I love Gnar, but I really dislike stacking ability mechanics

CupcakeTrap··2 votes·436 views

If I were to parody Riot's current Champion creation process, the following phrases would appear:

  • applies a stack of ___________
  • consumes the stacks to ___________
  • this ultimate ability deals tons of damage and stuns/knocks up enemies
  • somethingsomething percent of the target's maximum health

I have some gripes % maximum health damage, in that it adds a weird third factor into the already somewhat complex MR/Armor optimization arithmetic.

Really, though, my main issue is with stacking mechanics. (By that I mean mechanics that put stacks on the enemy; I'm a Veigar main, so obviously I've got no problem with stacking generally.) It's okay when there's a really obvious indicator, like Braum's, but squinting at a tiny number written inside a tiny HUD square seems really awkward and unfun, especially when you have to do so to avoid "wasting" a stack by (e.g.) triggering the effect too soon. It feels like it's forcing an unnatural rhythm onto the gameplay, which nags you to constantly check little numbers written off to the side to make sure you're "doing it right".

When do I think stacking mechanics make sense? When they're not part of active gameplay and simply, e.g., allow a character's damage to steadily ramp up the longer they stick to someone. There, the gameplay aspect is crystal clear, and doesn't require you to peer at little stack icons: you just know that your job is to stick to a target and keep hitting them, and that the longer you do so the more damage you'll do. (As opposed to, e.g., "okay, make sure you don't land that fourth auto-attack until your E is off cooldown, or you'll waste it!")

4 Comments

Teddie1 votes

I think dmg based on health percentage is one of your only options when going up against tanks or people who purposely stack health to proc abilities (Volibear) This mechanic allows people to duel with tanks. I also think that dmg based on hp% lost is interesting because it makes you decide "Well am I going to continue to fight this person below my half hp threshold if they aren't dead yet? If I keep fighting they will do even more damage to me because I'm missing a large pool of health."

They're easy to understand if you look at the game from a tank/non-carry perspective. Hope this helped!

CupcakeTrap1 votes

To clarify, I think there are a lot of % health abilities lately, and I think it's a little problematic in some ways, but it's not a major gripe so much as an observation about a recurring theme.

To sidetrack onto resistances, I think it seems what Riot's done lately is make it so that you should build Health if you just want to be more durable, and build specific resistances if a particular type of damage is giving you trouble. This is probably how it should be. The old arrangement actually made it a mistake to build pure Health, even if you were facing balanced damage.

My biggest clarity gripe there: I think we need something other than death recap that lets us get a glimpse at how much of the damage we just took was magic vs. physical. Maybe just a pop-up that would let you access the "magic damage taken / physical damage taken" data the game already tracks?

Centuros2 votes

My biggest clarity gripe there: I think we need something other than death recap that lets us get a glimpse at how much of the damage we just took was magic vs. physical. Maybe just a pop-up that would let you access the "magic damage taken / physical damage taken" data the game already tracks?

So something like what Dawngate does? They have 2 pie charts showing Damage type and who you took damage from, and mousing over a section shows what damage numbers comprise that slice.
Mousing over the Magic damage slice shows which sources dealt you how much magic damage, and mousing over the Renzo slice shows which of his abilities dealt you how much damage.

CupcakeTrap1 votes

That would be neat.

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