Riven:
Hello my name is deaths dance and E and i approve this message
Passive - base damage reduced from 45/75/105/135/165 -> 45/70/100/125/155 (still allow her to be an early bully when played correctly but reduce her ability to take over games even when behind, this is also meant to lean her more into a feast or famine playstyle as if you do fall behind you will be actually punished with less damage)
E - 110% bonus ad -> 100% bonus ad (with how much AH riven tends to build and how much ad she gets from her items and R alone I believe that reducing her effective shielding potential will be effective in taking away her 'unkillable' status, especially when paired with deaths dance)
R - missing health damage 0%-200% -> 0%-190% (intended to help reduce the feeling of just dying to 1/9 riven by reducing the effectiveness of which she can secure kills despite a lack of items)
Garen:
R - missing health damage 25/30/35% -> 20/25/30% (similar to riven, intended to reduce frustrations of dying to garen from behind as well as making it more vital for him to land actual abilities instead of q flash ignite r)
Nasus:
Q - rollback stack changes for normal minions, keep changes jungle specific
W - cooldown changed to flat 13 seconds, cripple reduced to 50% of slow amount (if you havent been hit with wither off cd to where you're essentially perma-slowed then you either play nasus or ban nasus every game, cripple nerf is also meant to help improve gameplay for players who's champions find most of their damage in autos, nasus also tends to build frozen heart which only adds to the frustration of cripple)
Death's Dance:
Shields should be 50% effective against the true damage dealt by Death's Dance to ensure that champions who can abuse large shields in their kit or low cooldown abilities with shields (or both if you are riven) are not seemingly unkillable
Sundered Sky:
40 ad -> 50 ad
400 hp -> 450 hp
(90%/45% base ad)(+4% of your missing health -> (110%/65% base ad)(missing health healing removed)
This change is intended to help prevent frustrating gameplay against cockroach champions (not you Kha'zix) and heavily nerf its interaction with Death's Dance
Crit System:
Seeing how crit/marksmen was intended to be built by marksmen champions, I believe that for once melee champions should take a hit for building said items instead of the other way around
Crit Damage Modifier - 200% -> 180%(melee)/200%(ranged)
Yasuo/Yone - Crit damage passive modifier removed
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Well that's all I have to say, feel free to leave your thoughts or insults below and have a nice day