Can we reduce dash range depending on slow % please?
Slows have become so utterly useless since everybody and his dog comes with 2+ dashes these days. Not to mention Boots of Swiftness, Swiftness (Mastery) and the new Elixier.
Slows have become so utterly useless since everybody and his dog comes with 2+ dashes these days. Not to mention Boots of Swiftness, Swiftness (Mastery) and the new Elixier.
This change breaks many champions. Would need a full game redesign.
This change breaks many champions. Would need a full game redesign.
Pretty much, :/
That's huge counterplay and devastatingly nerfs 10-15 champions.
And these champions are currently god tier and candidates for nerfs since they offerclose to 0 counterplay at all.
Lee, Zed, Fizz and now Kalista being the worst offenders followed by Akali, Rengar, Kha Zix (Maybe Kha less in the new Jungle and after his latest nerf) who all tend to dominate each time they're picked.
Ya but what about weaker champions like tryndamere. Plus it effectively deletes graves
I went to reply, then my internet shut off, cri. But anyway, by putting this effect in, you nerf the few champions you dislike, and nerf another twenty five to thirty others who or balanced or underpowered. But if you just nerf those 6 for slows, then the community will complain because that's broken. You need to find a different way, because just because you can't catch up to somebody who you withered or some other stuff doesn't mean they need nerfs.
If slows were to affect dashes, I think it should only affect the Dash speed.
So if Lucian gets hit with a 30% Slow, his Relentless Pursuit would take 30% longer to travel the full distance.
That said, I don't think slows affecting dashes is the right approach. I'd be more likely to agree with removing slows from champions who don't really need them or from abilities where they don't make sense.