User blog comment:TheTobarMethod/My Personal Patch 3.XX/@comment-1330314-20131031011225

Flame-baiting aside, let's analyze what you're proposing:


 * Normally I'd protest against such huge Fizz nerfs, but with the massive reduction on the AP ratio of his active it looks like he needed some. However, I disagree with your own approach.
 * Reducing the execution effect when used in combination with poses several problems: firstly, both are meant so be used in synergy, so reducing the effect would be the only example of deliberate anti-synergy within a champion's own kit in the game. Secondly, it ends up just creating fiddly damage recalculations, whereas a simple nerf to 's AP ratio or base damage (or even its execute damage) would achieve the same effect with more clarity.
 * Nerfing the passive on just mostly harms Fizz's farming, which is not the problem with him. That's why Riot nerfed the active instead.
 * is meant to work like a combination between a spell and an autoattack, applying the effects of both. Reducing the AD ratio in this context thus makes little sense, as it turns the physical portion into a sub-par autoattack. If you want to nerf its strength, just reduce the magic portion's base damage, which would be a lot more pertinent and can be easily tweaked to achieve the same effect.
 * / already has heavy costs imposed on it. If you want to nerf it, you may instead want to soften its mana cost, for example. Right now it's his only means of surviving in lane (and his laning phase is terrible), and you're also seriously nerfing his late game.
 * Overall, this whole section feels like "I lost to Fizz, I really want him to suffer". You're seriously harming his early game (which has absolutely no need to be nerfed) and crippling several of his late game mechanics. If you want to follow through with this, you should perhaps focus towards making him more counterable instead of just weaker all around.


 * 's range was nerfed because it was (and still is) a "get out of jail free" card, since the blink+stealth combo usually allows him to escape unless someone has a pink ward or Oracle's. Increasing the range back to its original values would allow Shaco to dodge these counters, which gives even less counterplay to him (and he already doesn't have that much counterplay).
 * You're changing from a decoy to a time bomb. The entire point to his ultimate is to deceive his enemies and, if they pierce through the disguise, then they win and he loses. This just allows him to spam his ult and just use it for extra damage, again reducing counterplay options against him.
 * That said, Shaco does need QoL buffs and likely an integral rework to his kit. His abilities are old and weird, and need some sort of update. If you really want to buff Shaco, start by trying to update his mechanics instead of just buffing them. For example, a good buff to would be to give Shaco's clone visual replicas of any buffs and visible items he may have, so that they look identical.


 * You're repurposing Gragas's power in an extremely awkward way. Gragas is a mage that happens to rely on tanky items, why give him bonus AD scaling off of his max health?
 * Switching around the damage reduction and health regen on Gragas's kit kills his laning phase power (he gets a lot less sustain) and would make his fairly lackluster (25 second cooldown for just a small amount of mana and health?). Having the damage reduction conditional upon ability use creates weird problems: he gets a super-safe poke (using  allows him to eat up counter-pokes) but in teamfights the damage reduction becomes unreliable. Overall this is a straight nerf, and one Gragas does not need, which also runs the risk of creating anti-fun patterns.
 * I understand reducing the AD ratio compensates for the passive AD you gave Gragas, but why increase the cooldown and AP ratio? Even with the reduced AP ratio on his ultimate (which makes it the same as his Q, not a good idea) this is a straight buff past 200 AP but also makes him far burstier, which is not Gragas's strength nor his intended playstyle. It also severely harms his escape capabilities, which he heavily depends on as a melee mage.


 * This buff to his ultimate makes no sense. only takes full effect after 10 minutes of use, and Karthus players pick it for the health and mana, not for the ability power. There are a lot of other AP items that offer more AP immediately (a  or, for example). Karthus is not in a bad spot right now, and the last thing he needs is a buff to his ultimate. If you really want to buff its base damage, nerf him in some other way (though I wouldn't recommend either option).


 * The base damage reflect increase on Annie's makes her even stompier in the early game, and having her resistances scale with her AP means she gets tankier by building more damage. Sure, it's a straight nerf to her tankiness, but one she doesn't need. Her E is mainly there to give her more  charges, and give her a small window of opportunity to initiate and land her full combo. She doesn't need a nerf, and if you want to change her E you may want to approach it in a different manner.


 * You've made Kassadin even weaker in the laning phase and even stronger post-6. This is exactly the opposite of what he needs.
 * Removing the bonus AS on just kills Kass's DPS and trading ability in lane. Kass is already super-bursty, this makes him completely burst-oriented.
 * The nerfs to and  are unwarranted, especially as they just cripple him in the laning phase and marginally reduce his late game burst.
 * The changes you made to make Kassadin even more ungankable, slap two conflicting damage ramp-ups to his ult and don't really end up addressing any of his issues (they may in fact make them worse). You've also overloaded his ult with a lot of conditionals and gated its initial use even harder, both of which are mistakes Riot consciously try to avoid or fix.


 * No idea where this is coming from. Lucian absolutely doesn't need a nerf, and your change more than doubles the firing delay on, meaning that instead of clutch-dodging his Q players could now simply walk out of it with no need to be particularly alert or mobile.


 * This nerf is both incomplete and counter-productive. It has no effect at level 6, and at higher levels it just punishes Zed players for landing all of their damaging abilities correctly. Again, this is a case where instead of promoting counterplay you just made a champion you didn't like plain weaker. The recent Zed nerfs targeted the excessive speed of his combo and escape, which is what you should've looked at.


 * So, effectively, your version of Fiddle's Q has a 10 increased mana cost and 1 second decreased cooldown per rank for an effect that does not change at all? Are you sure you thought this through?


 * The changes you've made here conflict with each other. Increasing the movement speed bonus on his Q makes his ganks far better, but the nerf to the tether range makes them a bit weaker. In both cases you're nerfing his late game, which is where Noc falls off already. At the same time, you're making his early game far stronger, which is absolutely not where he needs any buffs.


 * Your nerfs bring its gold value to 2904, still gold efficient but unwarranted. More to the point, though, the and  in its recipe give a total of 380 health. Your nerf would cause players to lose health by combining the two. The passive health regeneration is also inferior to 's anti-poke regen. Your changes would actually cause players to have worse stats by combining the item's two components than if they had them separately.


 * Players wielding an aura item benefit from the aura itself. This change you propose is already in effect.


 * The idea of a toggle seems really nice, actually. Decreasing the damage and increasing the range, on the other hand, not so good. This is meant for melee tanky champs once they stick to a target, this would create a weird source of ranged damage.

"Crippling Dagger"
 * Splitting healing reduction into two effects, with one belonging to only one item, is a bad idea, as it dilutes the effect's readability. Moreover, the item is too expensive for just one already situational effect. Finally, the other problem with this is that it only builds into a single item, which is never generally a good idea. Why move healing reduction to a base item?


 * I agree that Executioner's Calling needs to be looked at and updated. Your idea is a step in the right direction, though the Crippling Dagger isn't.