Dear Riot- stacking more and more mobility does not solve the core problem.

Acid Burn·4/7/2016, 11:37:39 PM·2 votes·298 views

This has been the case since beta Flash. Mobility allows for map control on a larger scale, and for tactical superiority on a micro level.

The underlying problem with your design choices regarding new items is the assumption that the play-making impact of free mobility on a champion outweighs the larger, intra-champion balance of team-fight interaction. This is not the case, and the dilution of champion differentiation though added mobility will simply add to the mobility power-creep, which has steadily grown over the game's history.

In order for such an approach to itemisation to work, the core underlying principle must be that mobility is a premium. This has not been the case since beta and the various iterations of Flash. This is further underscored by the overemphasis on, and abundance of, movement abilities on champions.

If you are happy with a 'fighting game' archetype, which I understand is the guiding principle behind design - or has been over the past few years - then obviously ubiquitous mobility with an emphasis on differentiation through execution will be your broad overall objective.

If, however, you wish to retain the tactical aspects as expressed through superior pre-positioning, map awareness and team work as articulated through superior map co-ordination and non-immediate decision making, I ask that you reconsider your proposed mobility updates as they pertain to mage champions. Furthermore - please consider re-evaluating your approach to mobility as a fundamental of design, or at least consider a new assessment given to the weighing it receives within the overall champion and gameplay design paradigm.

0 Comments