Hey Riot, can you address the disparity between CC effects?

ModCaptainMårvelous·10/31/2016, 8:28:50 PM·3 votes·493 views

#Some Quick Background

When League of Legends was first created, there was something of a CC triangle. You had your basic CC effects which could get as long as 2-3 seconds at Max rank. You had your supression effects which were only countered by cleanse and often required a channel. Finally, you had knock-up/knock-back which coupled a short stun and displacement.

  • Normal CC could be countered by tenacity and cleanse/QSS but was also the longest.
  • Supression had less counters and couldn't be reduced but you had to channel it.
  • Displacements had no counters but had shorter overall effects.

#CC Today

Riot's gutted the other two forms of CC to the point where displacement is all that remains truly effective. Gradually as League went on, CC effects became shorter and shorter. Most stuns, snares and hard CC cap at around 1.5-2 seconds. However, tenacity is still in the game. In essence, this means most spells are between 1-1.3 second effects. This puts them similar or equal to displacement...yet displacement will still move you. So, in almost every situation, this means that a displacement will be the more valuable of the two.

Supression has been steadily and slowly removed form the game. It doesn't help that QSS had monetary nerfs at the cost of only removing CC. Thus, Supression also becomes worse while displacement is still unaffected. Banshee's veil, the one item that could truly stop displacement spells, has also had price reductions ONLY in 6.9. Even so, it still has a far higher cost to counter displacement.

Through Riot's changing of the game, displacement has become the go-to CC second only to slows (Which also have counters in the form of swiftness boots AND tenacity. ) Displacement has no counters and despite Riot insisting "It's healthier to make everything static", it doens't address the counter-argument that spells with similar durations can be reduced.

#Possible Solutions

Can we go back to making tenacity matter?

Instead of nerfing displacement (Although I would like a counter, please?), let's buff normal crowd-control to higher degrees. However, let's also improve tenacity so that it's a viable option when facing normal-CC heavy teams. You going a super stun comp? Cool, I'll grab some tenacity and greatly weaken your comp. You're running displacement? I can't deal with it but it'll be far shorter. Suppression? Alright, QSS time.

The worst part about it all is the fact that Riot hides behind the shield of "Not fun" when it comes to CC. It's Not fun to be CC'd for three seconds. It's not fun to be feared away by a point and click spell. You know what else isn't fun? Being combo'd by an alistar and being able to do nothing about it because only a BV can block half his combo. It's not fun to be pushed back by a Janna because she pressed R and I was in her general area code. It's not fun to be flung around the map like a ragdoll while I pray that I can flash when the maelstrum of fuckery ends.

#MakeCCGreatAgain #AllCCMatters #LCSBigStuns

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