Hooks/Pulls/Grabs are an interesting design proposition...
Yo, let's go over this.
Approximately every 7-10 seconds, "hook"-type skills enforce a binary win/lose scenario, which is astonishing given that they are a single, zero-risk, zero-committal skill possessed by the
or
.
So 30-50 minutes of compound layers of decisions and plays and item choices and pressure across the early, mid, and late game, are reduced to the ability of one player to aim one skill which will wholly determine the outcome. Woah.
Such incredible power wielded by one character's skill, and the extremely forgiving cooldown means it occurs with such great frequency as to induce exhaustion in those for whom one misstep to this zero-risk skill means the end of everything.
There are many 'catch' skills in League upon which a favorably engage can be built, but they typically demand self-risk on the part of the champion, or have a lengthier cooldown... or both.
Nothing else creates remotely as much 'lose instantly' pressure with as little sacrifice on the user's part as hook abilities.
To me, it seems to trivialize the larger picture surrounding the match and all the players involved, hinging the outcome of a complex and multi-faceted game on something comparatively meaningless and arbitrary.
