Outdated Champions: League's Ticking Time Bombs | League of Legends

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  • Опубліковано 5 лис 2021
  • Today's video touches on the seemingly abandoned champions of League of Legends, doomed to receive only band-aid solutions to maintain their competitive viability with almost no signs pointing to being reworked to fit modern champion design standards. We're gonna be talking about Outdated Champions, and why they're the ticking time bombs of the game.
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    #LoL #Outdated #Champions
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КОМЕНТАРІ • 1,6 тис.

  • @openbones12
    @openbones12 2 роки тому +3082

    The strongest singed buff was making it so Fling caused him to laugh.

    • @timesoftheazuressence247
      @timesoftheazuressence247 2 роки тому +582

      Some High Elo Fioras listen for his laugh so they can parry it, but Singed mains noticed this and purposely act like they are going to fling, but laugh instead. This is a legit strat according to people like Minish and such

    • @mewjelter4208
      @mewjelter4208 2 роки тому +104

      @@timesoftheazuressence247 this interaction is common in alot of matchups, urgot being another example in canceling fling with urgot e

    • @moealhassan5954
      @moealhassan5954 2 роки тому +37

      The main reason i have 500k points on him

    • @chloemccarthy2297
      @chloemccarthy2297 2 роки тому +14

      To be fair, he hard counters Yuumi

    • @gavinmorton7682
      @gavinmorton7682 2 роки тому +20

      Dude actually tho... Minishcap even said this about the laugh lmaoo

  • @devforfun5618
    @devforfun5618 2 роки тому +1327

    corki's greatest power was the mixed damage but now that everybody deals true damage, mixed damage is not as cool

    • @mal9369
      @mal9369 2 роки тому +122

      Yeah, it feels like it used to be a great strength. Now it feels like a weakness, which is kind of wild to think about

    • @TsyChun
      @TsyChun 2 роки тому +90

      it's more magic than mixed. his AA do 80% magic, his Q W and R do 100% magic and only his E does 50/50. and not having physical dmg wasnt always good, like when banner gave minions immunity to magic dmg

    • @alphamav3rickgaming430
      @alphamav3rickgaming430 2 роки тому +62

      Ah the days when Corkis passive was actually bonus true damage

    • @inari3217
      @inari3217 2 роки тому +93

      @@TsyChun the passive used to be a 50/50 split until v7.12, and the explanation given was "mixed damage is unhealthy to the game" and then they proceeded to make kaisa and yone

    • @andreitaker3527
      @andreitaker3527 2 роки тому +14

      @@inari3217 there was an earlier version of him dealing 55/55 split damage for a 1.1 scaling on his basic attack.

  • @ascvb3
    @ascvb3 2 роки тому +1011

    On an unrelated note, Veigar's magic might be stronger than Aurelion Sol. Sol can create stars, but Veigar's E creates event horizons, implying that he may be able to manipulate black holes.

    • @zambaretulzambitor3713
      @zambaretulzambitor3713 2 роки тому +61

      black holes used to be stars so idk maybe not

    • @catherinevaught1594
      @catherinevaught1594 2 роки тому +218

      Veigar studied celestial magic, so it's more like Aurelion Sol'e magic is the inspiration for Veigar's

    • @CraftyF0X
      @CraftyF0X 2 роки тому +5

      @@zambaretulzambitor3713 well, not the primordial ones or the AGNs.

    • @michaelc.r.6416
      @michaelc.r.6416 2 роки тому +56

      Aurelion back to base is a whormhole so its probable that can also create blackholes but just doesnt.

    • @antiqueland
      @antiqueland 2 роки тому +34

      Maybe its just a magical cage that he calls event horizon

  • @LandelRey
    @LandelRey 2 роки тому +537

    the fact that Orianna was released in season 1 and still has one of the best designed kits in the game is just beautiful
    edit: not you defending Irelia 😭

    • @schnader
      @schnader 2 роки тому +46

      The only reason Ori's kit is still holding up is because she forces you to be able to juggle between moving and attacking.
      The biggest outdated issue she has is her incredibly boring and brainless early/mid game where she just zones you out and doesn't allow enemies to engage on her.
      The reason Azir's laning is much more fair is his lack of effective range and he has 3 times Ori's cooldowns to reposition himself.
      And lets be honest, Ori doesn't even have a passive which is pretty lame.
      They should nerf her cooldowns a bit and let Ball "support" her attached ally a bit more, giving her some potential as a flex support pick.

    • @armageddon7376
      @armageddon7376 2 роки тому +1

      @@CardiniPanini Ori is actually quite hard to master. She has her strong points that have been mentioned here like zoning, poke and teamfighting where, if you do engage onto her she will just get blown up. She is also very very team reliant so she has a harder time when trying to carry compared to other mages like Viktor, Azir and Syndra

    • @Izigurand
      @Izigurand Рік тому +1

      @@schnader sooo… she’s a mage?

    • @dqpopo9794
      @dqpopo9794 Рік тому

      @@schnader yy8788yy788y8y888y8yyyyy7y gc yg7uy8888y8uy888yyy8yyy7yy78

    • @lyg483
      @lyg483 9 місяців тому

      Anivia too tbh

  • @jacquelynthompson5346
    @jacquelynthompson5346 2 роки тому +707

    “Udyr cheeses you by running circles around you, and Singed… (does the same thing lol) he’s Singed”

    • @MrDUCKMAN5555
      @MrDUCKMAN5555 2 роки тому +32

      As a udyr main I can tell you most of the time I cant keep up with most champions

    • @djjezza
      @djjezza 2 роки тому +6

      @@MrDUCKMAN5555 yeah it makes no sense how everyone can get away so easily unless you build movespeed on top of your kit

    • @Stephon9015
      @Stephon9015 2 роки тому +16

      @@MrDUCKMAN5555 All things considered, Base Udyr is actually pretty slow. 350 Base + 15 at 3 stack from passive and E movement speed (15% for 2 sec) that you won't be maxing first. Sure Udyr probably outruns your typical ADCs/Supports/Mage but he is slow compared to the modern champions with their own dash and blinks.

    • @clearlynotchloe
      @clearlynotchloe 2 роки тому +11

      @@MrDUCKMAN5555 at first i was like “that’s fucking bullshit” then i realised i don’t play mobile champs lmao

    • @khalilrahme5227
      @khalilrahme5227 2 роки тому

      @@Stephon9015 udyr early on has slightly more movespeed than your average champ, if you're a j4 you aren't going anywhere unless you jump over walls, if you're a kayn you're never dying to a udyr. Later on with deadmans plate and a lot of points in E that he becomes a chase monster

  • @WatchSchoolDays
    @WatchSchoolDays 2 роки тому +234

    As a Shyvana main I just hope that the up coming rework will be focused on her skirmisher ad in your face playstyle rather then the new lame AP nuke cheese.

    • @icanteven1752
      @icanteven1752 2 роки тому +41

      You're goddamn right,a huge dragon is not supposed to be scared of being one shot and throwing stuff from the back because in that case you might as well just play asol lmao

    • @wesker8814
      @wesker8814 2 роки тому +4

      I hope they remodel her

    • @Weerknuffelbeer
      @Weerknuffelbeer 2 роки тому +10

      Tank Shyv is best Shyv. Ahh, the good old days of S2 where my most used build was actually Wriggles/Frozen Mallet/Aegis of the Legion xD Still can do something in that spirit with Stridebreaker/Steraks/Stoneplate though. Or Bork/Frostfire Gauntlet/ Stoneplate.

    • @SoulGaleo1992
      @SoulGaleo1992 2 роки тому +9

      I just hope they give her at least some form of hard cc/pre 6 gap close. It feels terrible playing a jungle champ with no cc or gap closing ability pre 6 in 2021.

    • @sarunightamber701
      @sarunightamber701 2 роки тому +1

      ​@@icanteven1752 ive never seen a shyvana in dragon form been one shoted

  • @tjerkglas7683
    @tjerkglas7683 2 роки тому +514

    I've put a lot of work and thought into this so I hope you'll like these new garen changes!
    Garen rework:
    [P] Perseverance: [CHANGED] All champions that deal Magic Damage are unable to spawn on Summoners Rift.
    [Q] Decisive Strike: [REMOVED]
    [W] Courage: [REMOVED]
    [E] Judgment (AKA Spin To Win): [REMOVED]
    [R] Demacian Justice: [CHANGED] Now deals True Damage equal to the enemy's current HP.

    • @lucasnadamas9317
      @lucasnadamas9317 2 роки тому +39

      I absolutely agree

    • @alex2005z
      @alex2005z 2 роки тому +51

      You forgot the r bypassing invencibilities, like tryns r

    • @tjerkglas7683
      @tjerkglas7683 2 роки тому +59

      @@alex2005z nah that's kinda broken

    • @tehrik0020
      @tehrik0020 2 роки тому +56

      Also ignores any form of damage reduction or invincibility, and if you try to stasis you get a super special death animation where the golden statue of you just explodes.

    • @DarkLord111111111111
      @DarkLord111111111111 2 роки тому +6

      you forgot the 1 second cooldown on R

  • @cerseihansen7219
    @cerseihansen7219 2 роки тому +222

    r/corki mains came up with a really good rework a while back. Corki needs to keep with a few things for a rework, needs to stay as a champ that sits on the edge of the fight and weaves in and out with autos and longer range abilities. He needs to keep his rockets, and some sort of package.
    Package however is a very unhealthy ability for the game, a supermassive game changer on a 4 min cooldown isn’t good.
    Rework:
    Move R to Q.
    Give E a passive that turns armor pen on corki into magic pen. (So his itemization doesn’t suck)
    Most importantly, remove package from W. create a new ultimate for corki called “high altitude”
    Essentially corki can go into ultimate mode where he flies up really high, he becomes ghosted and can fly over terrain. One of his abilities is replaced with “high altitude bombs” which is essentially a mini gragas ulti on a normal cooldown, a bomb corki can drop in the same range his current Q has, but when it hits it knocks targets aside slightly and leaves a burning area behind like current package.

    • @jonathanphillips3052
      @jonathanphillips3052 2 роки тому +5

      Maybe if package has to stay in, change how it operates a bit to give it more variety. Let’s say, instead of buffing w only as a 1 time thing, one ability you pick when it’s acquired is enhanced for a set number of charges, turning flare into inferno bomb(a blast that ignites, reveals and burns targets in an area if the impact. Uses 1 of the 4 charges), the bombing run stays the same in terms of effect(but with less power), but can be used 2 of the 4 charges each time, machine gun becomes buffed to either have some measure of slow, extra damage or enhanced armour and magic pen(uses 1-2 charges), and the last being rockets to hail fire(a simple but effective use. Unleash ALL corkis current rockets(set to max) as a wider burst of missiles, using all the package charges, but giving a high impact moment for the ult when all the missiles connect. Also the package should come in first after hitting 6.

    • @toothlessthedragon5100
      @toothlessthedragon5100 2 роки тому +6

      Perhaps the package could be limited to 3 or 4 times per game and taking let’s you permanently upgrade an ability, like kha or victor.

    • @cokecan6169
      @cokecan6169 2 роки тому +11

      Corki's real problem is that half of his kit, namely Q and W, are next to useless and don't define him at all. Used to keep up in waveclear at early levels, when he gets his ult and sheen builds Q and W just become those 2 abilities you tap for extra damage when autoing someone.

    • @obotchaman3160
      @obotchaman3160 2 роки тому

      @@cokecan6169 In what world are you using Corki’s W as a damage tool? It practically heals the enemy team and would put you in meelee range as a very fragile champion.

    • @cokecan6169
      @cokecan6169 2 роки тому +1

      @@obotchaman3160 that's my point exactly. Press when Eing onto someone guaranteed to die for maybe 20 damage.

  • @amazingagent1404
    @amazingagent1404 2 роки тому +180

    If you look at Wild Rift, a lot of outdated champions get some well-needed changes to their kits to make them healthier. I think looking at how they changed them on wild rift is a good way of seeing what they could do for the main game

    • @rohanpatvana4936
      @rohanpatvana4936 2 роки тому +19

      True to some extent but they made shyvvana worst, she's the same kit wise but her passive relies completely on dragons and if you don't get them she has no passive. 💀

    • @sharkfishsharkfishshark
      @sharkfishsharkfishshark 2 роки тому +4

      @@rohanpatvana4936 literally no passive ,i play both WR and LoL cus i hvae no life and i never touch shyvana in Wr cus she just too useless if you cannot take dragon and gank alot

    • @ramaribeiro9441
      @ramaribeiro9441 2 роки тому

      The tryndamere mini rework was kinda good for his playstyle, i would say that if you play him now in Wild Rift, the new passive give some skill expression to his kit, not too mutch, but enouth to understand that you can't just wall and attack like crazy (at least in the early game, late game he's still a monster)

    • @sharkfishsharkfishshark
      @sharkfishsharkfishshark 2 роки тому +2

      @@ramaribeiro9441 what do you think about karma new ult for me it is useful but i think they should nerf the damage because its making Karma so strong this day

    • @ramaribeiro9441
      @ramaribeiro9441 2 роки тому

      @@sharkfishsharkfishshark make your words mine

  • @arstulex
    @arstulex 2 роки тому +361

    Counterpoint:
    Riot's more modern design philosophy seems to revolve around everything and anything being skillshots (for the most part). This has applied to reworks too. Just off the top of my head Pantheon, Veigar, Taric and Ryze all had some of their core abilities changed to skillshots.
    While most people would react positively to this, because the common perception is "skillshots good" and "point and click abilities = no skill", I think a lot of people miss the fact that the older style point-and-click abilities serve as a natural counter to mobility (something that has become increasingly pervasive in LoL over the years).
    By changing more and more abilities into skillshots you not only indirectly buff mobility (since mobility can be used to better avoid skillshots) but you also increase the gap between champions that have mobility and those that do not, effectively alienating the latter. These 'outdated' champions with their simpler, less skillshot-oriented, abilties serve as a way to keep mobility creep in check.
    One of the big things that's slowly ruining this game, in my opinion, is just how powerful mobility is in general. It has slowly become the answer to just about everything. About to get hit by a skillshot? Dash. Getting ganked? Dash away. Got outpositioned and caught out in the jungle? Dash over a wall. Enemy team doing Dragon/Baron but you're not able to enter the pit to contest it? Dash over the wall and smite at the last second. Want to go for a risky towerdive? Dash in, or dash out, or even do both.
    Mobility is general is stupidly strong yet champions that have it don't really face any costs for having it. If anything, the game is straight up being changed to cater to them.
    The opinion that stat-checkers are bad usually comes from the perspective of players who have become so accustomed to being able to dodge everything with their fancy "1000 dash muh epic mechanics" champion that when they face champions who that no longer works against they feel slighted. There is a reason nobody complained about 'stat-checkers' in the early days of League, yet now those champion are suddenly the problem despite (for the most part) barely changing.
    This is likely because over the years League has transitioned from a primarily strategic game like Chess towards something more mechanical like a fighting game. "Flashy plays" have taken priority over pure positioning and strategy (which is what those 'outdated' champions are geared towards).

    • @kasper7574
      @kasper7574 2 роки тому +50

      You are 110% right

    • @atomic3tt915
      @atomic3tt915 2 роки тому +2

      Can I get a abridged version that’s like a hole tda

    • @autumnson
      @autumnson 2 роки тому +24

      That's a really interesting point you're bringing up!

    • @Herio7
      @Herio7 2 роки тому +29

      You are exactly on point. Pay to play champion monetization forces Riot to make more stacked and "crazy" champion than before leading to power and feature creep . Which changed game to more micro than macro. Then instead of tuning down champions they tuned the game even more towards micro oriented and the loop continued. Also Riot's obsessions with "streamlining" by destroyed macro game. There used to be roamer in season one but they killed it, there were top/bot lane swaps but they prevented it. They added trinkets to split vision game and probably many more after. All such changes "streamlined" game but stripped some layer macro game.

    • @zacharyyan4898
      @zacharyyan4898 2 роки тому +2

      He brings up the first point in the point-and-click video

  • @draketurtle4169
    @draketurtle4169 2 роки тому +210

    In short: Rock Solid.
    Long: Cmon funny rock isn’t outdated, you press E or Q to lvl 6. You get lvl 6, you use it on the weak guy he dies and repeat till game won or your team throws.

    • @Chickenbreast9
      @Chickenbreast9 2 роки тому +19

      Hitting people with rocks never gets old, right?

    • @draketurtle4169
      @draketurtle4169 2 роки тому +8

      @@Chickenbreast9 never gets old, if it does then we just throw green rocks, white rocks or even if we feel special whatever the fuck dark star is meant to throw.

    • @deejayf69
      @deejayf69 2 роки тому

      But that still makes him outdated

    • @draketurtle4169
      @draketurtle4169 2 роки тому +3

      @@deejayf69 Nah it makes him consistent and easy to understand for new players, from him you can go play Galio or go deeper into the tank class.

    • @PaladinfffLeeroy
      @PaladinfffLeeroy 2 роки тому +2

      Haha, AD is overtuned. Complain about champion that counters AD. Brrrrr.
      I love Malphite and I hope that they retain his armor scaling, W AoE attacks, and E attack speed slow because I feel like some champions really need that kick to the guts both in-game and to the players that play them, get really cocky, and start flaming you if you miss press one pixel to the left. *IRELIA MAINS*

  • @ArtDumbster
    @ArtDumbster 2 роки тому +274

    Corki: just swap the R with the W
    If you want to make him have a more consistent build path, we could make that the E scales with crit
    And we really don't need to change the passive

    • @shanecoffing
      @shanecoffing 2 роки тому +31

      I like that. Do what they did to Diana kinda. Swap the W with ult, give him his mega dash as his ult and have a longer cooldowns, and give him back his true damage on passive. (70% magic, 30% physical, 10% bonus true damage). Than make his E able to crit and boom, fixed champion. Rockets would need some scaling tho (maybe start off with 4 rockets instead of 7 and cooldowns, damage, and number held scaled with level).

    • @ArtDumbster
      @ArtDumbster 2 роки тому +27

      @@shanecoffing true damage may be too much
      But the rockets do need more to them

    • @santiagocorbo4327
      @santiagocorbo4327 2 роки тому +10

      I like your idea! so to add something I wuld like to change "E" to be an AA buff that change between rockets(deals magic aumented damage) and mchine gun(works like Urgot W).

    • @devforfun5618
      @devforfun5618 2 роки тому +4

      i would change his passive, adding multiple weapons, one for each skill, that he would have to choose, like multiple charges on Q that leave flames on the ground, W would be the same, E would increase the fire rate and range, and R would give it infinite range like jinx R

    • @ArtDumbster
      @ArtDumbster 2 роки тому +6

      @@devforfun5618 that would work better as an evolution passive, than swaping

  • @somesillyname9714
    @somesillyname9714 2 роки тому +196

    As someone who really enjoys current corki, I think all riot needs to do to modernize him is breathe a bit of life into his q and e, as they’re quite basic and boring abilities. A decent and simple way to do that might be to make enemy champions hit by his q become “exposed”. When he uses his e, it could rotate automatically to face the nearest exposed champion, which would both make his q much more threatening to get hit by and at the same time give a more nuanced use for his e instead of just waveclear and dps

    • @keithcalacday5255
      @keithcalacday5255 2 роки тому +13

      so i see someone has seen wildrift corki hahah

    • @hafizhakimi_r
      @hafizhakimi_r 2 роки тому +8

      basically wildrift corki. But yeah wildrift version is so much better imo (maybe also since those crazy adcs and midlaner are not in the game yet)

    • @okidoxb4846
      @okidoxb4846 2 роки тому

      I honestly think all 3 of his abilities could use some tweaks, it feels like he fails at his theme of a fighter pilot, and some tweaks to have just a tad of emphasis on moving more would help him stick out more in a good way. Bc until riot decides how they want his scaling to work properly it sorta feels like he doesn't quite fit or have an area he feels strong in. He was supposed to be a marksman that was hard to itemize against as seen in his old passive having true dmg, and then his current passives having some mix of AD/AP instead. But with the emergence of other mixed dmg carries and true dmg in items, along with his own wierd scaling it seems he's lost that niche and has been moved into the area of AP marksman, but its just OK at it.
      Here's a A corki update if ur interested
      www.reddit.com/r/CorkiMains/comments/q94rxc/small_scale_corki_update/

    • @lal6005
      @lal6005 2 роки тому +1

      I also think that they should make a visual rework on him, He Just dosnt look as Hot as Viego and sylas you know? He should Just not have a shirt on

    • @timothyonipad
      @timothyonipad Рік тому

      I agree but his biggest weakness is his w and e and 80/20 ap ad ratio they should revert it back to 50/50

  • @raistlinmajere1000
    @raistlinmajere1000 2 роки тому +321

    I can understand a gap between some old champions and new ones. What bothers is that most of the new champions are slayers, assassins or skirmishers. So, they consequently have mobility, damage and survavility. Overall, ADCs and supports feel more fresh (exceptions like Seraphine).

    • @jackobradovitz
      @jackobradovitz 2 роки тому +18

      Yeah I’d love to see a tank supp come in like nautilus or something not assassin or slayer

    • @narcissist104
      @narcissist104 2 роки тому +54

      @@jackobradovitz dont expect another tank support any time soon after failure of Rell

    • @wesker8814
      @wesker8814 2 роки тому +47

      @@jackobradovitz bro you forgot about Rell? She came out less than a year ago and no one plays her. She'll probably be the last tank support to be added

    • @raistlinmajere1000
      @raistlinmajere1000 2 роки тому +5

      Next support seems to be Corinna. She is related to plants. I suppose she will be a catcher.

    • @jackobradovitz
      @jackobradovitz 2 роки тому +4

      @@wesker8814 maybe it’s just me but I’ve honestly only had good rell supports. Never found a problem with her but I’d still like to see another tank supp like naut

  • @ScarletStarManor
    @ScarletStarManor 2 роки тому +286

    This issue can be summarized in one key way:
    Outdated champions will continue to be a problem so long as Riot solely focuses on business and money, rather than player satisfaction.

    • @TsyChun
      @TsyChun 2 роки тому +24

      this man speaks the truth. also it's not only outdated champions, a LOT of things in the game would be so good if they just put the effort, but they don't wanna risk making any less money (even though i'm pretty sure if they made the game as good as it could be they might make more in the long run)

    • @ScarletStarManor
      @ScarletStarManor 2 роки тому +21

      @@TsyChun They would, and it would build lost player faith and loyalty. But Riot does the corporate equivalent to trend chasing, constantly going for short term tactics and rarely going long term, and it's gonna hurt them more than help them.

    • @BigMuskachini
      @BigMuskachini 2 роки тому +1

      The new champions are killing the game LOL. Delusional nu-league players

    • @Osric24
      @Osric24 2 роки тому +2

      basically the TL;DR of this video.

    • @rociopaoloni5080
      @rociopaoloni5080 2 роки тому +4

      The sad part is that they have the financial success to back it up. They are not a small company or a company at the edge of bankruptcy. They could afford a little less money now for the long lasting benefits of doing things right.

  • @notreally5920
    @notreally5920 2 роки тому +397

    I love getting outplayed by Gwen.
    She presses W, which makes it so I can't play lmao.

    • @PaladinfffLeeroy
      @PaladinfffLeeroy 2 роки тому +30

      Add the stupid healing she has to that and she can just get back up from pretty much anything and keep chopping through anything in fron of her. :D But Malphite is a problem.

    • @Stolanis
      @Stolanis 2 роки тому +22

      @@PaladinfffLeeroy Malphite *is* a problem, just in a different way than Gwen. He not only has a very low skill floor but also hasn't much of a gap between the floor and ceiling; as the video says he's pretty much a stat-stick that you use to counter certain champions. Whereas Gwen *demands* skill expression and arguably rewards those who have it too much, Malphite requires very little and therefore rewards you more just for knowing when to pick him, rather than because you've got godlike Malph mechanics.
      In terms of design Malph feels a lot more like he belongs in DotA, which more than LoL emphasises matchup knowledge and hard counters over mechanical skill: abilities in that game are usually individually powerful and not that hard to use (with the exception of certain outliers like Invoker), so a lot of the time matches are decided in the selection screen before the game even starts, which is the kind of gameplay Riot wants to get away from. As an example, DotA has a character that is *literally called Anti-Mage* whose entire kit is based around making life a misery for mages. Modern Riot would never allow a champ to be released with that kind of design, but Malphite veers dangerously close to it.
      Besides, don't you *want* to see our Rocky Boi get an update? Especially considering that he doesn't match up with his lore anymore: he's supposed to be a shard of Ne'zuk's Monolith, essentially a giant magically powered flying fortress built by a ridiculously powerful Ixtali mage as an anti-Void weapon. Imagine how cool he'd look if he was redesigned with that lore in mind and with Riot's current artistic standards, plus what awesome new abilities and animations he might get.

    • @daniz7557
      @daniz7557 2 роки тому +13

      gwen is immune

    • @moony9028
      @moony9028 2 роки тому +2

      @@Stolanis kassadin was intended to be like anti mage, literally a counter to mages

    • @PalatiunsSharpshield
      @PalatiunsSharpshield 2 роки тому +1

      @@Stolanis I would love "big gentle giant daddy" from the LoR comes to League of Legends
      just look Malphite desing and interation on there, they are great

  • @13IbnFadlan
    @13IbnFadlan 2 роки тому +125

    Corki's awkward feeling to play in my mind comes from the incongruity between his q and r, both ranged pokes that benefit most from keeping your distance, and his w and e, which reward aggressive face-checking and diving through the enemy team.
    I think a simple rework to reward his current play-style would be as easy as giving his w two charges similar to amumu's bandage toss or vi's e. One w to go in, and one to go out. I think his passive package should then give him the initial version as exists in game, and then a slightly shorter, less damaging second cast for the same effect. His passive in terms of the package should also not be able to time out, but that leads into what i think would be a much better idea for reworking him.
    Riot should move the package from being Corki's passive and his w in general to being his ulti. I figure it should work like this:
    Passive: (Hextech Munitions) Corki's basic attacks and abilties deal both physical and magic damage, scaling based on bonus ad and ap built.
    Justification: Riot should just double down on the ad mage mixed damage concept as it is pretty damn unique, having the weird percentage makes no sense now when so many champs can do mixed or true damage. His abilities should also all scale on ad as well as ap as well, with their final damage being mixed damage just like his autos. They kind of already do this with q, but nothing else on his kit. Sivir's q and vi's e both already work like this but in reverse, so there is a precedent. This makes itemizing both easier and more creatively free.
    Q: (Rocket Barrage) Corkie stores rockets up a maximum of X, and can be cast one of two ways.
    Tap: Corki fires a single rocket towards a targeted location that will collide with the first enemy it hits, dealing increased damage against the single target
    Hold: Corkie fires all stored rockets in a steady stream towards a target location that will collide with the first enemy it hits, dealing normal damage and slight aoe damage around the target hit.
    Justification: Corki's rockets will now allow for either damaging poke like the Big One rocket he currently gets every 3 rockets, or the waveclear effect of his old phosphorous bomb, but with more consistency to their use. Making a choice between shooting a single rocket to do more damage to a target Corki is focusing down or splashing a larger area in a teamfight opens up skill expression and play potential in what I think would be a more interesting way.
    W: (Phosphorous Flare) Corki lobs a Phosphorous flare, dealing area of effect burn damage and revealing enemies. Corki stores Flares up to a maximum of X.
    Justification: With Rocket barrage now being the primary poke or waveclear tool, phosphorous bomb can be freed up to be a better reveal tool for his movement, with a longer range to its cast allowing Corki to properly set up rocket barrage, gatling gun, or bombing run with better information on where opponents are. The storage system allows him to then chose between periodic burn poke and specific vision of a single target, or area wide vision by blowing all stored casts.
    E: (Gatling Gun) Corki's gatling gun rapidly fires in a target direction, dealing damage and reducing enemy Armor and Magic Resist.
    Justification: No real change on this ability except that it should for sure work like a lucien ult. This would make maneuvering more free, allowing corki to make use of the ability when strafing a teamfight or kiting, but also make it possible to more easily dodge the ability for counterplay, as the direction will be locked in and strafing corki after he's cast the ability will now allow the ability to avoid it, rather than having to just be faster than him or flashing away.
    R: (Bombing Run) Corki flies a chosen distance, dropping bombs that knocks up, damages, and creates a field of Torn Earth, which slows opponents who attempt to cross it. While Bombing run has a cooldown greater than X seconds, it is replaced by (Valkyrie Run): Corki flies a shorter available chosen distance, dropping bombs that create a lingering trail of fire that slightly damages and slows opponents. After the intitial cast of (Bombing Run), (Valkyrie Run) will be immediately available to cast. Corki's Q, W, and E are able to be cast during before or during (Bombing Run), and will continue firing towards the targeted direction while Bombing Run completes its animation.
    Justification: The package and its current use in game is an impactful teamfight tool, but its necessity to pick up, its ability to time out before use, and his w having only a single cast which throws him through a teamfight in ways that require either difficult positioning or just bad outcome positioning feels terrible to play with. Having the ability have a set cooldown with the ability to make a more calculating choice of its use, as well as providing an escape or repositioning tool after its use would be huge towards improving his play. I think his new R working like Hexflash would also allow him to still make use of the mobility of his old w while being packaged in with his new ultimate.
    The ability to precast his other abilities or cast them during bombing run will also allow for some interesting play potential.
    I hope this all makes sense and would love to hear what others think of the ideas i've presented above.

    • @pivotdude324hi
      @pivotdude324hi 2 роки тому +4

      How has this gotten no replies and so few likes? Genuinely good ideas here

    • @darwintruong4161
      @darwintruong4161 Рік тому +1

      This is literally the best rework. The kit stays pretty much the same and it’s just reallocating abilities

    • @timothyonipad
      @timothyonipad Рік тому

      Its a perfect rework! what’s holding corki back the most is his W and passive they should make it 50/50 ap and ad not 80/20 ap/ad

    • @SolManDude
      @SolManDude 5 місяців тому

      another easier option is to make both his Q and R grant him buffs to his E and autos when they hit. maybe charges to some damage mechanic or some buffs to his survivability. then corki's gameplan turns to setting up with Q and R then cashing out by alling in with W E and autos. he also looks like some ww1 style divebomber so why not go all out with that.

  • @kraftyevan
    @kraftyevan 2 роки тому +282

    Singed gains passive:
    Singed gains access to the mad scientist's workshop. This workshop is accessed at the beginning of the game, giving Singed a mutation. This mutation provides singed with one ability which aids him in a playstyle (Mage, Tank, Proxy, Roaming) [This is abstract as I wouldn't know any specific abilities that would be balanced, perhaps something like MS and AP when isolated from friendly towers for proxy etc]
    Furthermore Singed W (Mega adhesive) is changed, now being a skillshot similar to Zoe bubble, splashing in a cone at max range with a similar effect as the current W albeit slower to cast. If it hits a target, the are slowed more and grounded as usual, however there is no AoE.
    This is just me thinking off the top of my head. You can't change singed too much, he was designed as a troll champion and people love (and hate) him for it, but I think this could help make his W a bit more variable and interactive, and a visual effect on singed for each mutation could not only give singed players a way to define how he plays in each game, but also lets enemies know what the Singed's plans are so that its easier to coordinate your jungle to come kill a proxying singed.
    This ofc would need numbers adjustments as any rework would for balance, but this is vague and all just for fun.

    • @freshlymemed5680
      @freshlymemed5680 2 роки тому +29

      I think the W change is too much. His AoE slow synergizes well with his kit because he can slow an entire team, get in and leave a poison cloud over them and flip a priority target for his team. The passive change is definitely an interesting idea. I think a cooler way would be to turn him into an evolving champion where he gets upgraded skills based on certain conditions (maybe like Kai'sa where he needs a certain amount of bonus stats).
      A cool mechanic they could do for his poison is that it if he stands still and the poison cloud overlaps, it begins to expand in a circle instead so he could have an entire area covered in poison if he stands still or stay inside his poison cloud.

    • @kraftyevan
      @kraftyevan 2 роки тому +10

      @@freshlymemed5680 I was definitely thinking that, something like a 6, 11, and 16 upgrade to ulti or full kit. But tbh I just thought it was too much, singed is troll but is also THE teamfight champ, tanky massive aoe slow and DOT damage is a lot, so I was just trying to balance out an idea which involved giving him playstyle flexibility and specialization. Any singed player can tell you he really feels out of place right now, he is definitely able to perform, just awkwardly since his itemization is bad (changing in season 12 yey) and his kit is outdated.

    • @Neion8
      @Neion8 2 роки тому +12

      Singed passive: he can collect resources from inside the rift and uses the mad scientist workshop to craft and upgrade his ultimate (resources spawn in bushes, the bushes of each lane/Jungle have different resources, allowing him to craft different ultimates) - ideas include:
      Top: Adhesive shield - creates an adhesive layer on his shield that slows him down by 5% but increases resistances by a decent amount (e.g. 20/30/40+5%MR/Armour) from damage sources from the direction in front of him (think Braum E) and allows his next auto to stick an enemy to his shield, stunning them for 2/2.5/3 seconds, adding 30% of their resistances to his own from the target direction, sharing 25/35/45% of damage taken from the target direction with the CC'd enemy and allowing him to drag them with him, but decreasing his MS by a further 5% and the glued enemy cannot be targeted during the CC duration and is instantly freed if Singed dies during the effect.
      Midlane: Toxic cannister - Singed throws his tank to explode and create a toxic cloud over a large area that increases Singed's speed while inside the AoE, deals half Q's damage, stacks on top of Q (Q and Ult are different coloured clouds which combine colours [e.g Green+red=yellow] when overlapping for easier ID) and applies a stacking debuff on enemy champions that shreds their MR by a small amount for every second they remain within the cloud.
      Botlane: Flamethrower: Singed temporarily becomes ranged, gaining an auto range of 600 to spray his toxins, dealing no up-front damage but applying stacking long-duration DoTs and slows to his Auto'd target and anyone standing within 150 units of them. Unlike regular autos, the spray can be blocked by enemy champs or turrets (similar to Akshan ult). Application speed scales with attack speed, DoT effect scales with AP. Also, while the Ult buff is applied, Singed E knocks-back rather than throws over his shoulder.
      Jungle: Since it can be built from any lane, make it the same as pre-rework, that way regardless of what lane they play, fans of pre-rework Singed can still use their familiar kit - with a touch more hassle granted, but I'd say it's worth it provided the new passive stacks on top of Singed's current (underwhelming) passive.

    • @devforfun5618
      @devforfun5618 2 роки тому +2

      the aoe of adhesive is good, it counter dashes, making it just a ranged root would be boring, unless they introduced a new debuff that is not a root, but disables dashes

    • @MAMAJUGO
      @MAMAJUGO 2 роки тому +5

      At this point it's easier to change Singed's lore to match his kit rather than his kit to match his lore

  • @chidzhustle3570
    @chidzhustle3570 2 роки тому +178

    13:37 “Karthus’ only problem is his ultimate”
    Really? His Ult is the only interesting skill he has, it defines Karthus.
    Nobody enjoys landing his wonky q’s or using his E which is legit a shared skill with Amumu and Shyvana

    • @narutoedw1n
      @narutoedw1n 2 роки тому +9

      Isn't kartus a lich?

    • @jordanalexander4280
      @jordanalexander4280 2 роки тому +7

      no... that would be Morde and to a much lesser extent viego. Karthus is a like a soothsayer of death.

    • @VergilBG91
      @VergilBG91 2 роки тому +38

      Karthus is quite fine as he is and his ult like you said shouldnt be touched.

    • @satarex3554
      @satarex3554 2 роки тому +1

      yes it is

    • @PaladinfffLeeroy
      @PaladinfffLeeroy 2 роки тому +18

      Karthus' ult is the most unique thing about him. There is nothing else in the game like it.
      But hey, I said that about Zac's reworked ultimate too when I mained Zac with a 83% winrate while he was literally in the gutter in terms of balancing. I miss the pancake.

  • @TheAzghen
    @TheAzghen 2 роки тому +36

    I enjoy the fact that Leona, s1 champion (I think?) which is considered “basic” or “straightforward” by many, is still shining (heh) in s12 !

  • @JV-km9xk
    @JV-km9xk 2 роки тому +92

    I hope you don't count Singed in. We want him to be out of the spotlight as much as possible so that he won't ever get reworked or at least, get reworked last.

    • @sandyholmerin2925
      @sandyholmerin2925 2 роки тому +6

      I mean I'd be happy if they reworked him as long as he still had his identity intact like they did with fiddle.

    • @cherno8336
      @cherno8336 2 роки тому

      @Noah P how to not design a champ

    • @tehrik0020
      @tehrik0020 2 роки тому +32

      @@cherno8336 Ironically Singed is a better champion than most 2020-2021 champs despite being the very first champion to exist: his kit is completely outlandish and makes up for a very unique champion to play. Unfortunately he lacks some refinement as the Passive did not withstand the test of time (twice) and the R could be better used as an active effect, but honestly I'd rather take Singed over Sett or Gwen who literally have no unicity to them: I could be picking any other bruiser and I wouldn't notice a difference in my core gameplay. We need more weirdos like Singed, Bard or Shaco, champs who forgo unicity for viability are not good designs.

    • @lucalyons-sosa9843
      @lucalyons-sosa9843 2 роки тому +14

      @@tehrik0020 I agree. Champions that make you go way out of the box to win (no pun intended even tho I'm a Shaco main). I think champs like this actively encourage deep thought about the game where newer champs don't for the reasons you described.

    • @BigMuskachini
      @BigMuskachini 2 роки тому +4

      @@cherno8336 yeah bro qiyana being stealth 90% of the time and playing herself is way more fun than an actual unique champ like singed who plays like no other champs!

  • @DanQZ
    @DanQZ 2 роки тому +68

    Singed doesn’t need a rework, mini rework at the very most.

    • @TsyChun
      @TsyChun 2 роки тому +4

      rework doesnt mean changing his gameplay, but his R is literally bonus stats for a few seconds. maybe make his R give slow to his Q, or remove mana cost for Q for the duration instead of giving mana regen, there are a lot of possibilites.
      ...now that i think about it that might be closer to mini rework indeed

    • @CloudWalkBeta
      @CloudWalkBeta 2 роки тому +4

      I think we can all admit Singed needs something, could be self healing, or a shield, or some better tools to farm without being kited so easily. He's like the only champion that still goes OOM hard and fast top lane, no other champion has to recall as much as Singed during laning phase. His synergy with most runes feel terrible, his damage + tankiness can be okay, but still not what you pick him for, its been a blessing and a curse how niche Singed feels at times. Sometimes I love it, other times I hate that almost every champion can do things better than Singed can.

    • @DanQZ
      @DanQZ 2 роки тому +4

      @@CloudWalkBeta get the hell out of top lane and start playing singed mid with predator like I have been doing since august lmao

    • @riykin
      @riykin 2 роки тому +5

      @@DanQZ Chad Mid Singed

    • @augustoemmel4333
      @augustoemmel4333 2 роки тому

      I think going in on the mobility counter for singed would be cool. Something that grounds people even more.

  • @tay_o385
    @tay_o385 2 роки тому +70

    I've always said that singed's passive should be that he take less damage from front (i mean he has a shield for what ?), and that he's E should be prety much like urgot E

    • @patchesm
      @patchesm 2 роки тому +8

      I miss when singed passive made him tanky

    • @ddfb494355
      @ddfb494355 2 роки тому +4

      That genuinely sounds amazing
      Option 1) Enemies follow Singed where they have the highest damage potential, but so does singed
      Option 2) Singed chases enemies where they are in less danger and not taking poison but also have less damage potential.
      I'd even tie in a passive with some similarities to Taliyah or A'sol
      Mad Dash: After traveling in the same direction [45* angle] for 6/5/4/3 seconds Singed gains 10% movement speed.
      Perhaps taking some of the stat weight off of the ultimate and allowing it to possibly have a reword of it's own.

    • @voidjelly
      @voidjelly 2 роки тому

      @@patchesm it didn't make him tanky it made riot gut his base hp to account for people building mana (which became turbo useless for several seasons afterwards when people quickly realised singed doesn't need more than 1 mana item at most)

    • @YanYan-zu8dc
      @YanYan-zu8dc Рік тому

      @@voidjelly yup, people got overall better with mana efficiencty on singed and the new runes helped him (not that they are used over nimbus and celerity, but they are good training wheels if you struggle with mana)

    • @CorruptTypes
      @CorruptTypes Рік тому

      As a singed main i perfer his current passive because its very helpfull for the extra speed

  • @Mmoll1990
    @Mmoll1990 2 роки тому +66

    I'm glad we still have chill champs that are easy pick up and aren't that complex. It helps new players learn and existing players focus on learning macro.

    • @cherno8336
      @cherno8336 2 роки тому +3

      except they get abused by cheesy Smurf and new players don't learn micro

    • @Mmoll1990
      @Mmoll1990 2 роки тому +4

      @@cherno8336 of all the things that new players are tasked with learning, micro should probably be one of the last ones.

    • @devin6968
      @devin6968 2 роки тому

      The problem is that most of the easy champions is that they tend to be the old champions(which don't fit nicely into the current version of league) and are balanced to compete with the complex heroes. This creates a really toxic low Elo environment(Bronze to Gold) which is where most of the playerbase is located, since you are rewarded with wins for playing dumber champions.
      A lot of them don't have defined weaknesses and become really difficult to verse. EG Annie requires almost no aim and can easily one shot you, and Garen is just a load of stats that runs up to you and kills you.
      But don't get me wrong Low skill heroes are a good thing but they need to be designed well, Vex feels like a modern version of Annie, she is easy to pick up but she requires aim and timing her engages to play well.
      Sett is similar to Garen but his strengths and weaknesses are defined better. there is good interactivity with Heymaker which makes it fun to play around.
      Neeko is really simple to pick up but has some really good tricks that you can do which adds a higher skill ceiling to the champion.

    • @shadezman
      @shadezman 2 роки тому

      Nunu, Fiddle, Volibear and many more easy champs that were reworked are still easy to play, but don't look like garbage, are less stat checking and allow some skill expression. Tell me that Voli or Morde are too compex for new player and they need to pick Garen or Nasus to learn jaggernaut class

  • @diabolicdove
    @diabolicdove 2 роки тому +155

    Shyvana just doesnt feel "right", like, take a look at Darius: he appears as decapitating deadly death machine you dont wanna get close to and thats how he actually is represented gameplay wise. Shyvana for some reason is listed as juggernaut while mostly played as an AD on-hit bruiser (wr) or a cheese mage, kinda messes with her appearence as a dragon species imo.
    I associate dragons with really-hard-to-take-down sort of creatures, so, complementing her originations, tanky bruiser is a way to go.
    Her kit is very damage-oriented, i think she lacks survivability for that big-ass dragon image, though both W's movespeed and R's dash are fine, makes enemy's perspective feel bit unsafe in her presence.
    I cant come up with changes that will not overthrow her current abilities, since she is tied to on-hit and you cannot get chunkiness needed through that.
    So either she needs a visual adaptation making her look more vulnerable to keep basics of her kit (and i really dont want it), or something new from that dragon theme that will make her stand out.

    • @Aurega88
      @Aurega88 2 роки тому +5

      Change her W to a tail sweep with a slow in human form and stun in dragon form. Change E to a line/cone fire also grant immolation and resistances in dragon form. Give her Q a minidash in human form (like talon, but less range) and add a tiny slow to it in dragon for (like Trundle's Q). Give her Q and E HP scaling.

    • @knightofwhale2834
      @knightofwhale2834 2 роки тому +5

      I just wish she was a true shapeshifter. Being a dragon is way better than being a blue lady. Maybe if her R drained her rage meter instead (more points reducing the amount of rage consumed) and dragon form made her tankier and less mobile in some way. Like what if her dragon W didn't give her a movespeed boost and provided her a shield that scaled with her HP or how many dragon takedowns she has instead? If you compare her with other juggernauts, she's the only one that doesnt have some form of sustain or defensive power. She also has issues where her base damage just doesn't compare with other juggernauts. Although it's fallen out of favor, there was a time when juggernauts could just build 1 damage item and go full tank while still being a threat. I've never felt Shyvanna can do that. She's like a ccless udyr with a ranged nuke and no defenses besides her passive.

    • @alexispalangeo8643
      @alexispalangeo8643 2 роки тому +2

      DK from DOTA 2 did the dragonman thing right.

    • @Stolanis
      @Stolanis 2 роки тому +1

      @@alexispalangeo8643 Not... really? DK is a little odd in that his human form is a tanky melee boi (as you'd expect), but his autos become *ranged* when he ults - not to mention those autos are a major source of his scaling because they gain extra effects and damage as he levels up his ult, making him feel a lot like Kayle. Sure, you expect a dragon to have breath attacks, but I feel like that's something that Jakiro already has covered. What use are a dragon's teeth and claws if all they're gonna do is stand there (or hover there) spitting at you from a distance? Why does Davion have passive HP regen and armour when his ult removes the need to go in? It seems very counter-intuitive to me.

    • @oniuserjh
      @oniuserjh 2 роки тому +3

      Deathwing from HotS is definitely one of the coolest takes on a dragon in a moba

  • @er267
    @er267 2 роки тому +152

    When Vladimir is charging e he can also cast another spell that then pops up the e. It would be nice if after that there could be an empowered e, for example if you do, e-q then e could be single-target

    • @narutoedw1n
      @narutoedw1n 2 роки тому +12

      I was thinking about vlads r when it's cast on enemies it would have a drain effect similar to swain/trundle that effects the burst so there is some interaction outside of just waiting for a burst of damage and heal it should be an interaction that rewards extended fights as a battle mage

    • @sanketower
      @sanketower 2 роки тому +2

      That's such a garbage idea. E already increases in dmg the longer you hold it. Vladimir needs to evaluate the trade-off between tapping E or charging it fully, since that full second can make a huge difference.
      Actually, empowered Q already hinders his play-style a lot. After getting the blood rush, he has only 2.5s to engage or attack. This forces him to commit if he wants the extra damage and healing. Why introduce more time-based enhancements when Q already is more of a drawback than advantage?

    • @monstermilk6092
      @monstermilk6092 2 роки тому +8

      I’d rather they just rework Vlad entirely. His kit is toxic in the fact that Riot has NEVER made health costs work on a champion and that he simply needs to hit a specific item breakpoint to go from useless to overpowered. If anything, I’d prefer they go the Swain route with him and give him a permanent stacking mechanic, maybe one based on omnivamp.

    • @er267
      @er267 2 роки тому

      @@sanketower I know that, what I mean is that it brings another layer of depth on how you want to use your skills and expand the capabilities of other abilities. Like an empowered q but for other abilities

    • @lucalyons-sosa9843
      @lucalyons-sosa9843 2 роки тому +2

      @@er267 what Gustavo is saying is that having a time based ability like that takes away depth because Vlad is being forced to engage during that timeframe, so adding another ability that has the same effect doesn't inherently change anything about his playstyle, it just makes his current playstyle a bit stronger, thus making the change not a very good one.

  • @airiquelmeleroy
    @airiquelmeleroy 2 роки тому +101

    Of course, you would have to shift some of veigar's numbers around but:
    Veigar's Meteor has a smaller cast range, slightly bigger blast range, and has a longer delay before dealing damage.
    New: Can be cast regardless of distance, anywhere inside an active Event Horizon. If Veigar is inside Event Horizon however, it's cast range is doubled, from the center of the Event Horizon.
    Note: You typically use those two abilities that way regardless, so it won't affect current gameplay, but it would make it more fun, giving you a new consideration for smarter plays and harder choices.
    Bonus: When Veigar's Ultimate is cast, he starts concentrating his powers above him for a few seconds (He can still do wharever he wants during this time). Once charged up, he will have for a few seconds the window to recast the ability, targeting an enemy champion (works the same as current ult) but! It will be a very slowly accelerating projectile. (Instant to close enemies, three seconds to enemies at max range, and always below 5 seconds to anyone furtjer away than that, since it is exponentially accelerating
    All while Veigar is ranting about your inevitable demise!!!! MUA HAHAHAHHAHA !

    • @TsyChun
      @TsyChun 2 роки тому +16

      getting him a few nerfs and giving his W and R unlimited range inside his E would be fun. you'd have to have been close anyway to have cast E so it wouldnt be that broken imo

    • @MaverickMyth
      @MaverickMyth 2 роки тому +4

      That update to his R is almost exactly how Kael'Thas' Pyroblast works in Heroes of the Storm, except it doesn't accelerate. The fireball follows you at a fixed speed, but you can not outrun it. Someone steps in between you and the fireball? Doesn't matter. You turn invisible? Doesn't matter. It's... annoying, to say the least.

    • @lyg483
      @lyg483 2 роки тому +2

      @@MaverickMyth I was literally thinking the same. And at the end of the day, they are both the same thing. A point and click “fuck you”

    • @shadezman
      @shadezman 2 роки тому +2

      I would change his R to ability that deals damage to everything that is inside his E, and change his E so you can go in but can't get out of it, and you become grounded so it would be more like real event horizon, and would give him some counterplay agains champs with blinks

    • @lyg483
      @lyg483 2 роки тому

      @@shadezman I mean, the event Horizon is not the blackhole. The Event Horizon is the limit where there is no turning back. You can still “‘move” inside the blackhole, but you can’t escape from it. The Event Horizon is defined as the limit where the gravity is so powerfull that not even the light escapes once It reaches that point. Light can still move inside the blackhole, but It cannot escape.
      And your idea of an R that only works if you have your E up is... meh.

  • @torakazu2269
    @torakazu2269 2 роки тому +80

    Singed is literally fine the way he is. He’s never been outdated from the start, because his design was already perfect.
    Give him a visual update but keep the kit the same.

    • @lucasnadamas9317
      @lucasnadamas9317 2 роки тому +16

      actually maybe the passive, it's really akward and dissapointing

    • @IvannoGianni
      @IvannoGianni 2 роки тому

      Didn't he get visual rework a couple years ago?

    • @phxbaka4356
      @phxbaka4356 2 роки тому +4

      @@IvannoGianni well yea but it still looks pretty clunky when compared to more modern champs

    • @mistywww3199
      @mistywww3199 2 роки тому +5

      i hate how singed is one of the most important people in the lore and one of the scariest but his gameplay dose that no reflect that at all imo we should make the current singed into another champion rework the visuals then make a new champ that reflects singed's lore more tho that would never happen

    • @lindus9201
      @lindus9201 2 роки тому +2

      His ult needs a change tho, and I say that as a singed main. It's just stats, nothing interesting

  • @andrewkontak6326
    @andrewkontak6326 2 роки тому +77

    "Singed is uh.. hes singed" - Singed is one of the best designed champions in the game because hes the only champion that cannot deal damage in front of him. His skill floor is very high and he has no winning match ups meaning the people that find success with him earn it by playing hundreds of games on him.

    • @jeffsyndrome4812
      @jeffsyndrome4812 2 роки тому +10

      The issue with Singed is his incredibly degenerate and in my opinion skilless playstyle. He doesn't just avoid direct confrontation, but profits from it. Its central to how he plays, and it not only makes it frustrating for the lane opponent, but also incredibly boring. He has potential if he was reworked, but in his current state I personally believe him to be the worst champion in the game in every conceivable way.

    • @direstr7768
      @direstr7768 2 роки тому +29

      Tell me is there a skill in just pressing q with yasuo or irelia is just a bullshit skill and you are dead for fighting them for no reason. At least singed needs a brain to make good macro calls and tilting the everfuck out off the enemy monkeys

    • @Hellothere-ss4jq
      @Hellothere-ss4jq 2 роки тому +4

      @@direstr7768 yes there is skill in those champs pressing q, yes those champs have to make intelligent decisions from moment to moment. Discrediting that is either salt or willful ignorance

    • @thatgermanview5721
      @thatgermanview5721 2 роки тому +9

      @@jeffsyndrome4812 Singed can do more than proxy

    • @titanofyoutube4834
      @titanofyoutube4834 2 роки тому +2

      That's quirky, not good, design, they are not the same. Singed is certainly unique, but his whole playstyle is about just not interacting with the enemy and has an incredibly low skill cap with an insane skill floor. Those are the total opposites of good design in my mind.

  • @timesoftheazuressence247
    @timesoftheazuressence247 2 роки тому +54

    Since Kassadin went on some great expedition to get all of his gear, reworking his passive into a something similar to Bard passive that grants evolutions to abilities would work really well with his ideals of scaling and his lore connected to the void, i.e Kai'sa and Kha'zix.
    Changing his W into something akin to a Yasuo Q instead of an AA reset would also add a tiny bit more skill expression.
    One of the evolutions I thought of was having the on-hit capabilities of W be locked behind one but having the result being adding Kassadin's old W on-hit passive's scaling onto the new w. This allows W with some items to almost reach beyond Crit GP levels of burst in the late game.

    • @lok4890
      @lok4890 2 роки тому +2

      Kassadin is alright, i dont know why he was brought up here.

    • @ElCazadorDeEspada
      @ElCazadorDeEspada 2 роки тому

      That's a cool passive idea; I was thinking of adding a level of RNG to his kit by making his passive mechanically similar to Omnistone, but with different passive and his Q to either an Aatrox type Q where its three abilities one after the other, but with different weapons from different nations of runeterra, or a Blunderbuss type cannon that works like TF W, activate to pick a type of grenade based on a nation in Runeterra. Then add a magic damage shield to his E and change the design to petricite, leave his W the same since it works with his lore, and give his ult a passive like reduce the cooldown of his passive and Q.

    • @Biditchoun
      @Biditchoun 2 роки тому

      I actually think kassadin's q is kinda garbage. The shield could become part of his passive, and the projectile could become something like a straight monotarget skillshot (ryze q) with more damage than nowadays that gives movespeed. I do not know if that is a good idea, I just know that it shouldn't be aoe.

    • @lok4890
      @lok4890 2 роки тому

      @@Biditchoun kassadin's q aint AoE.
      And as a matter of fact is quite great

    • @heheheha1997
      @heheheha1997 2 роки тому +1

      I dont think they would or should do that. The collecting chimes thing around the map is too unique to bard to where they can just let another champion have something so similar to it.

  • @zihanzhu7452
    @zihanzhu7452 2 роки тому +52

    I think Corki is generally fine. The only thing clunky is his E, and wild rift already solved the clunkiness by making him strafe (like urgot) when he is using E.

    • @Aureliaven
      @Aureliaven 2 роки тому

      Rumble's Q is the same thing though, but it just does so much more damage.

    • @eve.483
      @eve.483 2 роки тому

      @@Aureliaven corkis e is dog shit lol

  • @sctkarter1111
    @sctkarter1111 2 роки тому +17

    I never realized how much work goes into a redesign. With that said, I want to express my genuine appreciate for the fiddlesticks rework. It’s perfect

  • @TheRedcat14
    @TheRedcat14 2 роки тому +10

    12:50 to add to your point (that I agree with), LeBlanc is a perfect example of how diving headfirst into a bunch of reworks can go wrong. They completely changed LeBlanc‘s Q so it had a Ryze mechanic where it could bounce and chain to other minions/champions. They completely changed her ult around too, allowing her to make a clone (with global range) and then the clone would mimic her abilities that she cast, but it wouldn’t be able to do damage.
    The CS change I never minded, but the people who mained LB were not happy. And slowly but surely, Riot started reverting parts of her kit back to the old abilities until finally they did an absolute revert and changed LeBlanc back to the way she was before any of the changes (which is the current LeBlanc we have).
    This is a *perfect* example of a rework that sounded/looked promising on paper and then didn’t work out well at all. And again, it’s not like they went crazy and changed LB’s identity all together, yet the changes were so rejected by the community that she was reverted like a season later. There’s definitely an “art” to reworks that is more than what meets the eyes

  • @fraidei2094
    @fraidei2094 2 роки тому +19

    I am a Volibear main, and I mained him even before the rework, and honestly I think that the rework was great

  • @MAMAJUGO
    @MAMAJUGO 2 роки тому +43

    As long as League of Legends keeps being one of the most mainstream, successful and profitable intelectual propieties in the history of the world, the excuse "they don't have the money for it" will forever be bullshit

    • @mewjelter4208
      @mewjelter4208 2 роки тому +3

      they do have the money for it, thats not the problem
      the problem is what comes after the thing they dump money into that they think about

    • @MAMAJUGO
      @MAMAJUGO 2 роки тому +11

      @stefan trajkovski what comes after is that some characters stop looking like being lifted from a ps1 game

    • @mewjelter4208
      @mewjelter4208 2 роки тому +4

      @@MAMAJUGO pretty much, business is business however so if it wont sell, they wont make and this is mindset of everything in the 21st century sadly

    • @alejandropetit6573
      @alejandropetit6573 2 роки тому +13

      To be fair, pokemon sword and shield, a game made by one of the biggest gaming companies of all time for the highest grossing gaming franchise ever has animations rivaling those in the nintendo 64 and that's an understatement
      Never underestimate the imcompetence and lazyness of huge corporations, if they know something will make money regardless of quality, they will do a half assed project and release it as quickly as possible with little to no polishing (ruination and kda 2020 are great examples of this). If they know something won't make money regardless of quality, they won't even bother.

    • @quzyr8988
      @quzyr8988 2 роки тому +3

      @@alejandropetit6573 the big difference between nintendo and riot (for me at least) is that nintendo wants to aim for the greater mass and still wants to be satisfied with their own products. E.g. the pokemon lets go games. They know many fans wanted a gen 1 rework but they still went for the younger audience by lowering the skill ceiling and making the art style more compelling for 6-10 year olds.
      Tbh when i look at the s12 preview it looks like they are completely dead inside and questioning why they are still keeping up with this

  • @victor-oh
    @victor-oh 2 роки тому +7

    What even is Nasus' identity?
    Juggernaut: deals a lot of damage while being tanky, but can be kited.
    Drain Tank: a lot of his tankiness comes from healing from the damage he deals due to his Passive.
    Stat Cane: his Q (Siphoning Strike) is his biggest source of damage, and has to be built up.
    Stat Check: his W (Wither) counters Attack Speed and Movement Speed.
    The Juggernaut class is already well populated, and Vladimir already exists as a Drain Tank. Making Nasus' Q work with evolution is essentially making a tank Viktor, so where does Nasus stand out as his own self?
    For now Nasus is stuck being a stat checker who blows up in the mid game, but has no unique identity other than being another Egyptian god inspired champion.
    Therefore, if Nasus was to be redesigned, Riot probably will need to work real hard to find a mechanic that identifies Nasus.

    • @cherno8336
      @cherno8336 2 роки тому +3

      nasus needs a full change he's a tank that one shot in mid game (wither is a absolutely awful skill needs to be removed) he's not awesome late has a terrible early has 0 counterplay for 90% of the roaster, his R is boring.
      after malph probably the worst design

    • @iambumbo7534
      @iambumbo7534 2 роки тому

      nasus is a PIA, Pain In the Ass

  • @jorgecaballero1013
    @jorgecaballero1013 2 роки тому +14

    Malphite Rework:
    Passive: Sturdy as a Brick
    Malphite gets a Shield when he isn't damaged for a short while (don't fix what ain't broke),
    He also recieves extra bonus armor while it is active (this is a good idea from his w that I like)
    Q: Rolling Stone
    Malphite uses a lot of force into a boulder. It is a skill shot that decreases in size and speed, at point black to short range it knocks back a short distance, at medium to long range it does much less damage, but slows by a scaling amount (this makes it more appealing to fight in close range, giving the enemy a chance to counter trade, but it still gives him a good slow, and something to do once he ults)
    W: Weight on His Shoulders
    Passive: Whenever the shield from Sturdy as a Brick is broken, Malphite feels much lighter and gets a burst of movement speed. (this gives his the speed boost to run away from trades once his abilities are used)
    Active:Malphite collects the earth around him, slowing himself briefly. He then empowers his auto attacks for a short duration, they have increased range.
    E: Up Mountain Battle
    Passive: Malphite takes reduced damage from auto attacks scaling with his health
    Active: Malphite pulls enemies towards himself in a short radius (this is to combo with his ult, and potentially have even bigger wombo combos with others)
    R/Ult: Unstoppable Force
    Literally the same as his regular ult, it's the whole reason why he's a threat.
    Malphite's problem is that his trades are so braindead. You q, that's it. but with this it makes you go up close with your enemy to trade, but because of your passives, you'll probably win the trade unless your against someone who has good stick-potential. I imagine that you would either take phase rush to unload your combo and then run kinda like ryze, or grasp because you'll get extra hp

    • @tess9063
      @tess9063 2 роки тому +6

      I think it could be done better. Canonically, Malph is a bigass living mountain; his abilities should follow that.
      Passive: Rock Solid
      Malphite loses 25% of armor from items, but in exchange gains Armor equivalent to 5% of his current health. Whenever Malphite loses more than 25% of his health within 10 seconds, represented by the Toughness resource, this bonus is removed for 10 seconds.
      He's a mountain; when fully built up, he is a behemoth to take down by conventional means. However, slow chip damage can wear him down quickly.
      Q- Boulder Crush, costs 5% to 15% health based off charge time, 10 seconds CD
      Malphite charges up for up to 3 seconds, before releasing a slow moving boulder that rolls forward crushing everything in it's path, dealing magic damage based off charge time. The longer it was charged, the bigger and higher ranged the boulder is. At max charge, this pushes aside any enemies hit.
      This keeps his Q poke intact while allowing for actual counterplay. Additionally, the fact that it costs a major amount of health that counts introduces risk/reward; do you clear the whole wave and potentially open yourself up to being bursted, or do you save your Toughness for a possible gank?
      W- Mountain's Will, 25 seconds CD
      1st cast: Malphite prevents Toughness loss and gains bonus magic damage on his attacks for 3 seconds. Once this effect ends, Malphite instantly loses his Toughness. This cannot be cast if Malphite has no Toughness.
      Recast: This effect ends early, but the lowest health ally nearby gains half of Malphite's passive armor for the remaining effect time.
      This allows for more of a supportive playstyle, while furthering Malph's "Immovable Mountain" thematic. Timed right, this spell can singlehandedly save a teammate or win a duel, but failing to detect a feint will be very punishing.
      E- Earthquake, 15 second CD, 5% HP
      Malphite slams the earth, producing 3 aftershocks that radiate from the cast location and deal magic damage.
      Shock 1: Right on top of the cast location. Knocks up for 1 second. Highest damage.
      Shock 2: Highest area covered. Cripples attack speed for 1 second. Lowest damage.
      Shock 3: Smallest area covered. Knocks up for 2 seconds.
      Malphite's old E, aside from the cripple, is a very boring spell; if you are in an area around him, you take damage. This increases skill expression for the spell, while also letting Malph have more of a immediate dangerous presence aside from his R.
      R- Unstoppable Force
      Malphite begins to build speed, and after 1 seconds he charges for a short time with restricted movement forward, ignoring terrain and dealing magic damage to and knocking up any enemy champions he collides with.
      What happens when a giant rock decides it likes you better as a grease stain on the ground? It would probably look a lot more like this, than Malphite's current ult, while still preserving the same vanguard aspects.

  • @BIAKaboose
    @BIAKaboose 2 роки тому +19

    Of those the most relevant to me is definitely Veigar, so I'll take a crack at that one, taking a bit of inspiration from his iteration in Legends of Runeterra and his new lore.
    Passive: Mounting Darkness
    Veigar gains permanent AP when striking champions with abilities. 1/2/3/4/5 at levels 1/4/7/10/13. Takedowns within 3 seconds of an ability hit grant triple the bonus. Abilities gain additional effects at certain breakpoints.
    Q: Baleful Strike
    Veiger sends out a bolt of darkness in a straight line, it deals magic damage to the first enemy struck. Every 50 AP gained from Mounting Darkness allows the bolt to pierce an additional target.
    W: Birthright
    Veigar attempts to open a rift to Bandle City. While in the afflicted zone, he and his abilities move faster and he can walk through walls. The size of the zone increases for every 50 AP gained from Mounting Darkness. Upon reaching 200 AP from Mounting Darkness the rift also slows enemies, and their projectiles to a lesser extent.
    E: Event Horizon
    Veigar forms a cage of darkness at the target location, enemies that touch the edges are stunned. At 150 AP gained from Mounting Darkness, the walls begin to draw enemies into them slowly, increasing in force for every 75 additional AP gained. The pulling force does not interrupt actions.
    R: Dark Matter
    Veigar calls down a clump of dark matter which lands after a brief delay, dealing magic damage. For every 50 AP gained from Mounting Darkness, it increases slightly in size. Additionally, for every 250 AP gained, an additional clump falls after the previous one with a brief delay.
    An important note in this idea is moving Veigar away from the "Farm minions for 35 minutes" playstyle that he currently has. In his lore he wants to become a feared warlord so that people will respect him, so it makes sense for him to try to make examples out of champions specifically. The AP gains increasing at later levels allows him to not scale wildly out of control early, while still overall speeding him up a bit to match the new pace of the game, and to compensate for him not being able to speed farm minion waves with Q. The new W addresses a couple of problems, firstly, it makes him less of a sitting duck, which is important for trying to move him into fighting champions more frequently, but additionally, by moving his old W to being his ultimate, we eliminate the old point and click "Win Fight" button. The new W also fits in with his lore of being closed off from Bandle City, by attempting to force his way back, he tears rifts into reality that might empower him, but don't allow him to reach what his goal is.
    Obviously numbers aren't final, I'm not a game dev, and balance is a shitshow, hence why I also didn't assign cooldowns of any variety. Just a thought after this and the Evolving Champions video that doesn't completely change Veigar's nature of being an inevitable game ending champion, while moving him to a more active role than you might otherwise see, while also giving the counterplay of being able to shut him out better by just dodging him well instead of the current "We shut him down early, but he got 300 CS and presses R on our carry to win game".

    • @BIAKaboose
      @BIAKaboose 2 роки тому

      @@mypersonalaccount4934 Oh yeah, I forget normal people don't play him as a support

  • @Dungeoofpain
    @Dungeoofpain 2 роки тому +8

    2:20 - viego and yone, despite being quite a bit newer fall into the same thing as jax tryn and master yi... With a statboost passive, a dash on his E and a defense ability in his W, yone also has cc attached to his ult.
    While viego has the stat boost on his mist, along with an ult that can be used to not get affected by cc.

    • @Dungeoofpain
      @Dungeoofpain 2 роки тому +3

      Another thing I think is important - EVERY dash is a targetted ability. I feel like that's something that you have glossed over, Irelia's Q is a targetted ability just the same as malphite's Q. As someone who loves skillshots, mostly playing champions like xerath, lux and kog maw, I would very much like it if assassins had a difficulty of getting to me instead of having targetted abilities that also move them on top of me.
      Most assassins that have dashes that can be dodged, have very little damage on that dash - kha'zix, zed(kind of), pyke, while assassins who's dashes can't be dodged -ekko, talon fizz.
      Then there's the fake dodgable abilities, such as akali's R, which while it has a lot of damage, is also REALLY hard to dodge, if my skillshots had the same velocity I feel people would often complain about the skillshot itself.
      This brings me to another point - ability travel speed. A lot of outdated champions could easily be fixed by speeding up their kit - A lot of early champions spend time casting their abilities - which makes them feel clunky. If they worked like nunu's E - where they don't have to stop to cast - their gameplay would be a lot more fluid.
      Interesting: Adding interesting ways of interacting two abilities of a champion, such as Corki's Red rockets(4th) allowing your W cast in the same direction, to go the whole distance of the Red rocket and at the same speed.
      Veigar E slowly moving the people inside towards the sides, kind of like Rel, or even more interesting, allowing you to scale the E the same way viktor's E works, where you choose the middle point and go out to make a circle.
      Singed's poison dealing a bit less damage, but being applied to his adhesive pad and costing more mana on W if he has his Q on.
      Similarly to Xin zhao, I don't think most of them need a massive rework, rather a micro rework.

  • @joaob.almeida5176
    @joaob.almeida5176 2 роки тому +53

    Shyvana: make all her skills scale with booth ad and AP as they used to. Now memes aside, a buff to w movespeed would be enough as an viable gap closer other than that having exaust instead of flash is perfectly viable on her since her ult does that job and considering you'll be hitting stuff everytime the cooldown on that will be far shorter than flash, the thing is that having the movespeed buff linked to AP on her W makes absolutely no sense since it's when you're building AD that you want the gap closer more than anything, other than that, her Q' AD ratio is a meme and makes it an obligation to build some form of on hit to make it worth to use as a skill, and her passive could definitely use a buff to be more relevant.
    The thing I love about shyvanna is the fantasy of becomming an raid boss that demands the atention of the whole team, so it makes me really frustrated when the most viable strategy is to only have a single skill as a source of damage and play her like a squishy mage from afar. Being an AA beast that can kill anyone but dies in a second is no fun either. So in my opinion she only needs some reverts to some of her skills and more movespeed on her W.

    • @wesker8814
      @wesker8814 2 роки тому +1

      I agree! Shyvana's concept is so interesting to me, it's a shame.
      She needs as well a remodel imo

    • @warlord2670
      @warlord2670 2 роки тому +7

      Her Wild Rift change in which killing dragon provides some improvements to her skills is a start. I'd rather prefer those bonuses in skills to be level gated like Kha'zix or Kayle rather than being tied to an objective that can be contested by the enemy team, but I understand that might be a bit too op and the bonuses might be lessened if it was level gated. It'll be relatively easy to implement , and won't require a huge change. (Although I'd still prefer my dragon waifu getting a VGU, but i doubt Rito feels any incentive tbh)
      Wild Rift Changes
      [Q] TWIN BITE: Slaying Mountain Drake causes Twin Bite to slow enemies while in Dragon Form.
      [W] BURNOUT: Slaying Cloud Drake gives Shyvana 25% extra Movement Speed while in Dragon Form.
      [E] FLAME BREATH: Slaying Infernal Drake converts damage dealt to marked enemies to true damage while in Dragon Form.
      You could probably add additional bonuses for the other drakes, Ocean, Elder, and the other dragons they plan to add for Season 12, cause raw stats definitely seems lackluster to me when other champions have more...interesting kits.

    • @soulcleave2386
      @soulcleave2386 2 роки тому

      her abilities still scalewith bot ad and ap.

    • @jeanwallker2475
      @jeanwallker2475 2 роки тому +2

      I like to play shyvana, a power farm jungler that run like usain bolt ⚡, i would move the dragon jump to her dragon W and rid off the CC, E dragon damage lowered by half and double or triple on hit proc, i like the wildrift passive too i would just let her get the buff if she lost the dragon but get the "assist"

    • @TheRedcat14
      @TheRedcat14 2 роки тому +1

      I just wrote a comment in here too; I agree with everything you said! Ditch all the AD scaling and change them to AP. Then, I think a dash/small leap (that could clear a small wall) where she sports wings for a moment, on her W instead of the MS buff, or even with the MS, but at the moment she feels too immobile against the current roster, even with her ult.
      But I also think she’s one of the few that desperately needs a VFX update, at least for the couple of her older skins (and her base skin, obviously). Her human form is okay, clunky at worst, BUT HER DRAGON FORM is so ugly. Like soooo bad imo. She looks like a stunted pterodactyl. Idk if it’s how she walks around on the ground instead of flying (???) or just the ugliness of it in general, but she’s undoubtedly on Riot’s list imo.

  • @freshlymemed5680
    @freshlymemed5680 2 роки тому +13

    My Malphite Rework Idea:
    I think Malphite should be the games hybrid tank, it makes sense lore wise because hes a living mountain so its strange that hes only good against physical damage specifically. It would be cool if he focuses on soaking damage and punishing enemies with it.
    Passive: Mostly the same, he keeps his passive shield.
    Q: Now a skill shot, travels in a straight line damaging any enemy that makes contact with it and steals movement speed if it hits a champ (probably like 5-10% on the first champ hit and 2% per additional champ)
    W: Relatively the same, passively increases Malphites armor and ap stat and increases even more when his shield is up. Same old active but with a new effect, if he hits a champ with its active while he has a shield, he breaks his shield and deals whatever amount he had on him as bonus damage against the enemy champion.
    E: Rather than being an AoE that slows attack speed, Malphite self-slows himself and takes reduced damage, any attack against Malphite will reduce the attackers attack speed. He can recast the ability or wait for the duration to end and release up to 20% of the absorbed damage in an aoe around him.
    R: Same old unstoppable dash that knocks enemies up on landing but now pushes away any enemies in the path (sort of like Vi's ult but without the stun)
    This would make him more engaging since he doesn't have to play comet and spam Q all lane now and instead can go in for short trades with E. The E changes can also improve his rather niche role as a jungler as well giving him more sustain.

    • @cherno8336
      @cherno8336 2 роки тому +2

      why a mountain has the longest dash in the game and 600 ms and one shot squishy

    • @smilinggeneral8870
      @smilinggeneral8870 2 роки тому +2

      I feel like this version of E would just make him more unviable. With so many mobility in the game, ppl could just not attack malph. And with malph's damage gone, there's far less reason to worry about him.

    • @deliciousdonuts4164
      @deliciousdonuts4164 2 роки тому

      I think his q should be a vel'koz like a ability which splits accordingly since it's a shard of rock for an aoe dmg but at cost of lil bit dmg his w stays but i guess name it molten rocks next up I guess his e is a dash that can knock mutiple enemy for 1 sec and gains a shield the more enemy targets it hits and now passive everytime an enemy hits malphite he gains (x) magic res and armor and throws a shard like projectile to who damages malphite and this apply universally wheter it is q w e r (spells) or auto attack and lastly malphite r earthquake malphite channels a powerful earthquake at a circle radius knocking up enemies and slowing their attack speed for (x) amount. Well i guess that is my take on malphite i hope we can discuss more on this :3

    • @smilinggeneral8870
      @smilinggeneral8870 2 роки тому

      @@deliciousdonuts4164 What about throws a rock, ground targeted, and explodes in a bigger area when the spell hits the targeted ground.

    • @lucasnadamas9317
      @lucasnadamas9317 2 роки тому +1

      You just made his e completely useless and only a self debuff and completely killed his q, literally from one of the most powerful abilities in game to a garbage one

  • @FuckBrandedFusion
    @FuckBrandedFusion 2 роки тому +64

    "Ashe is the simple marksmen"
    Me : laughs in comet ashe pokemage

    • @freshlymemed5680
      @freshlymemed5680 2 роки тому +13

      Imperial Mandate Comet Ashe Support, who goes AD items anyways.

    • @shadezman
      @shadezman 2 роки тому +1

      Actually the most simple marksman is Jhin. When new player picks Ashe he thinks that this champ deals no damage, because you need very good kiting mechanics to do marksman job. Jhin shoots once per second and runs like madman with every crit, so you need only basic mechanics to play him

  • @tristanoliver9577
    @tristanoliver9577 2 роки тому +7

    Gonna do a quick one for a few;
    Tryndamere
    Passive: Same but gains the overcap AD from crit Yasuo and Yone get, allowing for more diverse builds.
    -Possible alteration: Increase cap all the way to 100% crit with the overcap but have fury stack far more slowly and decay far faster.
    Q/Bloodlust: Trynadmere's next basic attack deals bonus physical damage, scaling with his missing health, if this kills the target, tryndamere gains additional fury. is AA reset.
    W/Mocking Shout: Tryndamere taunts nearby enemies for a short duration.
    E/Spinning Slash: Unchanged.
    R/Undying Rage: Now requires a minimum amount of fury to be activated, gives bonus critical damage for duration.
    Malphite
    Passive/Granite Shield: GIves malphite bonus armor from old W. Still gives bonus size. Passive shield now scales with total armor but has a reduced max health scaling. Slightly lower cooldown.
    Q/Seismic Shard: Now a skillshot similar in size to ornn Q, creates a small path behind temporarily that Malphite gains movement speed on.
    W/Thunderclap: Passive moved to granite shield, now does magic damage. Does Additional damage if Malphite's shield is up.
    E/Ground Slam: Deals magic damage in the area around Malphhite. If Granite shield is up, he consumes this shield to cripple nearby enemies. The duration decreasing along with the remainder of the shield to a minimum.
    R/Unstoppable Force: Unchanged
    Vladimir
    Passive/Crimson Pact: Health Scaling instead gives omnivamp, Ability power scaling instead gives ability haste
    Q/Transfusion: Is a thin medium range skillshot, dealing slightly more base damage to first enemy hit. Empowered Q now sucks all enemies within the skillshot, greatly reduced healing from non-champions. Empowered Q deals slightly less damage.
    W/Sanguine Pool: Unchanged
    E/Tides of Blood: Unchanged
    R/Hemoplague: Upon activation creates a field around vlad that causes nearby enemies to take additional damage and applying grievous wounds. During this time vlad receives increased healing.
    Corki
    Passive Hextech Shrapnel: All of corki's abilities and auto attacks deal 75% Magic and 25% physical damage. Additionally each time an an enemy is damaged by corki's abilities their armor and magic resist are both reduced slightly until corki stops damaging them for a few seconds.
    Q/Missile Barrage: Old ult is now Q, greatly reduced base damage.
    W/Valkyrie: The same base ability but now reveals enemies damaged by it.
    E/Gatling Gun: No longer reduces resistances. Locks on the the closest enemy now, similar to urgot. Will prioritize enemy champions hit with Q.
    R/ Special Delivery: Channel to get sent "the package" After a brief delay corki receives the package to that location and can pick it up still plays pickup sound. Gives reduced out of combat movespeed until cast. After picking up the package corki can cast old special delivery using R.
    Nasus
    Auto attack range is increased from 125 base to 150.
    Passive/Soul Eater: Nasus gains omnivamp base 3%, increased based on the number of Q stacks he has, to a cap of ~20-25%.
    Q/Siphoning Strike: The same.
    W/Wither: Nasus gains an aura for a duration Which applies a quickly decaying slow and cripple to nearby enemies that AA him.
    E/Spirit Fire: The same, reduced base damage, slightly larger radius. Now gives Nasus ghosting and a slight movement speed boost in its location.
    R/Fury of the sands: The same, however only gives health now. Q cdr remains. W Gains increased effect. E gives more movement speed. Magic damage per second is now equal to ~10% of his q stacks.

    • @g.a.u.z.e.
      @g.a.u.z.e. 2 роки тому +1

      I love this, only one thing I'd change.
      Malphite
      R/Unstoppable Force: Added unique animation when cast.

    • @tristanoliver9577
      @tristanoliver9577 2 роки тому

      @@g.a.u.z.e. For sure, I think a lot of these champs need visuals on these abilities as in current state you don't really see them casting abilities

    • @NM-rj4gk
      @NM-rj4gk 2 роки тому

      @@tristanoliver9577 I really like ur ideas except malphite Q… then its just noc Q
      Maybe a better would be a skill shot similar to cho’s Q but instead would create a little mountain knocking up whatever it hit…
      TL DR Veigar Q but slower and knockup on impact

    • @tristanoliver9577
      @tristanoliver9577 2 роки тому

      @@NM-rj4gk I like the idea of this proposed ability. I fear if would make him too strong. It would also reduce his capacity for engage/disengage that the movement speed would give him.

    • @NM-rj4gk
      @NM-rj4gk 2 роки тому

      @@tristanoliver9577 the knockup would help him close the distance but I do see the fear of this ability being too strong while at the same time I do feel like it would be a good balance change because I find malph sometimes lacks in fights due to being a stat stick

  • @johangelrodriguez6835
    @johangelrodriguez6835 2 роки тому +4

    Veigar
    Passive: I would keep the infinite scaling as it is in Wild Rift (in Wild Rift, killing a minion with W grants a stack too), adding a few effects on his abilities. The first evolution would be at 500 stacks, the other four every 250 stacks, cause it isn't common for a Veigar to reach 1250 stacks anyway
    Q - Shots a magic damage projectile, wich stops at his second target. If it hits a champion, it gains 2 stacks, if it kills a minions, it gains 1 stack. NEW: After 500, 750, 1000 or 1250 Passive Stacks, you can evolve this ability, so it doesn't stop when it hits two targets
    W - Reduced damage, and scaling (it is 100% total AP + the damage of this ability, would tune down the scaling to something like 85%-70% total AP). NEW: Instead of 2.5 seconds, it takes 2 seconds to fall after being casted. NEW: After 500, 750, 1000 or 1250 Passive Stacks, it's AoE increases and apply a slow if hit in the center, kinda like Xerath's W
    E - NEW: After 500, 750, 1000 or 1250 Passive Stacks if an enemy is inside the Cage or close to it's walls, it get's slowed
    R - NEW: Now shows a execute mark like Cho'Gath, Pyke and Urgot ult, NEW: After reaching 1250 Stacks, the ultimate creates a splash damage like Luden's, creating 4 little primordial bursts (little as smaller than the main ult) this 4 bursts deal a reduced damage of 25% Ult's damage each
    That's what I allways say when someone asks me how I would rework my main, it may be overloaded, but hey, it's still the slow inmobile mage we all know and love, he just gets a few tools and extra damage
    EDIT: Any comment regarding cganges to my raw idea are wellcome

    • @lucasnadamas9317
      @lucasnadamas9317 2 роки тому +1

      that's not a rework, it's literally only buffs, and he's in an alright spot rn

    • @sbb5548
      @sbb5548 2 роки тому

      I will offer another perspective for some of the abilities. Maybe make the E like an Rell ultimate but slower around the walls so it would make it hit easier. Ultimate can be an execute like Dravens ultimate that executes people below dravens Adoration stack count after getting hit but for veigar's Phenomenal Evil stacks rather than Luden's effect.

    • @johangelrodriguez6835
      @johangelrodriguez6835 2 роки тому

      @@sbb5548 The ballance in Draven execute per adoration stacks is the fact that all his stacks become gold when he kills. If Veigar could execute anyone bellow his Phenomenal Evil Power stacks, he vould execute anyone bellow 1250 HP (without considering the raw damage of his ult) it would be able to oneshot tanks with lots of HP or/and MR, since the Luden effect I described was the evolution for his ult, so I think that would be a bad idea (the Luden is awful as well, but I had no idea what to evolve in his ult lmao)

    • @justanothercommenterwithan9089
      @justanothercommenterwithan9089 2 роки тому

      how about for the ult it becomes a skill shot instead of point and click and after is stop whether from max range or hitting a champion it creates a black whole pulling in and damaging enemies near it

  • @walvens3080
    @walvens3080 2 роки тому +8

    As someone still holding on to AD Shyvana, I both desperately want and am terrified of a Shyvana rework (if they do a voli and allow all playstyles - brilliant, but if they lean into mage, I'll probably just quit league).

    • @DarkwillsEnd
      @DarkwillsEnd 2 роки тому +3

      Well, the good news is last time they were asked about it the representative in question said they'd prefer to lean into her fighter fantasy rather than mage.

    • @fiendixnoiledit731
      @fiendixnoiledit731 2 роки тому

      you will not quit ;)

  • @boldisordorin9010
    @boldisordorin9010 2 роки тому +5

    Tryndamere's ult gives him 40% tenacity and 20% move speed while running toward enemies and makes him unable to fall below 30hp for 2 seconds but everytime he damages an enemy the time resets, and an auto attack resets E cooldown for 1,5 seconds instead of 1 and 2,5 instead of 2 when criting. The effect lasts for 6 seconds. So he does not just press r and run away in difficult situations and instead try to use brain to make the most out of the ult. But the e cooldown could be increased a bit to make up for this. And W now deals 10 damage to reset the ult

    • @thelittlepixel_4798
      @thelittlepixel_4798 2 роки тому

      I really like this

    • @gregorysandy2960
      @gregorysandy2960 2 роки тому

      Or an extension on his ult or gets some health back based on every kill. Or maybe adject how low his health can go based on how many enemies are around. Collector is his worse enemy rn and everybodies getting it.

  • @johnjackson5542
    @johnjackson5542 2 роки тому +17

    An Udyr rework idea, when in one of his stances, activating the stance again shoud give a different effect along with the current stance effect.
    Using Q in tiger stance could give Udyr rengar's old swim q, or it could do a cleave attack in front of him, bleeding or armor shredding the target
    Using W in turtle stance could create 4 plates around him similar to getting ulted by fiora but if an enemy attacks that side, some of the incoming damage gets reduced and redirected
    Using E in bear stance could give him a short dash forwards that stuns all targets struck
    Using R in phoenix stance would more than likely be a simple projectile.

    • @samuelreyes6973
      @samuelreyes6973 2 роки тому +1

      It would be neat if those abilities were inspired by other league champions like Rammus for his w, Anivia for his r, and Volibear for his e, since they are like gods or somenthing in the lore

    • @johnjackson5542
      @johnjackson5542 2 роки тому +1

      @@samuelreyes6973 I agree having Udyr's abilities represent or reference some of the god-like champs in league would be a cool addition to the character and also to the lore of Runeterra. The visuals of these stances would be quite interesting to see.

    • @spub1031
      @spub1031 2 роки тому

      @@johnjackson5542 have you read any of the dev blogs on his rework? They're literally making his Q volibear, E Ornn, and R Anivia as for the og post his abilities already do that. Easiest way to see this is if you go from Q to W where he keeps the attack speed of his Q for a duration while using his W

    • @spub1031
      @spub1031 2 роки тому

      @@johnjackson5542 also they're not adding skillshot or dashes to his kit because it would feel too different to Udyr, they're adding different ways of doing that with super-abilities like his super Q has an arc-lightning effect to do more dmg in team fights

    • @wearbroom
      @wearbroom 2 роки тому

      The turtle stance is a cool idea but removing his movement speed and giving him a dash on his bear feels so boring I play udyr because I want to run super fast

  • @adamperdue3178
    @adamperdue3178 2 роки тому +21

    One of the differences I've noticed between newer and older champs is the smoothness of their gameplay. A lot of the older champions have tons of spell animations that have small cast times (normally about a quarter second or so). Karthus has to stop for a moment every time he casts his Q or W, Anivia has cast times on all her basic abilities, etc.... When they changed Vlad back in season 6 they at least added a good deal of mechanical complexity to hit kit- he has to cycle between empowered and non-empowered Qs, his E used to not be a channel (and used to hit all enemies in the radius, now you can hide behind minions), and he can also synergize his E with his W by using his E while in pool. I think this was the best change they could have done. Obviously he still plays like a statchecker, but he has MUCH more mechanical depth than he used to because of these minor changes that they added, and it simply felt more fluid being able to channel his E rather than having a short cast time.
    I think a lot of abilities on these older champs could do with having their cast times removed to make things seem more fluid, at least on some of their abilities. On top of that, you can put in a few mechanics on abilities that reward optimal behavior but punish you if you don't use the mechanic properly. It's not a big change, and obviously won't fix the whole situation, but I think it can make it better.

    • @icanteven1752
      @icanteven1752 2 роки тому +1

      Literally this, it seems like a such an easy fix but it would work so well.
      In shyvana's case for example her e has a pretty slow cast which makes it hard to decide whether you wanna stop chasing for some damage if you're confident you'll hit (even harder in human form,aka early ganks) and also her ult is just terrible,you can try to gank a more or less tanky toplaner and they can sometimes literally just walk out of it even when shyvana has ult to try and push them back,why? Because shyvana goes further and has more end lag than the opponent themselves! It's the equivalent of landing a q as lee sin but the game deosn't let you kick them right after lol.What makes this worse btw is that's literally her only form of "cc",as a juggernaut whose gap closer is also her only form of "cc" ,choosing between getting close to the enemy, or push them back a little is terrible.

    • @lucalyons-sosa9843
      @lucalyons-sosa9843 2 роки тому +1

      Can you give an example of a theoretical mechanic that rewards optimal play?

    • @mayguardian1
      @mayguardian1 2 роки тому

      @@lucalyons-sosa9843 making malphite e only give ms if ur walking towards the enemy u hit, and make his ground pound thing briefly stun or slow.
      all of a sudden instead of being pure hit and run, his trading pattern becomes compatible with grasp, and he can cc without ult. instead of playing like a poke mage in lane, he’d play like an actual tank (almost like shen)

  • @DreamCloudLu
    @DreamCloudLu 2 роки тому +8

    Honestly I think vlad's kit is very good atm, compared to his previous kit. Giving him huge burst and a more interesting trading patern is very fun to play/against

    • @fuckingfuck6405
      @fuckingfuck6405 2 роки тому +2

      This is the first time ive heard someone call vladimir fun to play against

    • @madicano8602
      @madicano8602 2 роки тому

      @@fuckingfuck6405 Fr. A good vlad player just sucks to play against

    • @fuckingfuck6405
      @fuckingfuck6405 2 роки тому

      @@madicano8602 yep

  • @JoniWan77
    @JoniWan77 2 роки тому +3

    I love how the changes in champion design in LoL tell us a lot about MOBA history. Since the genre is derived from the RTS genre old stat checker designs make a lot of sense, cause that's how units in an RTS usually more or less work. An RTS is mostly focused on macro play, so the micro gameplay is relatively simplistic. But because MOBAs put you in charge of one single unit and remove a lot of the macro play, micro play became more of the core gameplay and the core fun. Hence champion design became more complex, so that the micro gameplay was more interesting and fun. I believe there is some merit to argue about a possible micro/macro divide in league's casual playerbase. There are a lot of casual league players, who play for the micro: Beat your opponent with technically flawless expressions of tactical skill. They want the game to be more snowbally, champions to be more complex and the game overall to be less long. And then there are a lot of casual players, who play for the macro: Play a simplistic but role effective champion and win by strategy. They want the game to be less snowbally, champions to be simpler and the game overall to be longer and less polarized in outcome. League is all over the place with catering to these different ideas, which means only a few really good players can nowadays play the game close to how it is "supposed" to be played. In games with a very similar playing field for all like chess, that is no issue. And yet league's playing field is practically not similar at all. No player can be expected to be able to play all champions on the same level, so the decision about which champions you want to play plays a huge part in how you approach the game. And the division created by it is both the reason for league's overall success and countless complains. Ultimately the vision of what LoL is or is supposed to be has a huge variance among the player base. And Riot cannot really fix that variance and bring the players more together, cause less variance in playstyles means a smaller but more defined focus group and ultimately means less ground for maintaining and growing the franchise.

  • @pocketmonstersfan123
    @pocketmonstersfan123 2 роки тому +1

    For shyvana make her kit more compatible with itself.
    1) Replace her passive with her q, twin bite, as a two hit passive, the first hit marks a target and the second hit on the same target breaks the mark to deal bonus damage. 20-10 second cooldown on target
    2) Make her new q an auto attack toggle: toggle off she gains a bonus physical damage based on AP on hit: toggle on she spits a fireball, she gains a bonus 50 attack range and it splashes behind the target, like titanic hydra, dealing magic damage scaling with AP. 5-3 second cooldown, resets auto attacks. In dragon form, switch it to an active: her toggle is always on in dragon form, and when activated she flies/dashes a short distance in one direction and stops at the first target hit dealing physical damage to the target and enemies around it. 5-3 second cooldown, resets auto attacks.
    3) use the wild rift model. not a compatibility thing just an ASU

  • @THESANDMAN1
    @THESANDMAN1 Рік тому +2

    This is a nasus rework idea I have that keeps his stacking mechanic but gives him some more skill expression and a better teamfight presence.
    Passive: nasus’ basic attacks do 50% damage but instead is a small aoe damage kind of like a ravenous hydra proc that does consistent damage through the whole area instantly. Nasus also gains lifesteal scaling with level but it does reduced damage since it procs on every target hit with his aoe attacks.
    Q: nasus q for the most part operates the same but gives him 50 bonus range and applies on hit effects at 50% effectiveness to every target hit. but it gives 2 stacks for small minions and 8 for large. This ability is changed by his passive (this abilities damage is also reduced by passive but is a small aoe attack) and every 100 stacks nasus gets, his e provides him and his teamates with 5 bonus movespeed.
    W: nasus causes a large hand to shoot out of the ground at a target location withering any targets hit amount for 1.5 secconds. (The targeting is like a faster veigar w)
    E: nasus’ e has a reduced area and has a lower base % armor shred. It also grants nasus and all of his allies with 10 bonus movespeed for the duration of the ability. but if you, an enemy, or a teamate go inside his e, moving outside will spread it as a trail behind you. until the duration runs out and all trails and the ability dissapear. Every 100 stacks this ability provides nasus and his teamates a bonus 5 movespeed while inside the area or a trail. And the spreading trail mechanic works like that nocturne ability that leaves shadow trails behind people.
    R: nasus halfs his q cd and gains max hp and resistances as usual. but instead of nasus’ ult doing max hp magic damage he applies his e around himself (does not put e on cooldown) and the circle is centered on him and follows him leaving a huge e trail wherever he walks. Applying e effects to all targets hit (bonus ms and trails). because of this his ult cd is only like 6 secconds but is extended by 3 whenever he scores a takedown.
    Right now nasus is held back because he has super high single target damage but he struggles to teamfight and is more of a duelist/assasin tank and its kind of weird. This rework idea helps his kit to feel less oppressive lategame while also helping him to be a better teamfighter while retaining his stack mechanic.

  • @rolandruedi9700
    @rolandruedi9700 2 роки тому +30

    Do not rework Singed. He's perfect the Way he is

    • @Aureliaven
      @Aureliaven 2 роки тому +2

      Singed just needs a minor change. I think his Q, W, E are fine, but maybe his passive or ult could use updating.

    • @scarleteyes4418
      @scarleteyes4418 2 роки тому

      @@Aureliaven just make his passive be like fizz or kassadin

  • @silentCee
    @silentCee 2 роки тому +3

    As a singed player a change I would like to see to the champion is turning his current W ability into an ultimate that launches a larger and longer lasting pool of goo to slow enemies.
    This would turn singed into a better team engage that isn't so dependent on focusing a single target.
    With this in mind he needs a new w. So take the idea behind his old R ability and add skill expression.
    W passive: singed gains bonus armor and magic resistance when he stands in his own trail
    W active: singed gains movement speed and ghosting for x seconds, during this time enemies afflicted by poison deal reduced damaged to singed until their poison drops or this ability ends.
    Singed is now no longer held back by needing R up to be at full strength and can use the given abilities to gain further advantages in combat.

    • @schnader
      @schnader 2 роки тому

      Those are fair changes that he honestly really needs but this just turns him into a second Malphite.
      He won't be threatening unless his ult is up, also he will lack an engage but would be impossible to kite away from.
      He'll just be a more annoying and inconsistant version of his current self.

  • @didierblach-lafleche8637
    @didierblach-lafleche8637 5 днів тому

    Tryndamere ult:
    Make it kinda like Death's Dance:
    Instead of not dying he stores damage and takes it all at one at the end of the duration.
    Upon killing a champion during the duration, nullify the damge dealt by that champion.
    - Bad for tower diving
    - Good for teamfights, ONLY if the carry dies and you scored the kill.
    - Great for 1v1

  • @dnaseb9214
    @dnaseb9214 9 місяців тому +1

    Season 5.6.7 was the golden age.
    It was glorious and amazing.

  • @spacemonkeys4987
    @spacemonkeys4987 2 роки тому +5

    Alright Corki, lets go -
    Passive: mostly stays the same. *Basic attacks deal mixed damage. Corki is also ghosted.* The package has been removed from the passive (the concept is somewhat clumsy and I think I've got a better way of implementing Special Delivery)
    Q - Gatling Gun: basically a poor man's Lucian ulti, where *Corki fires bullets in a stream in front of him, dealing damage to the first target hit. Corki can move around throughout its cast but cannot auto attack during this time.* Casting other abilities or recasting Q will end the ability early. This here is the biggest change to Corki. This long range bread and butter ability gives him a bit more safety, attacking from afar with spells both in lane and in teamfights. Why doesn't the airplane man play like a game of Asteroids? (Plus, I don't think this infringes on Lucian as their playstyles and battle strategy are quite different, Lucian being far more aggressive and fast paced)
    W - Missile Barrage: *a simple AOE explosive projectile skillshot that deals physical damage based on the opponent's missing health.* A finishing blow after your the Gatling gun in duels, a shot of AOE damage in teamfights. The ammo rack system is gone as well as the Big One, I don't think Corki should be given the opportunity to spam this during fights and these aspects would mostly serve as bloat here.
    E - Phosphorous Bomb: *Corki lobs a bomb overhead that deals AOE magic damage and shreds the resistances of enemies. The explosive also leaves behind a slow zone.* The cost of Corki's long range is the lack of self peel in his basic kit. This utility spell is the best engage/ disengage he's got, unless he's got his ult up...
    R - Valkyrie: *Corki dashes in a line, dropping bombs in his wake. This ability stocks up to 3 charges. At maximum charges, Corki gains passive movement speed and casting R unleashes the Package, greatly increasing the range of Valkyrie, as well as knocking aside and slowing enemies in his way.* Once enemies have been worn down enough, Corki can use Valkyrie to dive in and bombard the enemy, bursting what's left with R, E and W. This is a more sleek solution to integrating Special Delivery into Corki's kit, as the old passive was always a bit of a clunky implementation that is not seen in any other champion in League.
    This Corki is evidently very similar to the one we currently have, only now he has been given a proper playstyle and direction. In lane, Corki's long range abilities are the only thing keeping this scaling carry safe, due to his underwhelming mobility and peel. At 6, Corki gains a lot of power, now able to use multiple charges of Valkyrie, as well as the Special Delivery. Good Corkis will want to avoid getting caught out to prevent them having to resort to using Valkyrie as a mere escape to save up charges for the Package. However it is always an option in a pinch for inexperienced players not yet accustomed to the champion, not punishing them too harshly and keeping the learning curve enjoyable. In teamfights, Corki will want to hang around the backline and flanks, constantly repositioning and wearing people down with Q, before blowing them all up in a fiery glory, diving in with a R E W combination. This long range caster now has a unique playstyle, enticing new players with the easy to understand abilities while still in keeping with his previous form.

    • @crysian8703
      @crysian8703 2 роки тому

      You just made ahri+urgot. XD

    • @joaquingonzalez5554
      @joaquingonzalez5554 2 роки тому

      remember Taliyah has almost the same ability on her Q, the only difference is that she can use basic attacks and abilities after the first few stones

  • @Synixerus
    @Synixerus 2 роки тому +14

    To your question on how to make them better:
    Well its obvious that you cant have everyone be happy with reworks but i think they are coolest kinds of updates i even get more excited about them than new champions since many league champs already follow a cool idea but are just supressed by the limits riot had 10 years earlier while developing them.
    Tryndamere - So if you want to keep the concept of "5 seconds unkillable" the problem is that he has a very high stick potential with his e and navori. I think it would work better on a immoble marksman and give this ult a relative high ult cooldown. It would force people to play around his range and be intelligent with their mobilty while giving the marksman the depth of realizing and forcing situations where his ult can come in clutch while punishing him for using it incorrectly
    Malephite - I honestly think Malephite is fine as he is. he is the basic champ of engage Tanks as Garen is a basic fighter. I only would try to shift him from the ap build to the tank build by removing/downing his ap scalings and give him more max healthdamage like ornn or mundo has.
    Vladimir - Vladimir is also a case where i think he ends up fine. even tho having no mana and live steal built in his kit sounds op the main thing with vladimir is to play around his cooldowns (which are also showed to the enemy). i would set the cooldown for his pool higher to give him a higher punishing windo. (maybe also set the the health costs of his spells as well as the healing from his q (but not for minions) so the aspect of "playing around cooldowns" gets even more important)
    Corki - Spellcasters... well "we already talked about" them being very repetetive and that it end up hard to make them something to stick out. But to be honest having a hybrid damage marksman is good idea and corki fulfills this concept pretty well. My reason not to play corki is more that his package is too much of a glascanon which you cant even control. there is no way to use the normal w when you have package. Now there are too ways to change him in a in my opinion better way. i would maybe weaken package reduce its cooldown. OR i would make package even stronger but not in a way that it improves his mobility (since its hard maybe even impossible to play around mobility) but maybe his package.
    Kassadin - well his problem is actually very hard to solve since its a problem fundamentally with league. you cant really have scalers anymore since most games go to three items and than its either already over or the snowball is so hard that "we win late" is just a meme anymore. What rito is trying to do and i think is absolutly wrong is to buff the early games of these characters so that they can compete but this ends up as being able to just play neutral in early being way to easy and then just have them outscale. How to solve it? well... now having a scaler that peaks at three items ends up that early game champs become useless and other scalers become to easy to beat. basicly it ends up just the same as ritos attempt. What i would do is to generally try to slow the game down by maybe saying every 4th wave is a canon or increase the tankiness or turret plates while still having opportunities of winning early by maybe buffing herald. Now a thing i would also mantion is problematic (which also hurts veigar as well as every ap champ) is deathcap, an item that basicly doubles your ap at any gamestate. it forces ap scalings to be redicuilessly low because having a deathcap with high ap scalings would and up as everyone being jumped by rengar and with that i mean being oneshot. now having low ap scalings and no deathcap would end up as a tickle match where jhin has more ad than you ap and the game is rediculessly onesided. having abilities rely on stats which can only be obtained by items (and runes but honestly who cars about runes) and then having an item that doubles that stat is absolutly problematic.
    Now otherwise i think he just like malaphite in terms of that he ends up as the basic late game assasin and i would push him more towards there.
    Karthus - well karthuses gimik is kind of fine in my opinion. what you could try is to maybe give it the range of xerath ult so that he has to place himself in spot where he is near enough to hit but not so close that he gets cancelled. but having a single shot to "gank" actually makes him quite skillful while also having the enemy challenged in understanding, that they have to play with less actual health since the threat of karthus is everytime there until he shoots his shot and than it has a high cooldown
    Udyr - I would wait till the udyr rework tbh and than come back to him
    Nasus - Is a terrible concept. you need to supress him but he has good sustain cuz of his life steal in his kit also it makes you vialble to ganks in meta where jungle is stronger and snowballier than ever. i cant think of a way to make him a champ where he is rewarding and has counterplay without changing his kit
    Nocturne - Well he is kind of hard. maybe make his ult a skillshot like vex. it would make him more skillful but not really add more (engaging) counterplay. maybe you could change his whole kit so his only real mobility wouldnt lie in his ult. so he could end up as sort of a mix of talon and vex.
    Veigar - He kind of ends up with the same issue as kassadin so just read about him...
    Singed - Singed is an interessting case. i would keep his ult and his poison but maybe change his omlett and his omlett flip in way that he gets a acceptable lining phase while having his power still lay in his poison trail. i would force him in direction like xayah, where does end up as more of a counterpick to engage than i good first pick.
    Shyvanna - In what way do you want to force shyvanna is the main question and the problem i struggle with how can you make it work. she is probably the most interesting as well as most boring champ at the same time. well do you want her to be the ap autoattacker? well then she has to end up as one dimensional as she is or as master yi is. do you want push her in the direction where you focus on the idea her dragon form? well then you end up with the problems "we talked about" in the shapeshifters video or the "ult as an ability empowerer". The best way i think you could push her is in a way as an evolution champ where you can upgrade her fire breath or her wings and really pop off with the idea of a dragon.
    Last words: Well this comment is by far the longest I've written and i thank you for reading it through. I am sure there are many spelling mistakes in there, I'm sorry in advance and i hope it was still understandable (if not just ask). I really hope you (Vars) read this since i'm really interessted about your opinion to my approach. i also would be ehh... "honored" if you find yourself make a video about this. I know it's anoying having people tell you what videos to make but I still would apprecheate it. Other ideas i want to tell you (and i think would make great videos) is the already mantionend "can we talk about this: rabadons deathcap op or a curse" or a video on "how to rework cho'gath to make him a good warden" while still sticking to the idea of getting BEEG.
    i really like your videos and keep giong.

  • @kelmirosue3251
    @kelmirosue3251 2 роки тому +2

    For Shyvana, I wanted to make her a "stacking evolution" champion. The idea is that she would still deal bonus damage to drakes, however the jungle buffs, and cannon minions would turn into mini drakes (this gives more of her passive damage a use). And each time she killed a mini drake she gained a stack. At a certain amount of stacks (personally thing 5/11/18/26) she can evolve one of her abilities. These evolutions would evolve her abilities to do specific things, like a Q giving a slow, or W giving a trail of fire (like old shyvana's W did). Which would not only change how you play her, but also how the rift looked as a whole. And if you killed a drake you instantly evolved an ability. But the idea as a whole is to give these stacked evolutions more skill expression rather then raw stats. But this skill expression needs to also address her issues that prevents her from doing what she needs to do in the jungle

  • @BartixShieldsmen
    @BartixShieldsmen 2 роки тому +1

    Had one a while back for tryndamere:
    Passive: Fury grants lifesteal either alongside or instead of crit
    Q- change it from pure healing to a damage resistance/shield/temporary health that scales from fury or how low he is but it maintains the lifesteal while it's active, either way it costs fury (important later) , because infinite sustain on a champion who is literally too angry to die seems off to me.
    W- Change it completely to a kinda blade sweep move, in a small aoe area around him he slows enemies, now tyrnda has a mini cage deal kinda like Illaoi E, if they break the cage they're rooted for like .5-1 second and Trynda gains like 50% fury. Gives trynda some sticking power.
    E- Costs fury but it's refunded if it hits an enemy as well as gaining the bonus fury but remove the auto attack reset part of it, can lower CD
    Ult- same as before but remove fury gained, now ult duration is based on fury meter with a minimum of let's say 2 up to 7.5 maybe based on how much fury he has in the tank, it would consume his fury too.
    The idea of this is to make trynda have a bit more fury management in his kit and make his ult a lot less oppressive to deal with. He's still a diver who's rewarded for going deep into enemy lines but now he needs to actually consider if using Q is worth it or does he need to save fury for his ult, now using his E means that he's stuck for a few seconds instead of him resetting it after hitting minions twice and now his W isn't relying on the jank hitbox of are they looking at you, he's challenging you to a fight which you're punished for running away, similar to Illaoi. Gives thought to his kit and trade windows and not just can you kite an ulting tryndamere for 5 seconds while he spins on you and autos you to death. Now catching him while stunned means he can't build fury and without it his ult is a lot less scary. Definitely not perfect but I'd love to see atleast the W change and the ult scaling off of fury.

    • @err6036
      @err6036 2 роки тому

      I like this one due to the lack of an early game RNG.

  • @skippydw1228
    @skippydw1228 2 роки тому +12

    I hope they never change Malphite. He's never been a bad pick and I've been playing him since 2010. Just because he's simple and "doesn't stand out" doesn't mean he needs to be made more complicated by Riot's dumb new designs.

    • @baptistecochennec5956
      @baptistecochennec5956 2 роки тому +1

      The problem with malphite is that he have zero depth or he beat u or u run him down no middle ground

    • @Ravell52
      @Ravell52 2 роки тому +1

      There is no problem with Malphite. He is fine as he is. A counterpick and a punishment of heavy AD comps. Plus, AP Malphite is also fun.

    • @baptistecochennec5956
      @baptistecochennec5956 2 роки тому +1

      @@Ravell52 its OK to be a counter pick and a team counter pick if it make sense but at least be interactive rammus does the same job but at least u need to be able to play jng and actually do something malphite is just a spam q with a bit of mana gestion

    • @moxrelated764
      @moxrelated764 2 роки тому +1

      Malphite is fine as it is. You can do alot of cool stuff with him . A rework would ruin him. They have to take something out to add something else. And I bet that's the AP scaling making him only a boring tank. Malphite is the only tank that can be played as an assassin so let's keep it that way

  • @thecristalium4448
    @thecristalium4448 2 роки тому +11

    Make Nasus's stacks become his HP and AD when he ults, so that he has that one moment he becomes a monster and his whole gameplay can stop being just about splitpushing and a bit more about teamfighting

    • @TakonoTakoUwU
      @TakonoTakoUwU 2 роки тому +3

      So kill the champ? Just say you never win against nasus man, we understand.

    • @BigMuskachini
      @BigMuskachini 2 роки тому +1

      Why does everything have to be teamfighting? Teamfights fucking suck

    • @TakonoTakoUwU
      @TakonoTakoUwU 2 роки тому +1

      @@BigMuskachini becouse You have to teamfigth, maybe in your low diamond hardstuck Elo yeah You can get away with splitpush but against real people and not bots, nasus sucks at splitpush

  • @plapps355
    @plapps355 2 роки тому +1

    In SMITE, we have a mage named Nu Wa that has a very similar ult to Karthus. The main difference between the two is while Karthus is fully invested in damage, Nu Wa does slightly less damage in exchange for granting vision off all enemies and becoming untargetable during her channel, which makes it a good recon and self defense tool for an immobile mage. Maybe exchanging some of Karthus' damage to reveal enemy champs or temporarily enter his passive can make his ult feel a little more fair as opposed to being one shot under your T2 tower.

  • @VaggelisIosifidis
    @VaggelisIosifidis 2 роки тому

    Well, really nice stuff you talk about! Let's see if I can contribute:
    -Tryndamere: Q has 2 casts. The first cast deals damage to last enemy hit by Trynd's autos and gets 2 stacks. ONLY if recast, it will heal and make stacks 0. So you can damage and preserve your stacks. W and E are fine. R will automatically activate when under 10% HP. The active effect will be a basic skill UPGRADE for his next ability. Q will heal on BOTH casts, W will affect all nearby champions in double range and E will have double range.
    -Malphite: Point and click Q turns to a wave pushing forward in a small area in front of him. W will make a small dash towards an enemy hit by Q. E and R are fine.
    -Vladimir: Q deals damage and heals where Vladimir faces, without point and click. His W becomes his passive. Whenever he takes damage equal to 30%+ of his max health in 3 seconds or less, he is turned into a Blood Pool (30 seconds cooldown, lowered by 1 second each time an ability of his deals damage to champions). W will give him a burst of movespeed, doubled when in Blood Pool.
    -Corki's R becomes a regular ultimate, with a 90-120 seconds cooldown. When cast, he automatically shots up to 8 stored missiles (n4 and n8 big ones), wherever he is facing, one every 0,5 seconds.
    -Kassadin's Q is launched in front of him, instead of point and click, in a 450 range line. If hits a champion, W's range is doubled. E can be cast anytime, but the cone is narrowed to half. Whenever he uses R, his next ability's radius is doubled (for Q and E).
    -Karthus's ultimate can be cast while moving. His lightnings hit all visible champions within 2000 range for 3 seconds, but if a champion escapes, he is not hit any longer. The total damage is equal to his old ultimate, but if he hits a champion for all the duration, he gets a burst of MS when moving towards him.
    -Udyr's Passive has a secondary ability every 6 casts. If the sixth cast is Q, his next attack cleaves everything in front of him. If it's W, he heals for every nearby champion. If it's E, he dashes a bit forward. If it's R, a field of fire appears around him, damaging enemies for 3 seconds.
    -Nasus's Q does not stack forever. He siphons souls (max 5) until he uses a basic ability against a champion. Q means extra damage based on souls, W means extra slow, E means extra AOE.
    -Nocturne's E will apply Fear only against Champions affected by his Q. Otherwise, it's only damage. His E's range is doubled against enemies hit by Q.
    -Veigar's passive gains mana and movespeed each time he strikes an enemy with an ability, instead of his current passive. This way, he is more versatile and fast..
    -Singed's Q is not ON/OFF, but an ability with 12/11/10/9/8 seconds cooldown. If he uses it while running towards an enemy struck by W, he gets a burst of MS. Instead of stats, his R gives him a 200/400/600 decaying shield, that retains its power as long as he damages enemies. Also, it deals AOE magic damage.
    -Shyvana's E has half the range in both forms, but provides a Dragonscale Shield (unique) if it hits an enemy. It blocks the next spell against Shyvana for 3 seconds, and if not destroyed, it heals her afterwards.
    Sorry if my explanations are not too deep. If anything above seems interesting, I can provide numbers. Have fun and good job with your channel!

  • @Lyvein1
    @Lyvein1 2 роки тому +15

    Shyvana 1. Give her a real passive - dragon scales: on a 10-15 second CD the next time she takes damage reduce it by a small amount then her next auto shreds armor.
    Q. Twin bite gone. New Q dragon strike: shyvana dashes a short distance passing through enemies dealing damage.
    W. Burnout unchanged
    E. Dragon form the old ult just with a few changes. No passive fury generation only 2 fury on auto at 100 can transform into dragon. Dragon form Q function the way ult use to dash and drag a little but shorter distance. W unchanged
    R- dragon blast (old E): fires a blast of fire that explodes at target area doing bonus DMG based on missing health the flames linger for 5 secs doing tick damage stacks with W.
    The idea is to not change the fire last nuke concept while focusing it as an execute. The passive helps her with trades early game while giving her clear up optimal times to engage. also adding a short dash to her kit make her pre lvl 6 a thing to move her away from farm jungle. I think this keeps her as the up close fight me bro bruiser while increasing her options. And really only changing 1 ability

  • @battlemaster-ll9rb
    @battlemaster-ll9rb 2 роки тому +3

    my nocturne rework ideas:
    new passive: every time nocturne strikes an enemy he gains (some amount) of lethality towards them
    Now I would actually like to make him a part evolver in this case so lets start with his W ability
    W:nocturne starts with his melee stance when he switches stances he uses (some amount) of his energy (yes he uses energy now)and switches to his ranged stance, when he targets somebody with an AA he uses a part of his energy and swings a projectile passing thru enemies until it hits the targeted enemy(every AA uses energy in this stance) if he runs out of energy in this stance he automaticly switches to melee.
    Q:melee stance: nocturne dashes a short distance and enhances his next AA to slow or deal bonus damage, during the dash he is untargetable (that's like 0.2 s of untargetability)
    ;ranged stance: nocturne dashes a long distance(very long) but there is a long animation at the start of it, for every enemy hit with this ability nocturne restores (some amount of his energy)
    E: passive: this ability applies more passive lethality the more critical strike chance he has :melee stance nocturne launches himself in a target direction after landing in a designed location he swipes in front of himself (there is a short downtime/animation after the swipe),ranged stance:(same as the old E but now kinda works like Viktors death ray and while channeling it steals the targets armor and MR.
    R:I think I'd keep it the same in both stances as it is his iconic ability and makes him one of the best diver assassins as he has an easy way in but a hard way out.
    He would still be a jungler and yes his passive would apply to jungle monsters he would be a good assassin with a lot of outplay but his long animations makes him balanced, he would be a squishy diver assassin with high risk high reward gameplay making him very fun to play. He can build lethality, attack speed , crit, and lifesteal.
    Side note: I thought about putting his e passive on his entire kit but that would be kinda OP and he will probably only build crit .It could be balanced by just reducing the numbers on that part of the passive.
    Thx for reading.

  • @boldisordorin9010
    @boldisordorin9010 2 роки тому +2

    Malphite's ult instead of knocking up for 2 seconds stuns for 1 second but his e upon activation drags enemies toward him for 1,2 seconds like rell's ult and it still has a very short time for yasuo to press r when activated. This is a straigh up nerf to malphites ult but to make up for it he now has a cc on a basic ability which has lower cooldown

  • @Megaman-2407
    @Megaman-2407 2 роки тому

    Karthus:
    Passive:When you die,you can only cast 3 spell before grey screen but each spell get a huge boost Q will deal 300% damage isolate and decrease resistance when hit,W enemy will take %HP damage and slow for longer.
    Q,W,E unchange
    R:Channel for 2s,A huge pillow of ray will appear under enemy location,if you dont dodge it will deal way more damage than normal but even if it miss it can still slow nearby enemy.

  • @justcallmepichael7731
    @justcallmepichael7731 2 роки тому +5

    Singed
    Passive: Singed gains movement speed armor and magic res the lower his health is
    Q: Singed opens his canister leaving a trail of poison behind if enemy champions get caught in said trail for a long period of time their magic res is reduced
    W: singed throw a adhesive on the ground enemys caught are slowed and grounded
    E: singed flings an enemy backwards if a flung enemy is caught in w enemies are stunned
    R: Singed recrates the chemicals used against ionia unleashing it on himself. enemy champions, minions, and monsters are afflicted with greavous wounds apon cast sheilds are broken and the toxin deals %hp damage

    • @matthewanderson1916
      @matthewanderson1916 2 роки тому

      this is just massive buffs not a rework

    • @justcallmepichael7731
      @justcallmepichael7731 2 роки тому

      Ult and passive are the big changes but no one ever said to balance of course numbers would need to be lowered significantly but it's modernization to his kit. The idea is to make a anti-carry that fits into league.

  • @vladimirmirandasex
    @vladimirmirandasex 2 роки тому +4

    I honestly really like this veigar, maybe you could change his ult into something more unique, like a bigger area magic damage attack to make use of his passive in a more meaningful way

    • @lucalyons-sosa9843
      @lucalyons-sosa9843 2 роки тому

      I've been thinking about this a bit too. I think that r is pretty non-interactive the way it is, but making it AoE is too much because dark matter well... Exists. Two AoE nukes is just too much. Conversely however, you could have it do less damage, remove the cast time on q so he feels less clunky, and add an effect onto his r that spreads to other champs like a ryze E, and since veigars abilities are already pretty hard to hit, dark matter especially, have the mark from the ultimate do extra damage when veigars hits them with another ability. It keeps his current playstyle pretty much exactly the same, except R is less degenerate and he is required to hit a skillshot afterwards raising the skill ceiling.
      Another idea for the ulti is to change it to something that resembles aphelios' R, so it too is a skillshot that spreads the marks to nearby targets. Just ideas 🤷🏽

    • @vladimirmirandasex
      @vladimirmirandasex 2 роки тому +1

      @@lucalyons-sosa9843 i had thought of something like that, but I've got an idea
      Since veigars abilities are related to space phenomena, his ult could be like a slower oriana ult, bringing slowly enemies into the center of a black hole, and maybe when q is maxed make it so that it goes thru any quantity of targets

  • @rogerdowns1656
    @rogerdowns1656 2 роки тому +2

    Singed:
    Passive: singed gains movespeed when within / afflicted by his poison
    Q: same
    W: singed empowers his next auto attack with chems that reduce targets mr by a number
    E:same
    R: singed throws a container containing poison that explodes at desitnation leaving a poison fog that lasts for x time in a large circle

  • @undermancer7018
    @undermancer7018 Рік тому +2

    So, I'm a Vlad main because that's my name, so since he uses blood magic, and every living thing has blood, if he could transfer blood from an enemy to an ally, drain allies, heal minions and more, the gameplay would change a lot, so the idea that his Q now can drain allies(% actual health) or, if you hit an enemy, you can redirect the heal to an ally or a minion, idk maybe he will be better in laning fase and in long team fights or neutral he now can heal allies but also if you miss calculate you may put them in danger, 1 change in his Q and the gameplay it's more interesting

    • @moremoneyplease6838
      @moremoneyplease6838 Рік тому

      i'm really not sure this is a good idea, people already loose their mind when you miss a spell, imagine actually draining their health, they would fucking end it all

  • @MAGHAZARD
    @MAGHAZARD 2 роки тому +5

    I love shyvanna and was one of my first mains in league back in S3, even now i play her AP.
    I purpose this, toss her passive which use to give her stats on lvl 6,11,16. And now gives stats on drags, which feels bad if you're team doesn't help take Drags.
    Change is to a evolution like kayle, kha and victor. Level 1,6,11 you choose to evolve Q,W,E level 16 is R.
    Q - evolve is cone AA that applies double on hit, evolve at 1 for AA/bruiser builds
    W - Give it the old burn out trail, evolve for tank builds give it a MR/Armor shred
    E - gives fire ball, for AP builds
    R - Still does unstoppable dash, gives small armor/MR stats per level for a set period of time, evolves at 16 to stats increasing for each sec in combat to a cap. This encourages to keep attacking for fury to keep stacks.
    This gives all builds viability (AA/Tank/AP) from lvl 1, ult gives AA ability to engage and live if they kite out, tank lives longer while applying W shred, and AP can exist and use ult for disengage instead of just relying on ult to fire 2-3 fireballs per teamfight.
    Hope this gets a read :)!

  • @hughduffy213
    @hughduffy213 2 роки тому +6

    I wish Vladimir would just get an entire rework like Mundo or fiddle. A champ that consumes health for abilities instead of mana, while simultaneously draining hp from enemies is such a fun concept.

  • @draw1341
    @draw1341 2 роки тому +1

    1:26 yeah baby that edit made my day

  • @VinegarPotato
    @VinegarPotato 2 роки тому

    I love how you reference Endimyon with the highest Yu-Gi-Oh card effect length

  • @thelittlepixel_4798
    @thelittlepixel_4798 2 роки тому +3

    another tryndamere rework idea (more of a bruiser):
    Menacing Aura: Passive: Tryndamere's abilities deal an extra (based on lvl) percent max health physical dmg to each target based on how close tryndamere is to them.
    Reckless Leap: Q: Tryndamere's next basic attack gains ? attack range and causes him to dash to the target, knocking them down, and dealing ? physical dmg. If the target was airborne, they are also stunned for ? seconds as well.
    Stratospheric Strike: W: Active: Tryndamere charges while being slowed by ?% for up to ? seconds to increase Stratospheric Strike's range over the first second of the channel. Stratospheric Strike can be recast at any time within its duration.
    Recast: Tryndamere swings upwards dealing ? physical damage, increased by 0% − 100% (based on channel time), to each target in a line and knocks them up. Knock up duration increases the further the target is to Tryndamere.
    Vorpal Slash: E: After a ? second delay, Tryndamere swings his blade in an arc around him dealing ? + ?% missing health physical damage. Champions and jungle monsters struck at the outer range are slowed by ? for ? seconds and heal Tryndamere for ?% of the damage.
    Barbarian Rage: R: This is an idea put into this comment section by @Boldişor Dorin and i really liked the wording. theyve put some really cool ideas in teh comments so i'd suggest searching for them.
    Tryndamere's ult gives him 40% tenacity and 20% move speed while running toward enemies and makes him unable to fall below 30hp for 2 seconds but everytime he damages an enemy the time resets. (while charging W, during the delay for E, or while dashing in Q the duration is extended)

    • @narutoedw1n
      @narutoedw1n 2 роки тому +2

      Dunno I can't get behind him not having his iconic e it's his bread and butter besides his R things that could be changed realistically are his passive q and w

    • @thelittlepixel_4798
      @thelittlepixel_4798 2 роки тому +1

      @@narutoedw1n you’re right this seems more like a different champ than tryndamere

    • @narutoedw1n
      @narutoedw1n 2 роки тому +1

      @@thelittlepixel_4798 definitely seems like a cool champion design tho could be his right hand man or something like that

    • @thelittlepixel_4798
      @thelittlepixel_4798 2 роки тому +1

      @@narutoedw1n trondamore

    • @narutoedw1n
      @narutoedw1n 2 роки тому +1

      @@thelittlepixel_4798 What about Vilmar? Which means a great warrior

  • @tehrik0020
    @tehrik0020 2 роки тому +8

    Frankly Vars, I don't see where the cheese is with Singed. If anything, Singed wins a match because he's so unpopular people forget how he works and start doing stupid mistakes, but that is nowhere comparable as AP Malph or Shyvana's E having stupid high AP scaling and being a spammable tool that wasn't supposed to be to begin with. Singed does not have any cheesy strats and is not playable (nor played) in a different way than intended: you have to predict where your enemy will walk to tamper with them, E and W help with locking and displacing to ensure the poison ticks in and P + R give him the speed to catch up and deal his poison damage, all according to textbook. There's no wacky scaling to exploit, no unhortodox popular builds, the only thing that varies between Singed builds is the AP-to-tank ratio.

    • @htlchtlc
      @htlchtlc 2 роки тому

      Vars just hates singed, he says the champion has problems/isn’t fun/is cheesy every video lol

    • @lilithbxs
      @lilithbxs 2 роки тому

      singed is literally the definition of a cheese champion. im assuming you havent watched any other videos where he talks about singed, but its pretty obvious that singed is an unhealthy champ in lol. singed literally cannot 1v1 another champ in top lane when the skill of both players is equal. he just doesnt. why do you think singed players proxy? because they literally cant farm any other way. its too big of a risk for the singed to step up to the wave and farm. when its time to group around obj or aram in low elo, what is singed's job? run around and be a hinderance to the enemy, just clicking abilities off cd over and over. very unhealthy champ that needs a rework desperately

    • @htlchtlc
      @htlchtlc 2 роки тому +2

      @@lilithbxs he can’t 1v1 any top laner? What are you talking about? Do you even play singed?

    • @htlchtlc
      @htlchtlc 2 роки тому

      @@lilithbxs what’s the function of a catcher then? They just apply cc too.

  • @BlackPenzo
    @BlackPenzo 2 роки тому

    Singed gets a passive that gives him bonus Movement Speed, AP and Mana Regeneration if his Q is stacked at max, his Q-Damage stacks on Champions over time when damaging them, when at 5 stacks it is maxed, his Ultimate is changed to a massive AoE Poison Explosion that leaves a field that massively slows and decreases the field of vision to only the people within the field and makes everything inside the field invisible for people outside the field. The gas in the field is the same as the Q and lingers for 5 seconds after the explosion. The gas from the ult also harms friendly minions, but those do not give him gold. This would give him a massive boost to proxying, he has to actively engage a fight for bonus stats and is rewarded for keeping people in the poison. The killing of friendly minions also reflects the part of his lore where he kills friend or foe equally and he can force the enemy to engage with him through denying CS

  • @radivojdrakulic7379
    @radivojdrakulic7379 2 роки тому +1

    Passive: Unspeakable Horror (750 range)
    Nocturne blinks to enemy champion under 5% (+1% per 100AP or 80 bonus AD) max HP when right clicked executing them and blinking back to his initial location.
    Q: Umbral Blade
    11 sec cooldown (reduses by 0.5 sec per AA)
    Cost 100/90/80/70/60 mana
    Sweaps with blades around himself dealing 100%AD physical damage to all enemis in 150 range while applying on hit effects and gains spell shield for 0.75 sec.
    W: Dark Feast (600 range)
    10 sec cooldown after duration
    Cost 70 mana
    Creates tedder with targeted enemy that deals 60/90/120/150/180 (60%AP) magic damage over 2,5 sec and heals you for damage it deals. Nocturne is able to move, attack and cast other spells over spell duration. Tedder will break if exits 600 range, when hard CCed or if enemy cleanses.
    E: Eye of Nightmare (Skillshot 800 range)
    22/20/18/16/14 sec cooldown after second cast or when sphere dissapears at the end of skillshot
    Cost 40 mana per cast
    Unleashes sphere of darkness that travels in targeted direction over 1.5 sec passing trough terrain and units while providing you vision. Upon recast Nocturne emerges from spheres current location fearing all enemis in 225 range around himself for 1 sec.
    R: Paranoia
    110/100/90 sec cooldown
    Cost 100 mana
    Nocturne nearsights all enemy champions on the map, hiding their ally vision for 5 sec.

  • @Dingdong2730
    @Dingdong2730 2 роки тому +4

    In general I dont like the concept of champs that have incomplete or bad kits without their ultimate, so this includes Malphite, Nocturne, Shyvana, Kennen and Kassadin.
    Malphite is a vanguard tank without any form of engage pre 6.
    Kennen's ult is just way too powerful, so his base kit has to be balanced accordingly, aka making it garbage and at best uninteractive.
    Kassadin and Nocturne explains itself, an assassin without any mobility before he gets 6.
    Shyvana is not a champion without her ult, when I play her top I can 1v1 most other toplaners when I have ult up, but I cant fight them unless I'm 5 kills up on them in human form. AP Shyvana is even worse in this regard, literally cant do anything but run fast with W up in human form.
    Another issue is unskilled stat checkers who only have 1 gameplay objective, which is jump on their target, this is Tryndamere and Jax.
    At least juggernaut champs lack mobility so can be played around and usually have some sort of conditionality to them being strong.

    • @icanteven1752
      @icanteven1752 2 роки тому

      I totally agree,unless you're playing against someone that just has no idea what she does toplaners won't go in if you hit them with shyvana's e but in dragon form they have no choice because you're already on top of them.This also translates to jungle,she has no way of ganking effectively pre 6 unless they're VERY overextended, no cc,no dash,no real damage if people just decide that they don't want to fight a 1v2 ,so you have little to no impact pre 6 and it just feels terrible when someone is pinging so hard for help but you can't gank because if you tried you might as well run it down mid lol

    • @Dingdong2730
      @Dingdong2730 2 роки тому

      ​@@icanteven1752 Shyvana can trade well pre 6 with PTA if you hit an E, she outtrades most champs if this condition is met because of how well PTA works on Shyv, but for all-in you cant do anything pre 6.
      Shyvana's kit is really dull, so I think it would be cool if she got the rework soon, like all her base kit is just damage, no utility, mobility(W movespeed is irrelevant on AD) or defense.
      She probably needs a dash in her base kit, not that I enjoy more mobility but she really needs it to function as a bruiser in season 11-12, which is the intended playstyle of the champion.
      Ideally I'd see Shyvana as a champion that functions similarly to Riven, Irelia or Fiora, a toplane bruiser that gets rewarded for playing aggressively and has strong 1v1s and scaling.

    • @icanteven1752
      @icanteven1752 2 роки тому

      @@Dingdong2730 right that's exactly what i mean, pta works great and if you hit an e first you'll do massive damage but most toplaners can out-trade you if they simply cc or cripple you while your e burn can be activated(irelia,jax,sett,riven,fiora,garen) and then just dash away or they make you continue to fight with their "comeback here coward" ability (darius,morde,kled) and stack conqueror or just use their sustain later on to finally out-trade you(again irelia,fiora,sett,garen) so it's still not great if you can't all in level 1 and create an advantage or have some actual bullshit ability like most toplaners do,so really it boils down to how bad the enemy toplaner is and you stat checking them hard enough that you win lane,which is just not great champion design,so yeah giving her a dash or some form of cc would make her definitely better and more fun to play

  • @ChickenCast100
    @ChickenCast100 2 роки тому +8

    Is Jax , Tryndamere, Malphite, Shyvana on this list, only time will tell!

    • @Dingdong2730
      @Dingdong2730 2 роки тому

      Jax dodges all incoming basic attacks for 2 seconds and reduces AoE damage by 25% while he is dodging. At the end of the duration, Jax deals 55 / 80 / 105 / 130 / 155 (+0.5 bonus attack damage) physical damage to nearby enemies and stuns them for 1 second. This spell deals 20% (up to a maximum of 100%) increased damage for each attack dodged. Jax has the option to activate the ability again after 1 second to end the effect early.

  • @ceetee3370
    @ceetee3370 2 роки тому +1

    Corki update: remove damage from corkis standard w and put w on a scaling charge system that scales with ult rank (2/3/4 @ 6/11/16). Using the package consumes all charges to increase damage(would still reset w with one charge after use). This way, corkis scaling allows him to reposition when he wants to and allows the equalizer levels of damage you expect from the package. W isnt generally used for damage, so turning it into an escape tool while not powered up by the package seems to fit a bit better

  • @adriasanahujayuste7613
    @adriasanahujayuste7613 2 роки тому +1

    When Karthus uses requiem instead of dealing a bunch of damage to all enemies, it countiniously cast lay waste (karthus' Q) under their feet forcing enemies to be constantly moving and punishing them if they are group up. This already happens but dead enemies are also targeted by requiem meaning that where they died its still a problem for the rest of the team.
    Also seems mandatory these days to have passives on abilities so, requiem passive if karthus cast requiem while he has his passive active, every enemy takedown reduces his death timer. -why not? Riot probably

    • @joshhossini3402
      @joshhossini3402 2 роки тому

      Doesn't sound great imo. Karthus r now: you can snipe kills early and lategame you have a huge teamwide nuke that can also be used to finish.
      While your idea is nice and less braindead than current Karthus r, its also a lot weaker. Because if it just casts q underneath the enemies, it does exactly zero damage if they walk in a straight line, since q cast time is too long. Meaning while i like your idea, it would practically be a huge nerf to karthus

  • @shanecoffing
    @shanecoffing 2 роки тому +5

    2 things.
    First, I believe that scaling champs are necessary for the game just like basic starter champs are. Nasus, Viegar, (shyvana and karthus to an extent) teach new players to understand when they are weak and strong and how to farm well. They teach players to focus on farm and to stay passive until they are strong, but also to be aggressive once they have their advantage. You don't rush in level 1 to fight as nasus just like you wouldn't sit back and farm if soraka walked into lane alone when you have 200+ stacks. It teaches opportunity windows.
    2nd, some champs are really hard to rework while keeping their identity. Tryndmere, corki, shyvana. Those are easy to rework, as they have hodge podge abilities that don't even have synergy.
    But singed? Karthus? They kits are so entirely unique that trying to rework them will turn into another aatrox where the 2 champs aren't even recognizable to each other.

    • @MarcosVinicius-vw3ct
      @MarcosVinicius-vw3ct 2 роки тому +1

      not to mention some of the outdated champions he mentioned have become really iconical to the game due to their lack of special gimmick and couldn't just be changed all of a sudden without becoming an entirely different character. a good example is malph, his simplicity and one dimensional gameplay are the exact reasons to why he is even played in the first place and has become the first thing most people think of when they hear "wombo combo"

    • @shanecoffing
      @shanecoffing 2 роки тому

      @@MarcosVinicius-vw3ct he definitely could get a little change though. Sure, keep the ultimate, it's WAY to iconic. But his passive, Q (why does a mountain have a cheese wheel that speeds him up) and E could all be changed (W is pretty iconic for that armor steroid). But I agree with some of these champions, like how do you make nasus not stack. That is what he does.

  • @thefrostedwolf1478
    @thefrostedwolf1478 2 роки тому +3

    I think nocturn just needs a visual rework his kit is fine, however it would be so cool if ontop of the psudo blind he makes everyone look like nocturn. Really making it paranoia. Another thing is making him different to fiddle, so maybe less fear and more hunting abilities.

    • @leftfordaed
      @leftfordaed 2 роки тому +1

      Nocturne is a demon meant to terrify your visions. He is basically a shadow version of Freddy, hunting wouldn’t make sense that’s more of a rengar/kha’zix ordeal.

    • @dialena4418
      @dialena4418 2 роки тому

      imo rework him fully to a bruiser or tank ( his abilities are outdated af imo, but their core ideas can be kept ) and make him the opposite and maybe even an antagonist to lillia

    • @leftfordaed
      @leftfordaed 2 роки тому

      @@dialena4418 that destroys his entire basis of a champion, he is physically design as a shadow assassin and that he’s suppose to jump scare like any other assassin that comes from the shadows. It’d make no sense to have something be scary thematically and non threatening as in game and be a wall but how does a shadow be a beefy wall for their team? Nocturne was designed thematically as a shadow assassin demon, and should be keep that way in game. Nocturne is literally Freddy Kruger, and what is Freddy? A jumpscaring killer who people FEAR, not a tank

    • @dialena4418
      @dialena4418 2 роки тому

      @@leftfordaed Id argue that something monstrous that you keep hitting but cant take down is more scary... and to begin with his theme is nightmares i reckon
      I can absolutely see your points, but there are two issues with them
      Shadow assassin
      A jumpscaring killer who people fear
      There's no identity in either of those since both are literally done better by 2 different champions lol

    • @citrineconjurer
      @citrineconjurer 2 роки тому

      A cool idea of seen for a Noc change is that the trail left by his Q gives him the ability to move through terrain similar to Kayn E. So he can use it to escape over a single wall or to chase down an enemy over multiple walls.
      He'd need to lose other stuff for that, but it would certainly make him feel like a nightmare you can't easily escape from.

  • @erebusvonmori8050
    @erebusvonmori8050 2 роки тому

    I do remember the horror that was Juggernauts. But that era lasted a few months, the current era of 'he who hits first wins instantly' has been going on years by this point.

  • @boogrs55
    @boogrs55 2 роки тому +1

    for malphite i think:
    halving the slow in his q
    same armor passive from his w
    instead of just a damaging shockwave his e should also do a miniature knockback
    and his r may or may not have an fan aoe effect each wall he passes

  • @saltblood
    @saltblood 2 роки тому +7

    Veigar OTP here, alot of people want to change his R, I personally think his R sucks, but I'm not sure how to change it without changing his champion identity. However all that veigar needs to stay the same in a rework is his passive AP stacking and his E, if you didn't know veigar q and w are some of the most worthless abilities in the game, reducing their damage and giving utility would be great for veigar play style. I think that in order to match his passive with his lore it should be changed to be like rengar passive rather than infinite scaling because it would probably do more damage, and would be far more satisfying without making him impossible to control if he gets ahead. His E is a large part of his power budget so changing it to be slightly stronger and making it his ultimate wouldn't be too bad an idea, as for his current Q and W changing them to do slightly less damage while giving them some sort of move speed or utility would greatly help veigar tempo without hurting his burst, making him much more viable. Most veigar mains seems to think making veigar R aoe would help it but that would just turn it into his current W, I think veigar needs more of a Annie R would be better. An idea for an updated veigar R is to make him like in the legends of runeterra animation with his big machine, turning little veigar into a a fast high dps brick that you can't run away from would be really cool, on a long cooldowns and for a short time of course. Essentially what I am getting at is Annie R but self inflicted. Making veigar more into a hyper scaling battle mage rather than a boring burst mage.

    • @thaisae-lao1146
      @thaisae-lao1146 2 роки тому

      DONT make his e an ult. it would completely gut him. while his e is his best ability locking it behind lv 6 would completely destroy his early game. e is what counters mobility and is one of the best disengagetools in the game. you hard counter rakan and counter any dash even vex ult (she lands on you but is stunned and a free kill). as a veigar onetrick with 700k mastery i can safely say that his e is what decides if you are useful or useless.
      i agree that is r sucks and in my opinion its his worst ability (thats up for debate but it has 600 range and thats simply too low compared to the rest of his kit) increasing its range alone would make it far better but if we were to go for a rework id say make his r give him out of combat movementspeed while off cooldown to enhance his chances of survival and engage opportunitys and give him a boost of movementspeed after using it to be able to make a crucial kill before a teamfight. his ult should not be aoe. i think that would be too much as the idea behind his r is to obliterate an important enemie.
      giving his basic abilitys free movementspeed is something that you could do but i think it would be better to give his q a slow as that helps him survive especially early and land his w. i play veigar basically all the time but i think he is best as a counter pick and his e is good against mobility so we could enhance that. if movementspeed is your issue i suggest run domination as first tree (everyone should to be honest with some exepctions) and instead of picking omnivamp pick out of combat movementspeed. its a gamechanger especially since his cage doesnt start combat as it deals no damage and makes it easy to run away even from ireala in top lane. he really needs some extra movement speed BEFORE combat so he can use his e as an engage (its an amazing engage tool if used correctly) apart from that his e enables him to have synergy with almost everything and that is the most fun for me playing veigar (veigar singed for example is kinda dumb but hillarious or veigar and ap nasus and stuff like that)
      i think his abilitys can stay the same overall but apart from the changes i mentioned i think it would be cool to introduce a way for veigar to enhance his abilitys by paying with stacks for example make his q hit an additional target for 25 stacks (will pay of later but greatly reduce power if used early) make his w land faster for some stacks (amazing damage with the downside of being unreliable if the enemie is not affected by cc) his e could be enhanced for like 50 stacks to slow enemies inside (to be fair that could be broken im not sure about that one but i think his e is ok because hits an amazing zoning tool) i love his infinte scaling but paying for enhanced abilitys with stacks would make him more adaptable (for example you dont need grounded vs low mobility so you have more damage but you could adapt to be better against it against high mobility comps) otherwise we could make him get less ap per stack but make him get all the things i mentioned in the meantime similar like bard.
      tldr: veigar is good against lots of mobility and i think that could be his identity as a counter pick with more utility for the cost of raw damage

    • @BoneWalker
      @BoneWalker 2 роки тому

      So old Ryze R?

  • @zuvzor
    @zuvzor 2 роки тому +11

    Shamrock Malphite>>>>>> Odyssey Kayn

  • @rogermoses3785
    @rogermoses3785 2 роки тому

    Doing the batch reworks like they did between seasons 5 and 7 was probably hella unstable but I absolutely loved those seasons. Fresh content all the time!

  • @Megaman-2407
    @Megaman-2407 2 роки тому

    Kassadin:
    Passive:Cant be minion block and whenever you take magic damage a magic aborb shield will pop up.
    Q:Fire multiple orb that hit the nearest thing.
    W:Every auto will heal your mana(heal more if it lower than 20%)
    E:Take 0.2s to arm then he swept in an wide arc that slience anyone caught in it.
    R:Doesnt increase damage upon each use of it but to compensate Mana require will only increase 1.5 time.

  • @trollgeiscoming44
    @trollgeiscoming44 2 роки тому +15

    Malphite is not a outdated Yes he dont have a Flashy combo dand abilities but is super easy and great for new Players

    • @wrex4699
      @wrex4699 2 роки тому +10

      For a tank, he should have some more cc outside of his ult, and also more armor instead of ap scaling. Also his q could be turned into a skillshot but he's mostly fine

    • @trollgeiscoming44
      @trollgeiscoming44 2 роки тому +4

      @@wrex4699 point and click q is better on him because it would be really hard to hit anyone in lane also it make him even easier for new Players

    • @wrex4699
      @wrex4699 2 роки тому +4

      @@trollgeiscoming44 Maybe you're right, but it's ap ratio needs to be reduced to make ap malphite less dumb

    • @indrickboreale7381
      @indrickboreale7381 2 роки тому +2

      Rock solid

    • @SanguineThor
      @SanguineThor 2 роки тому +1

      @@wrex4699 they want AP bruisers to be a thing but its either you get a busted ass AP glass cannon or amumu. Lmao. Its hard to balance.

  • @lorenzo7402
    @lorenzo7402 2 роки тому +17

    Singed rework I allways had on the back of my mind nothin is really well thought out but maybe it could work:
    Passive: Moving toward an enemy champion gives you a bonus in movement speed Magic resist and armor, this bonus is further increased if the champion is poisoned or if you yourself ar in a posion cloud (This effect Fades out after a couple of second and not the instant that one of the conditions above no loger apply)
    Q: Singed grabs one of his viles and prepares himeslf to throw it, creating a poison cloud where it lands. This ability can be taped to smash that vile into the ground or held down to give the projectile an arc, direct hits with this ability deal bonus damage and slow down the enemy hit.
    Q passive: If singed is running towards an enemy champion that is posioned, he leaves a trail of poisonous gas
    E: No changes
    W: No changes
    R: Singed selects an area of te map that will be airstriked with posionous gas (Yes I know this one is particullary ballsy but I really wanted to implement that part of his lore)

  • @Kiyelru
    @Kiyelru 2 роки тому

    For Vlad...
    Make his transfusion into a stacking thing, casting a skill gives 1 stack instantly and when it reaches 3 stacks the next basic ability is enhanced (The stacks doesn't disappear).
    His Q: still the same
    His W: still the same but when enhanced, applies more slow, deal and heal more
    His E: still the same but when enhanced, deals more damage and has a chance to crit
    His R creates a pool of blood the deals damage on impact and also deals damage overtime, it also applies slow and heals Vladimir for every time it deals damage.
    I am bad at making suggestions

  • @Iznikroc
    @Iznikroc 2 роки тому

    I applied to be a champion designer at Riot and mentioned in my Cover letter a bit of what i would do to rework Malphite(did not get the job lol) and some other mechanics i thought would be a fun addition to league.
    I would've changed his Q to a boulder he pitches a short distance that interrupts knockbacks enemies and can interact with his other abilities. his auto attacks can knock the boulder a short distance that damages enemies and slows them briefly.
    Malphite's empowered autos from his W would knock the boulder in the air, slowing and dealing damage to enemies around the impact area.
    Malphite E would remain the same but it would destroy the boulder dealing damage in a cone and shreading resistances
    His ultimate would remain the same except If his ultimate passes through the boulder Malphite deals more damage and and gets an additional shield. the boulder would be key to his engage since you would take damage out of his ult and put it into the bonus damage of the boulder.

  • @TheCowai
    @TheCowai 2 роки тому +5

    Idea for Karthus ult: 1st cast: Karthus starts channeling increasing the range of his ultimate. 2nd cast: damages all champions in range.
    This would make ulting a far away enemy way more of a tradeoff, because he needs to channel many seconds (giving far enemies the time to recall or recover). Also, he could use his ult in close combat, because the channeltime for nearby enemies is reduced a lot.

    • @kurrwa
      @kurrwa 2 роки тому +2

      Nerf?

    • @TheCowai
      @TheCowai 2 роки тому

      @@kurrwa More a shift. He would become stronger in teamfights and close combat, but it would be harder to kill opponents on the other side of the map. It would also make timing zhonyas more difficult, bringing a bit of skill into the usage of his ult.

    • @lok4890
      @lok4890 2 роки тому +1

      @@TheCowai nah, defimitely a nerf. Karthus just holds his ult until he dies when team fighting.

    • @YanYan-zu8dc
      @YanYan-zu8dc Рік тому

      @@lok4890 you dont ult in a teamfight unless u are dead.

    • @lok4890
      @lok4890 Рік тому +1

      @@YanYan-zu8dc thats literally what i fucking said.

  • @kuunib7325
    @kuunib7325 2 роки тому +3

    The other day I played Lux, couldn't hit that E cause it travels slower than my gran and she's in a wheelchair. Ridiculous how Yone can be a screen away when you can recast E to dmg.

  • @roberthorbach9544
    @roberthorbach9544 2 роки тому +1

    For Karthus I would say leave his kit as it is, but make it so his ultimate only targets those he damaged recently. I mean, he has an AoE flield of dmg and rapid castable Q's to do so, his ultimate is intended to be a finisher anyway and his passive keeps him alive to cast it after he has gone in and hit champions to make them low to begin with. This would keep his kit pretty much the same, without his ultimate chunking you from across the map, give more synergy and reason for his passive and reward those who can land hits with his Q.

    • @Panagiotis2123
      @Panagiotis2123 2 роки тому

      He would need huge buffs then and when I say "huge" I mean "HUGE". Karthus strength comes from his ability to provide global kill pressure. If he loses that then he is a bad champion.

  • @crysoarl7344
    @crysoarl7344 2 роки тому

    I think what's frustrating about old champions is that while they may benefit from a rework, they may benefit even more from changes beyond number buffs. They just need additions to their kit. Some examples would be champs like Diana, Amumu, Jax, Shaco, and Wukong who all received small additions or overhauls that were not a full champion rework but gave their kits enough to keep up with new champs and still feel unique and skill expressive to play.
    Champions like Trundle, Udyr, and Corki have cool core mechanics, but just need those quality of life changes that add utility and empower their playstyle more.