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If you could Remake/Tweak a champion...

Creator: JunSupport May 2, 2011 3:16am
Searz
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Permalink | Quote | PM | +Rep May 4, 2011 7:21am | Report
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.

He should be an AS caster, that's what makes him unique.
His base AS is fine. His AS per level should be reduced to 3% from 3.2%.
The mana buff is very needed though. It was crazy small for a caster.

Quoted:
Loaded Dice:
  • New Passive: Twisted Fate's Movement Speed is increased by 0.15 for every 1 Ability Power.

He doesn't really have a MS problem when geared..
Current passive is just fine. So his base MS might even need a buff to 310.

Quoted:
Wild Cards:
[*] AP Ratio increased to 0.8 from 0.65
[*] Cooldown increased to 7 seconds.

Too high. 0.7 would be max for a low CD longrange AOE spell.

Quoted:
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.

Don't like this.
I would make it so that the active deals 60/95/130/165/200(+0.5) damage, make it increase damage taken by target by 12%/14%/16%/18%/20% BUT not remove the passive AS and damage. I would also reduce the passive CDR to 2/4/6/8/10.

Quoted:
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.

Exactly how I'd change his ult too.

Searz
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JunSupport wrote:

Grenade
  • Grenade now silences as well as blinds on impact.
  • Grenade AP Ratio reduced to 0.5 from 0.6
  • Grenade base damage changed to 80/125/170/215/260
  • Blind and new-Silence duration increased to 2/2.5/3/3.5/4 seconds from 1/1.5/2/2.5/3
  • Stun duration increased to 2 seconds.

Like all of the Heimer suggestions, but the 4sec blind and silence is kinda OP. 2/2.2/2.4/2.6/2.8 would be more in line with what it should have considering that it still does some decent dmg. The 2sec reward for hitting bullseye is also kind of a nice boost.



Zeprido wrote:
Garen:
Completely Un-nerf his Courage.
Increase scaling on Judgment, and reduce base damage based on champion/skill level. Also deals more damage to minion to solve the "NEED" for sunfire cape to farm.
Reduce base damage on Demacian Justice and make it true damage.

Would love these changes. Demacian Justice could also be physical damage, but it being magical damage is just ****ing stupid..

Quoted:
Morde:
un-nerf the ghost from Children of the Grave (ghosts die too easily) and make is so the turrets don't treat it as a minion.

No.. It was OP..

Quoted:
Shen:
Make Feint useful again.

I would love for Feint to be a little stronger because it's often not worth using over your other abilities.

Searz
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Nasus:


Soul Eater:
  • Life steal increased to 15%/20%/25% from 10%/15%/20%.

Siphoning Strike:
  • Damage changed to 40/55/70/85/100
  • Damage bonus per kill reduced to 2 from 3

Wither is reworked into Encase;
  • Encases the enemy target in sand stunning them for 1second then slows by 20%/25%/30%/35%/40% diminishing back to normal over 2 sec.
  • Range: 650
  • Cooldown: 16/15/14/13/12

Spirit Fire:
  • Casting time replaced by an animation that takes 0.3sec. Now it has a 0.8sec delay before appearing. (from 1sec)
  • Armor reduction now persists for 4 seconds after the last tick (time you were damaged) and is refreshed upon taking damage again.
  • Damage per second increased to 25/40/55/70/85 from 20/34/48/62/76.
  • Mana cost reduced to 70/80/90/100/110 from 70/85/100/115/130
  • Duration reduced to 5 seconds from 6.

I believe these changes will make him overall more powerful and less reliant on farm.
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Atarios
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Teemos mushroom to do instant damage, but no slow.
XP
Thanks Jhoi,Xenasis,JEFFY40HANDS for the Sigs ! :D
The_Nameless_Bard
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Shen:
Feint: Grants shield that blocks the next 30/90/120/150/180 (+50% AP) damage and deals 9%/15%/18%/24%/30% (+15% AP) of the total damage blocked by the shield (not the attack itself) in magic damage (-3% for each target after the first, minimum 3%/6%/9%/12%/18%) to all targets that attack him while it's up. Lasts up to 2 seconds?
Searz
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Shen:
Feint: Grants shield that blocks the next 30/90/120/150/180 (+50% AP) damage and deals 9%/15%/18%/24%/30% (+15% AP) of the total damage blocked by the shield (not the attack itself) in magic damage (-3% for each target after the first, minimum 3%/6%/9%/12%/18%) to all targets that attack him while it's up. Lasts up to 2 seconds?

Good idea. This was you don't have to sacrifice offense for defense.
I would like to modify that a little tho.

The shield should be 70/105/140/175/210 (+0.6 per AP).
Each target that damages him during the shield takes 17/24/31/38/45 (+0.2 per AP) magic damage.
Max 2 ticks per second(to prevent skills like Judgment from damaging Garen more than he damages Shen).
Energy cost is increased to 65/60/55/50/45.

This would make Shen sooo much better in the jungle.
The energy cost increase is to keep it from being OP in the lane.

It should also be renamed to something like Counter or Counterstrike since Feint isn't fitting anymore.
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The_Nameless_Bard
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I just wanted it to be something more than another AP related shield that blocks damage. I guess Feint would need a dodge chance boost to still work as "Feint"
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Permalink | Quote | PM | +Rep May 5, 2011 3:29am | Report
Yea.

The main thing I wanted to do was make jungle Shen stronger and I think that buff really makes him much more viable.
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the only problem I've had with jungling Shen is lagging out and dying to the wraiths once lol
But that would help a lot with Shen in general, not just jungling, it would give him some DPS, imagine that with his taunt ;D.
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Yea, that too. Would make his W soo much more useful.
As long as they nerf his ulti to be non global W definitely deserves a buff.

His shield animation actually fits the whole counterstrike idea more :D

Oh and for his ult:
Range decreased to 5000.
Shield increased to 350/575/800.
Channel duration reduced to 2 from 2.5.
Shield duration increased to 8 from 7.5.
Cooldown reduced to 160/140/120.
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