The main issue I'm addressing is the speed at which Bard's passive scales, which is far too slow compared to other champions that scale with level. Obviously any mechanic that scales with time is distinct in that it varies in effective strength from one game to another depending on the game's pacing, but requiring a one-hour long game to deal damage on-par with a level 18 is not a fair to juxtaposition. Chimes are obtained faster (relatively speaking); Meeps are up more often when Bard needs them; Cosmic Binding has a lot of fun changes; and Caretaker's Shrine now scales into late game.
New Effect:「 Meeps will respawn 50% faster if Bard has taken damage in the last 3.5 seconds. Minimum cooldown of 6.66 / 6 / 5.33 / 4.66 / 4 second cooldown while in combat. 」「 Meeps will respawn 66% faster if Bard has taken damage in the last 3.5 seconds, but their respawn timer is no longer reduced by Chimes. Minimum cooldown of 6 seconds while in combat. 」
New Passive: The number of chimes that spawn every 50 seconds has been increased to 3 / 4 / 5.
Minimum time to collect 150 Chimes reduced to ~40 minutes from ~63 minutes.
It irks me that when Brand reaches a certain phase of the game he is no longer able to use minions to propagate his effects, due to his first ability out-right blitzing the wave. In a similar vein to other on-kill effects, e.g. Vorpal Blade's, Brand can now make use of dead enemies as if they were alive. Burning minion waves should always be an asset to Pyroclasm.
New Effect: Enemies killed by Brand's abilities will leave behind charred husks for 3 seconds. Charred husks are only targetable by Conflagration and Pyroclasm, destroying them, and are considered to be ablaze.
New Effect: Brand gains sight over a small radius around burning enemy champions and charred husks. This does not reveal stealth.
Additional Passive: When defeated, Brand possess the enemy champion that defeated him: revealing them and causing them to take 20% increased magic damage for next 6 seconds. If the target is defeated while possessed, Brand is revived with health equal to 30% (+10% per 100 AP) of his maximum health. This cannot happen again for 180 seconds.
New Effect: Pyroclasm will deal 400% damage to minions. I'm inclined to want minions to only be able to assist Pyroclasm once per unit - an enemy's bad positioning shouldn't scale with how tanky their minions are, it should scale with how badly they positioned.
90 Caliber New cannot deal critical damage nor will it generate critical strike stacks.
Cassiopeia was sleeper-OP prior to Spring 2015's LCS and the nerfs have already started appearing. These are my proposals for maintaining her marksman power-curve, embracing her recent Aspect of the Serpent/Twin Fang rework and bolstering her former Noxious Blast play style without overloading her early game.
Amplifier now increases the amount of mana Cassiopeia will restore on-kill by 50%, stacking up to 2 times.
First and foremost, the purpose of this rework is to improve Cho'Gath's presence in team fights once his Feast is down - which I achieved with a "Well Fed" buff. To further explore the "initiate with Feast" mechanic, I decided to apply Gnar-like stat variations between big Cho'Gaths and small Cho'Gaths - players can now choose between if they want to be small-but-fast, or big-and-sluggish.
Base size reduced.
Attack speed growth reduced to 1% from 1.44%.
Movement speed reduced to 300 from 345. This is the lowest in the game.
First Cast: Cho'Gath turns to face the target location and begins channeling for up to 2 seconds, increasing the damage of Rupture over the 2 seconds and the radius-of-effect over the first 1 second. If the channel is interrupted, Rupture is put on on a reduced 2 second cooldown.
Second Cast: Cho'Gath causes a mass of spikes to erupt from the ground at the target location, dealing magic damage and slowing enemies hit by 50% for 2 seconds. If Cho'Gath channeled for at least 1 second, Rupture will also knock-up enemies hit.
Cooldown reduced to 10 / 9 / 8 / 7 / 6 seconds from 9 at all ranks.
Damage versus champions reduced to 250 / 375 / 500 (+40% AP) from 300 / 475 / 650 (+70% AP).
Damage versus minions and monsters reduced to 500 / 750 / 1000 (+80% AP) from 1000 (+70% AP).
Maximum Feast stacks reduced to 5 from 6.
New Effect: Cho'Gath gains "Well Fed" for 6 seconds, regardless of whether Feast scores the killing blow.
Well Fed: Cho'Gath's Rupture channels twice as fast, Feral Scream hits over a larger area and Vorpal Spikes deals double damage.
tl;dr: Corki now uses Heat.
Yes, this makes him a resourceless marksman - but I don't think the two things are doomed to repel. His damage output follows a sustained paradigm and it's directional - meaning he's not going to burst you (ish) and he cannot kite you (while dealing damage). Giving him Heat-style uptimes and downtimes seems a better way to gate his sustained damage, rather than mana (which he's historically either been useless due to high costs or overpowered due to never running out of mana). For the full article, please see here.
Attack range reduced to 500 from 550.
Attack speed per level reduced to 1% from 2.3%.
Movement speed increased to 335 from 325.
Corki's copter now has three distinctive weapons - the cannon, the gatling gun and the missile launcher.
Corki now possesses a back-up weapon which he uses while his copter is overheating.
Most Skins: Corki leans over the side of his ROFLCopter and uses a pistol.
Corki's abilities have no cost. His secondary resource bar instead displays his Heat. Corki starts the game with 0 Heat and can have a maximum of 100. Corki will generate Heat whenever he casts an ability and will Overheat if he reaches 100, preventing him from casting his abilities for 6 seconds while his Heat depletes to 0. Heat will decay at a rate of 10 per second if Corki has not cast an ability in the last 4 seconds, increasing to 20 per second after 2.5 seconds.
Revised Active: Corki jettisons himself 500 units in the target direction, dealing magic damage in a cone behind him and slowing them by 50% for 1.5 seconds. Corki takes the opportunity to vents his copter's engine, reducing his heat by 40.
Dash range reduced to 500 from 800.
Damage changed to an instantaneous 80 / 120 / 180 / 230 / 280 (+80% AP) from 150 / 225 / 300 / 375 / 450 (+100% AP) over 3 seconds.
Cooldown changed to 10 seconds from a barrage system (2 second static; 12 / 10 / 8 second recharge time).
New Effect: The cooldown of Missile Barrage is displayed on-screen and there is a Sweet Spot partway into the cooldown wherein Corki can active Missile Barrage to perform a Quick Reload, instantly refreshing the cooldown of Missile Barrage and readying a Big One for 5 seconds. If Corki attempts to Quick Reload and fails, his missile launcher locks up and the cooldown is extended to 10 seconds.
Corki cannot perform a Quick Reload while silenced or otherwise unable to activate abilities.
The Sweet Spot is ~0.5 seconds and starts around 4 seconds into the cooldown.
Corki cannot perform a Quick Reload during the first 0.5 seconds of the cooldown or the last 2 second cooldown, to accommodate for latency-related double-casts or trigger-happy clicking near the end of the cooldown.
Big Ones are no longer available every third missile and are only available on Quick Reloads.