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
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
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.
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.
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.
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
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.
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.
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.
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.
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.
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.