CDR makes the games shorter and it’s bigger problem that damage

2DunksFromHell·10/16/2018, 10:15:23 PM·1 votes·787 views

than damage*

Just wanna day this, those who didn’t played League in season 5 or before you won’t get what am saying, just putting that there.

So before not every item had a CDR, zhonya didn’t have, lich bane didn’t, black clever didn’t, even DFG didn’t had it, nowadays too many items give cdr hence games last shorter since everyone gets to spam every spell + if you wanna take it to the next level take the 45% cdr rune, again something that wasn’t there before in earlier seasons. Not to mention that cdr makes some champs with already low spell cool downs extremely hard to deal with in some situations ( Lux,Riven...)

People say damage is too high yes it is and its definitely the problem but cdr is right there next to it...

2 Comments

Ætheist10/16/2018, 11:46:16 PM3 votes

{quoted}

black clever didn't, even DFG didn't had it

Black Cleaver's had 10% CDR since its original rework way back in Preseason 3, then got another 10% in patch 5.8 when it was focused more towards AD casters.

Deathfire Grasp always had CDR, except for one single patch where the CDR got removed before being re-added the following patch.

Tahminatrix 10/16/2018, 11:35:28 PM1 votes

Problem is, hurting cdr would mean hurting the less reliable champs, and by comparison, buffing the more reliable ones that can still burst with a single rotation.