Just going to ignore the knock-up problem?

For Carthage··2 votes·473 views

Yeah, no, there's no need to balance this. Just add more of it. Totally all right.

Kthx. Glad we're going to limit it to about three toplaners and junglers to being the most viable simply because there's no way to reduce their 1.5 second AoE CC.

10 Comments

67chrome2 votes

what's imbalanced about knockups? The fact you can't itemize against them like true damage or %HP damage? Their capacity to ignore grievous wounds like HP increases?

Some mechanics need consistency. Others need a day and night progression and power scale. Nothing inherently unbalanced about that.

maikokk1 votes

you itemize against true damage by building HP. you itemize against %hp magic or physical damage by building resistance.

you itemize against vayne by... well fucking kill the bitch

maikokk1 votes

in all honesty tho, health is still like 80% efficient against vayne

FyshinaTux1 votes

In all honesty, the VAST majority of Vayne's damage (unless she lands EVERY single W proc she starts... throughout the ENTIRE game...) is Physical. People just want a scapegoat, and her W damage is an easy target.

For Carthage1 votes

Oh yeah, some mechanics need consistency.

It's when that consistency completely overrides the rest of the people who use a different form.

Annie's stun - reduceable. Fiddle's fear - reduceable. Warwick's suppress - misses if you blind or use Jax's E, and is interruptible.

Wukong, Malphite, Braum, Aatrox, Zac, Orianna, and plenty of others that I won't list because another topic has not only covered them but did so a couple weeks ago with a freaking Rioter admitting that yeah, knock-ups have an issue:

All unreduceable, all game changing due to the duration, all AoE. There are some that are single target (Hi, Vi), but those also have a tendency to screw over a team.

The worst part is that you're trying to defend it as NOT unbalanced when Riot's already said "Yeah, probably an issue due to the lack of counterplay. In that there is none besides don't get hit by the massive whirling monkey man who gains a freaking speed boost. Considering that these aren't lock-on abilities and can be avoided by dodging them in the proper manner, I suppose it's fair to say that you just have to not get hit.

Although that then exacerbates the problem that Brand, Syndra, Malzahar, Cass (kind of), Anivia, Karthus, Zyra (mid), Xerath, Vel'Koz, and still others (didn't name tanks because they get their bulk) have which is zero goddamn mobility in any way, shape or form, which turns being one of these champs into a game of "get them to blow their massive AoE ults so that I can actually do something - oh shit Vi's coming god damn it not again - dead". As Riot has said, they want to make sure each champ has a place (except Urgot because fuck that guy), but these kinds of actions continue to prove otherwise.

And if that weren't the half of it - there's not just one single lane where champs with these ults excel. Thanks to the wide variety (and variety is good, don't get me wrong), a team can basically stack knock-ups and win, baby, win. Again, zero counterplay, unless you want to say that instagibbing champions counts as "counterplay". But then Riot also said that instagibbing comes with zero counterplay itself, and have been taking actions to reduce that (hello Lichbane nerf, hello DFG nerf and following statement that they'd be working on a replacement). Meanwhile, the other mechanic with zero counterplay runs rampant.

Which then comes to the counterargument of "Well then just make sure they don't get a team like that". Which would involve banning all of these champs. Or picking at least most of them. Which, once again, eliminates that whole idea of "diversity". It puts several champs on a "danger" list and makes them take priority over everything else simply because they have one uncounterable factor.

So in the short speak: you were wrong the moment Riot said themselves that this was an issue. What I'd like to see is confirmation of either: A) if they're going to actually do anything about it or B) if they're just going to be like "yeah, that's certainly a problem" and then go bathe in their billions of dollars (I honestly don't know how they come out so clean when they bathe in nothing but money, but whatever, secret of the trade I 'spose).

67chrome1 votes

[{quoted}](name=For Carthage,realm=NA,application-id=3ErqAdtq,discussion-id=5aG9qWIH,comment-id=00000001,timestamp=2014-12-13T02:27:55.222+0000)

The worst part is that you're trying to defend it as NOT unbalanced when Riot's already said "Yeah, probably an issue due to the lack of counterplay.

Quotes or it didn't happen.

As for the rest of your post - knockups tend to have very short durations for their lack of counter-itemization compared to other types of CC.

It's hard to argue Nasus's Whither isn't an incredibly potent CC skill because it's simply a slow that's effected by 2 types of boots and can be removed via cleanse. Having an impressive duration makes it very strong.

Alternatively, Riven's knockup can basically be confused as a latency issue it's so short. It's so minimal it basically doesn't exist as a factor of her kit.

And if you look at the vast majority of knockups - you'll notice most are at tenacity-reduced levels of a wide range of stuns. You're also generally more screwed if a Fiddlesticks lands fear than a Vel'Koz landing his Tectonic Disruption. And in the case of champions like Fiddlesticks, Rammus, and Warwick - you're pretty much forced to get Merc Treads or QSS to even deal with their CC forms, where knockups can still be recovered from due to their shorter durations more often than not.

Only reason to load up on knockups at the moment is if you have a Yasou composition, otherwise using other types of CC fullfills the same ultimate goal.


As for you're QQ poor mages schpeal:

Mages are exceptional team-fighters and poor duelists in almost every case. Sucking in the dueling phase of lanning is counter-balanced by them being second to tanks in being the most impactful champions within a team fight, so don't act like they don't have a place.

Secondly - all damage-dealing champions in LoL can have 4 main qualities that aid in them surviving long enough to do their job: Durability, mobility, range, and crowd-control. All those things can be balanced against one-another, it's not like every champion needs the same amount of tankyness, speed, range, and CC to be balanced. Kind of defeats the purpose of breaking champions down into archetypes like tank, assassin, mage, and support.

Mages tend to have the longest range and pretty solid crowd-control, often with better durability options in itemization than assassins and marksman. They don't need to be mobile at all to work. You should have a solid ~1000 range to see that knocup-inducing projectile moving at you to react.

For Carthage1 votes

http://boards.na.leagueoflegends.com/en/c/gameplay-balance/tm2N7RNw-can-we-please-stop-having-knock-ups-on-every-single-new-champion Your massive topic on Knock-ups. For your viewing pleasure. When the only argument is that displacements "feel good", there's a problem.

maikokk2 votes

how is yasuo going to pres r fast enough if u can reduce his top laners knockup?

FyshinaTux1 votes

considering most Yasuo spam the R button like a pedo looking... we won't go there... They'll hit it fast enough -_-

Kuroi861 votes

Annie Ashe Fiddlesticks Kayle Lulu Malzahar Maokai Malphite Nunu Pantheon Rammus Ryze Shen Taric TwistedFate Veigar Vi Warwick I'm just gonna let this sit here while you think about it.

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