Hi, today I would like to present my approach to balancing this game. Assassin: This kit isn't as bad as people make it out to be, since assassins should win most 1v1s and do horribly in team battles, which they usually do. However, I think illusion and smoke bomb gives way too many free hits, which means that even skilled players will find it difficult to beat. To fix this, Illusion shouldn't let the user move at all while using it. This means that people who are skilled enough to remember where the assassin was before they used illusion can consistently beat assassin. Mage: We all have problems with void. However, decreasing its tankyness would likely make it useless, so I think that it should simply consume more mana, meaning that the user will have to make sure they have a full mana bar before fighting. Knight: Vengeance is simply too powerful, and will almost always win you fights, so I think it should only increase damage by 0.25 (+0.25 per level) since the enemy last hit you so that the enemy has to hit you 4 times instead of 2 times to get the full damage (leave the cap alone). Hilt smash is crazy powerful at high levels, so simply capping it at a lower level such as 4 or 3 could really help with this. If not, simply decrease the damage it does. Level Field is almost useless, and vengeance or fortitude is 99% always a better choice, so I think it should go back to being a passive ability. Ranger: Ranger in general can hold its ground too well against heavy armor kits, so I think it should deal 30% less melee knockback to compensate. This doesn't make it useless to melee with, since people who are skilled enough can still take out opponents. Napalm Shot can shred through any armor and can take out entire health bars effortlessly, so I think it should release less flames to remedy this issue since the fire won't last as long. Longshot does WAY too much damage at a WAY to short of a distance, so I think its scaling should start a set distance in front of the player like it used to, and possibly remove its cooldown. This means that it becomes a passive ability again, yes, but it shouldnt consistently kill assassins in one shot from 20 blocks away. Decrease maximum scale by 2, so longshot 3 scales +1 damage very 5 blocks, meaning you need to be 60 blocks away to do +12 damage per shot, which I think is near perfect. I also have a problem with heavy arrows, but I think people are going to get mad at me for this, so all I am going to say is make it not be able to be used when slowed so heavy arrows people can't just have a get out of jail free card at their constant disposal. Brute: Block Toss needs a severe nerf in damage, enough said. It's a ranged ability with very short cooldown and high damage and knockback, which makes it a little too good at what it does. Decrease damage by 4 or 5. Takedown does too much damage, which makes it a bit too good at 1v1 situations, which I don't think is brute's purpose, I thought it was more of a crowd control class given bloodlust, overwhelm, intimidation, etc. So decrease damage by 4. Colossus is another get out of jail free card, so simply remove it's "no knockback when sneaking" ability. These are my suggestions to balancing this game. If you feel I am wrong or have missed something, go right ahead and respond, but please be open-minded. I will ignore people who defend their favorite ability just for the sake of defending it. And please note that none of this is official, I am simply another Champions player who wants to see the game flourish. Edited once, change ranger taking 30% less melee knockback to dealing 30% less knockback.