User blog:JBox2D/The patch I want to see\

Overall, Ekko is supposed to be an assassin who's focused a bit more on utility than on raw damage. That said, he currently does an absolutely absurd amount of damage on top of his utility, which isn't exactly balanced. The goal with these changes is to reduce his burst damage rather significantly, so that he's not 100-0ing people without having an absolutely massive lead, and instead has to burst people to low health and finish them off with his enhanced autoattacks.


 * On-Target cooldown increased from 3 seconds to seconds.
 * Ratio reduced from to.
 * Slow duration increased to 3 at all ranks from
 * No longer grants movement speed when applied to a champion.
 * No longer grants movement speed when applied to a champion.


 * Context: Ekko's passive is incredibly strong with the amount of damage and sticking power it provides. Increasing the cooldown and removing the speed buff should make it more possible for an enemy to actually escape from him once he procs it, while still keeping the core functionality of the ability pretty strong. The ratio nerf is there because the entire thing does way too much damage, especially when you consider that it is triggered by other abilities.


 * Radius increased by ~20%
 * Now gives an exact indicator of where it is going to land 1.5 seconds before landing.
 * Now gives an exact indicator of where it is going to land 1.5 seconds before landing.


 * Context: Ekko's W is a very interesting ability strategically, but the fact that it has essentially no indication of where it's going to land until it has landed removes a lot of the skill from using the ability. Landing Ekko's W should be extremely unreliable, and the skill in landing it should be in forcing your opponent to go through it, not in them incorrectly guessing where you cast it. Less guesswork, more actual counterplay, and a slightly increased radius to compensate for the loss of reliability.


 * Ratio increased from to
 * Ratio increased from to


 * Context: This is because of the changes to Lich Bane.


 * Ratio reduced from to.
 * Now costs 100 mana
 * Now costs 100 mana


 * Context: Ekko's R does a *lot* of damage, which is fair because it's extremely situational. However, a 130% ratio is a bit much, and the damage is still extremely high with "only" a 100% ratio. A mana cost has been added as per next patch.

Jinx ult now does even less damage at close range!


 * Missing health damage at close range reduced to . Damage at maximum range unchanged.
 * Missing health damage at close range reduced to . Damage at maximum range unchanged.


 * Context: Similar to the change in patch 5.8, this change is intended to make using a Jinx ult at close range essentially pointless.

These changes are intended to reduce Kalista's overall mobility a bit and make slows actually have some meaning when used against her, as well as adding a downtime to Rend and making Q a viable alternative to max first. Additionally, her ultimate is now no longer quite as much of a "get out of jail free" card for her support (and for her if her support is thresh).


 * Stats
 * Base mana increased from 232 to 300
 * Attack speed per level reduced to 1.5% from 3.3%


 * Dash distance is now directly reduced by movement speed slows.
 * Dash distance is now directly reduced by movement speed slows.


 * Context: Kalista's passive currently means that slowing her means essentially nothing in terms of catching her, since her dash replaces her normal movement. This change is intended to allow more champions to actually catch her so that she doesn't unfairly counter everything melee as much as she currently does.


 * Mana cost reduced from to 50 at all ranks.
 * Mana cost reduced from to 50 at all ranks.


 * Context: A lower cost on Kalista's Q should open up maxing Q as a situational alternate path to maxing E.


 * Cooldown reduced from to.
 * No longer refunds mana or resets cooldown if it kills a unit.
 * No longer refunds mana or resets cooldown if it kills a unit.


 * Context: Kalista's E is already a very powerful ability given it's effective functionality as a damage steroid with an unlimited duration. The primary decision point with an ability like Rend should be "when do I turn damage potential into actual damage", and having no downtime completely removes that aspect of the ability.


 * Can no longer be cast if Kalista's Oathsworn is stunned, rooted, or suppressed.
 * No longer renders Kalista's Oathsworn invulnerable (still grants untargetability).
 * No longer renders Kalista's Oathsworn invulnerable (still grants untargetability).


 * Context: Basically, the goal here is to make catching Kalista's support out alone a little more rewarding by removing her ability to pull them out of literally any bad situation. CC locking her support now actually prevents them from escaping, and damage-over-time abilities will continue to deal their damage even if the target is ulted.


 * Now always prioritizes champions.
 * New interaction with : If Pyroclasm hits a target affected by Blaze, that target will not count against it's maximum number of bounces. Pyroclasm's projectile speed is reduced by 25% on each bounce after the fourth, to a minimum of 50% movement speed.
 * New interaction with : If Pyroclasm hits a target affected by Blaze, that target will not count against it's maximum number of bounces. Pyroclasm's projectile speed is reduced by 25% on each bounce after the fourth, to a minimum of 50% movement speed.


 * Context: Brand needs a bit of help, and a change like this would add an actually interesting blaze interaction to his ultimate, instead of the current one which can be summed up as "either put it on a blazed target or the entire ability is infuriatingly unreliable". The idea is that the projectile speed is reduced after it's done it's normal maximum number of hits so that it becomes easier and easier to avoid as time goes on. I think this would still be fairly balanced, but it could always be reverted if it proved to be overpowered as heck


 * No longer has a 110% base damage
 * Now deals a minimum of 110% damage.
 * Now deals a minimum of 110% damage.


 * Context: Basically, Ashe's passive still has a bonus damage with no crit chance, but that base damage goes away as she builds crit. With under 10% crit chance her basic attacks still do 10% bonus damage, but once she's built 10% or more crit chance the bonus damage goes away. Effectively, her earlygame is the same and her lategame damage is reduced by 10%