Why decay, as a mechanic?

GoldenMean·12/28/2015, 5:30:43 PM·2 votes·817 views

A lot of abilities have decays, e.g. Slow x%, decay over y seconds.

Ok so let's say you have a slow of 10%, decay linearly over 1 second. That's the same as 5% slow for 1 second in terms of movement, but it is stickier immediately after the slow for stuff like targetting skillshots, etc. I feel like this might help newer players who are less adept with skillshots vs the flat slow. I feel like it might just make all champions a little more reliable.

Is there anything I'm missing here? It's an interesting idea, from a design perspective.

14 Comments

AyRe CoNteMpT12/28/2015, 5:42:44 PM1 votes

well im not 100% sure about this but i believe that slows dont gradually decay down to 0% but if you have like a 70% slow that decays over 2 seconds, it probably decays down to 20% or so and then ends and i also believe that the decay-rate and end-point is completely individual (aka random) and rito doesnt have a clear concept.

it was probably introduced because first they had a slow that was too strong and lasted too long but they didnt want to reduce the duration and simply making it a weaker slow wouldnt be cool enough so they invented this weird concept but they were like "OMG INGENIUS IDEA NOBODY HAD IT BEFORE" and now they stick to it for most slows.

so my point is, it doesnt fucking matter. except it really improves boots of swiftness effectiveness.