Is it really that hard to make a duelling ult Riot?

Ser Garland··1 votes·361 views

Jarvan was supposed to have a duelling ult. Now used to trap multiple people or have your entire team jump in with you

Poppy was supposed to have a duelling ult. Now used to ult a support and ignore them while you wail on the carry.

Fiora was supposed to have a duelling ult. Now it's just a weird mini game where you have to connect 4.

Not to mention it's completely escapable like all the ult steroid "duelling" moves. Chances are the enemy's just going to bait out the ult, run, and then come back.

It's ironic when the Jarvan and poppy despite all the abuse theirs goes through, still has the best "Fight me or die" ultimates.

And hands down the best duelling ability is Rammus's.

I don't know why you don't just give Fiora a Taunt. She's challenging the other player. They should accept!

And I don't know why Riot doesn't design a duelling ultimate where it legitimately isolates the target and the player. No one can get in or out until a certain amount of time.

2 Comments

Aeolian Melodies1 votes

XinZhao has that in his kit, to some degree, with Crescent Slash knocking away anyone who hasn't been Challenged - but they can still come back.

67chrome1 votes

Is it really that hard to make a duelling ult Riot?

It's ridiculously easy to make a dueling ultimate. Tryndamere

Even easier to make a fighter want to duel.

The problem with champion design isn't making them feel like good duelists though, it's making them actually want to team fight. LoL is a 5v5 game, and if you limit a fighter to dueling and dueling alone - there only strategy is split-push 24/7.

And then they're competitively nonviable. Unless they're release Rengar and have a solid escape and do considerably more damage to towers than champions.

I don't know why you don't just give Fiora a Taunt. She's challenging the other player. They should accept!

Taunts have a lot of design and balance issues, especially if you put one on an ultimate.

You run into the item 3140 issue there where it can be pretty feast/famine like suppression ultimates, and it's generally oppressively powerful because of said counter and a major part of a kit's budget, but then when it's rendered obsolete it's a major part of your kit's budget.

You also run into the issue where Taunt's silence opponents and are better used as an anti-mage effect to lock down someone with clearly inferior AA power, which is thematically weird for 1v1 aesthetics.

Also - most fighters and tanks that want to get focused do so by being a big enough threat their opponents are often torn between focusing them or not, causing several fighters and tanks in LoL to actually generate aggro in a real-world sense, which is infinity better than simulating it IMO. A really solid Singed will make you chase him, a really solid Nautilus will make you target him. And it's really cool to see players manage aggravation and focus without simulated effects.

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