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Here's my with TF. P:
Base-stats:
-MS nerf, compensate for a new passive.
-Attack range increased, Attack speed reduced to give Twisted Fate better farming and auto-attack reach, but reducing the effectiveness of AD builds.
-Mana pool buffed.
Loaded Dice:
-Solves Twisted Fate's mobility issues. Scales pretty well, gives users the ability to become super fast, but at the cost of being a glass-cannon.
Wild Cards:
[*] Cooldown increased to 7 seconds.
-Returning Wild Cards closer to its former glory.
-Cooldown increased to compensate it's improved power
Pick A Card:
-Making Blue Card more useful for combat.
-Blue Card change also counteracts the nerfed mana-return.
-Gold Card stun changed to be more effective early game.
Stacked Deck:
-Changed to benefit AP Twisted Fate.
-Made to fit between PaC and Wild Cards: Stun -> Debuff -> Wild Cards hits like a flaming brick.
Destiny:
-These changes above Destiny are my idea for what I'd like TF to become after Destiny's messed with.
-10,000 is a good number, that covers half of Summoner's Rift.
-Slow re-implemented to introduce team-fight power as now Gate has reduced utility.
-Slow effect is light, because a global slow is already quite amazing.
-Also, I always disliked the idea of using Gate to escape an enemy right in front of you. If you use it ahead of time, sure, but when they're right there... That's not right.
Changes focus on making Twisted Fate entirely a nuke. My dream come true! ^_^
JunSupport wrote:
Base-stats:
- Move Speed reduced to 300 from 305
- Base Attack Range increased to 600 from 510
- Base Attack Speed reduced to 0.575 from 0.651
- Attack Speed scaling adjusted. New Level18 Attack Speed will be: 0.869
- Mana increase per level increased to 55 from 38
-MS nerf, compensate for a new passive.
-Attack range increased, Attack speed reduced to give Twisted Fate better farming and auto-attack reach, but reducing the effectiveness of AD builds.
-Mana pool buffed.
Loaded Dice:
- New Passive: Twisted Fate's Movement Speed is increased by 0.15 for every 1 Ability Power.
-Solves Twisted Fate's mobility issues. Scales pretty well, gives users the ability to become super fast, but at the cost of being a glass-cannon.
Wild Cards:
[*] Cooldown increased to 7 seconds.
-Returning Wild Cards closer to its former glory.
-Cooldown increased to compensate it's improved power
Pick A Card:
- Mechanic fixed so attack-animation can be canceled when PaC is charged.
- Blue Card AP Ratio increased to 1.0 from 0.4
- Gold Card stun duration changed to 1.3/1.45/1.6/1.85/2.0 from 1/1.25/1.5/1.75/2
-Making Blue Card more useful for combat.
-Blue Card change also counteracts the nerfed mana-return.
-Gold Card stun changed to be more effective early game.
Stacked Deck:
- Attack Speed boost removed.
- On-hit effect removed.
- New Active - Single target: Twisted Fate attacks the enemy with a hidden card, dealing 70/115/160/205/250 (+0.5 per Ability Power) over 4 seconds.
While under the DoT, the target receives 12/14/18/22/30% increased damage, and receive healing and health regeneration at 50% their normal effects.- Range: 600
- Cooldown: 11/11/11/11/11
-Changed to benefit AP Twisted Fate.
-Made to fit between PaC and Wild Cards: Stun -> Debuff -> Wild Cards hits like a flaming brick.
Destiny:
- Gate range Reduced to 10,000
- Global Slow re-implemented: All enemies revealed have their movement speed reduced by 15/18/22%
- Corrected all instances where Gate could not be interrupted by stuns or snares.
-These changes above Destiny are my idea for what I'd like TF to become after Destiny's messed with.
-10,000 is a good number, that covers half of Summoner's Rift.
-Slow re-implemented to introduce team-fight power as now Gate has reduced utility.
-Slow effect is light, because a global slow is already quite amazing.
-Also, I always disliked the idea of using Gate to escape an enemy right in front of you. If you use it ahead of time, sure, but when they're right there... That's not right.
Changes focus on making Twisted Fate entirely a nuke. My dream come true! ^_^
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@PotatisFarfar:
You bet it does!
But, there would just more then plenty of Beta-TF players who would be jumping for joy. ^_^
You bet it does!
But, there would just more then plenty of Beta-TF players who would be jumping for joy. ^_^
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They should lower the cost of Shen's abilities and have them scale up with levels. Half my energy @ level 1 to shadow dash away? SOOOOO unreasonable...
I would remove Meditate on Yi and add something that will deal true/magic damage so he wont be totaly locked down with thornmails.
Or something that will help teammates a bit more since Yi is such a ****** on assisting... you either die or kill everything... I was thinking about something like "track" skill, that will reveal units when tagged, and reveal show stealthers also (ofc that would require a potion or ward to see the stealther 1st) And you would also get a bonus of for example 25g (like katarina) if the enemy dies while having this debuff.
Or something that will help teammates a bit more since Yi is such a ****** on assisting... you either die or kill everything... I was thinking about something like "track" skill, that will reveal units when tagged, and reveal show stealthers also (ofc that would require a potion or ward to see the stealther 1st) And you would also get a bonus of for example 25g (like katarina) if the enemy dies while having this debuff.
Nasus:
Passive: Buffed to be 20/25/35% at levels 1, 6, and 11.
-to make his laning a bit easier.
Siphoning Strike:
Base damage changed to 50/60/70/80/90 from 30/50/70/90/110
Range increased to 300 (like trundle's bite)
Damage bonus decreased to 2.5 from 3
-to make last hitting easier, and to compensate for the rest of the changes
Wither:
Changed to make the entire effect apply faster with CC reduc, so the enemy doesn't get slowed significantly less with Mercury's Treads.
Deals 60/90/130/160/210 damage at first, and then 30/45/65/80/105 damage as the slow/AS debuff applies
-so that it can deal damage and isn't quite so useless at heart.
Spirit Fire:
Removed casting time
Increased range slightly
Reduces Armor and Magic Resist instead of just Armor
-to make it a bit more useful in fights and easier to land
Fury of the Sands:
Upon activation, Nasus gets a 15% move speed buff for 5 seconds.
-to make it easier to totally crush everyone.
Overall, these changes are to make Nasus a much better laner and to have more uses. Right now he can't win a lane very well, and all he can do is farm until he destroys with Siphoning Strike. I tried to make him less dependant on the Siphoning Strike, and increase the usefulness of his other spells.
Passive: Buffed to be 20/25/35% at levels 1, 6, and 11.
-to make his laning a bit easier.
Siphoning Strike:
Base damage changed to 50/60/70/80/90 from 30/50/70/90/110
Range increased to 300 (like trundle's bite)
Damage bonus decreased to 2.5 from 3
-to make last hitting easier, and to compensate for the rest of the changes
Wither:
Changed to make the entire effect apply faster with CC reduc, so the enemy doesn't get slowed significantly less with Mercury's Treads.
Deals 60/90/130/160/210 damage at first, and then 30/45/65/80/105 damage as the slow/AS debuff applies
-so that it can deal damage and isn't quite so useless at heart.
Spirit Fire:
Removed casting time
Increased range slightly
Reduces Armor and Magic Resist instead of just Armor
-to make it a bit more useful in fights and easier to land
Fury of the Sands:
Upon activation, Nasus gets a 15% move speed buff for 5 seconds.
-to make it easier to totally crush everyone.
Overall, these changes are to make Nasus a much better laner and to have more uses. Right now he can't win a lane very well, and all he can do is farm until he destroys with Siphoning Strike. I tried to make him less dependant on the Siphoning Strike, and increase the usefulness of his other spells.
@DEWO:
I'd give him an AoE that would mimic the matrix. :P
Wuju Secret Arts: After channeling for 1 second, Master Yi silences nearby enemies for 1 second, and reduces their movement speed by 8/11/14/17/20% for 5 seconds.
In addition, over 5 seconds, Master Yi recovers 200/260/320/380/440 (+1.4 per AP) and his attacks deals additional 4/6/8/10/12% damage.
Range: 750
Cooldown: 45 seconds.
Instant-silence on enemies within range to put you in the stoplight.
Massive cooldown because it's OP otherwise, but if you use it with Highlander, it can give perpetual slows and relieve the need for Lizard buff. :)
Nerfed version of Meditate, but it can be called an improvement because it no longer roots you down or keeps you from fighting. It also means, combined with a little lifesteal, you can heal through any thornmails.
I'd give him an AoE that would mimic the matrix. :P
Wuju Secret Arts: After channeling for 1 second, Master Yi silences nearby enemies for 1 second, and reduces their movement speed by 8/11/14/17/20% for 5 seconds.
In addition, over 5 seconds, Master Yi recovers 200/260/320/380/440 (+1.4 per AP) and his attacks deals additional 4/6/8/10/12% damage.
Range: 750
Cooldown: 45 seconds.
Instant-silence on enemies within range to put you in the stoplight.
Massive cooldown because it's OP otherwise, but if you use it with Highlander, it can give perpetual slows and relieve the need for Lizard buff. :)
Nerfed version of Meditate, but it can be called an improvement because it no longer roots you down or keeps you from fighting. It also means, combined with a little lifesteal, you can heal through any thornmails.
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~Undergoing barbaric-Destruction, tasteful-Renovation, and blasphemous-Reconstruction soonâ„¢~
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But yea, that passive isn't that amazing, but hey, you probably got finished off by a minion before, what if you were Eve? :D