How to make excessive shielding less of a problem

SpecterVonBaren··3 votes·557 views

Make it so the strongest shield overwrites the weaker one. So if Lee Sin shields himself for 40 HP but then gets shielded by Janna for 200 HP then the 40HP shield gets overwritten so the net effect is still a 200 HP shield.

This at least makes it so you have to parse out your shields and thus still have the risk of someone getting nuked by bursting through the shield. This also makes it so shields have one of the weaknesses of heals. A bunch of heals will only help until the target is full health after which more healing is useless with this change shields can be used with any amount of health but can't all be dropped on one person for a gigantic mega shield.

This also means that if there is only one person on a team with a shield then they can still get full value out of it but stacking shielding champions to try and make one person unkillable will require those people to work together and spread out their shield usage instead of using everything all at once.

20 Comments

NoPaxt1 votes

I'll sign on when you can no longer stack AD, AP, Lethality, or AR Pen and remove true damage from the game...

See how foolish that sounds?

SpecterVonBaren2 votes

No? Those are stats, not a mechanic, and even in that case CDR has a cap and attack speed has a soft cap. They made it so this is how CC works too you know, only the strongest form of a cc will apply to someone.

Maybe actually look up information before inferring someone to be foolish.

NoPaxt2 votes

Shielding = Defense Armor and Magic Resist are stats too...

Since Damage isn't capped why should damage prevention be capped?

SpecterVonBaren1 votes

You didn't respond to any of my points.

NoPaxt1 votes

I did shielding counters damage, if damage isn't capped then shielding/def shouldn't be either.

SpecterVonBaren2 votes

Damage is capped, attack speed has diminishing returns. Still didn't respond to my points.

NoPaxt1 votes

Damage is not capped...

TequilaZombie2 votes

AS has no diminishing returns, what you're thinking about is Mov Speed. AS has a hard cap at 2.5AS.

The Last Ballad1 votes

Damage is capped.

_ignores all the infinitely stacking champs in the gameNasus Veigar Thresh(souls give ap)Chogath _

They made it so this is how CC works too you know, only the strongest form of a cc will apply to someone

I would like to point out that this is not true. A stun and a snare can happen at the same time, its just that the snare will not be useful unless it continues past the stun duration. If a morg bind hits you, and a brand e-q's you, you will be stunned for 2 seconds, and snared for one. Why? Because the stun stops movement, like the snare, but it also stops other things so it takes priority.

So cc does overlap, its just that you stopping someone who already can't move isn't going to do anything.

Another thing, if a enemy lulu w's you, and a Lux binds you, you will be a squirrel in a cage, because neither has a component that would override the other(bind stops movement, polymorph stops all form of attack), so in that way cc is not affected at all.

Shadòw1 votes

Armor and MR become less efficient too when stacking them

archerno11 votes

{quoted}

No? Those are stats, not a mechanic, and even in that case CDR has a cap and attack speed has a soft cap. They made it so this is how CC works too you know, only the strongest form of a cc will apply to someone.

Maybe actually look up information before inferring someone to be foolish.

Shield= temporary health. Its a stat.

SpecterVonBaren1 votes

No, a shield is a mechanic, a stat is AD, HP, MR, ect. A shield is powered by stats but it is clearly a mechanic.

Ralanr1 votes

This is a massive fuck you to Sion's W.

SpecterVonBaren1 votes

Why. Use your imagination instead of being a sheep that can't walk and chew gum at the same time.

Here's one way to make it so it doesn't fuck up people with self shields with added effects to them. Make it so the stronger shield will override the weaker one EXCEPT for one point of health to the previous shield. This means that Sion's shield, if it wasn't the strongest shield would stay active until both the more powerful shield and Sion's now 1 HP shield got removed so he could still use it as he needs for the damage.

There? Happy? Or would you like Riot to look at Reddit where they were suggesting things like this?

What about diminishing returns for shields? Subsequent shields only shield for 1/2 of their value within a certain time the first one was used.

Like the debuff summoner heal has.

I think the solution is some kind of shield breaker and/or preventer that's gated by a long cooldown. If you make it too easy to break shields, then champions that are balanced around strong shielding get deleted straight out of the meta. But what we want is something strategic that offers both a solution to shields and a way to resist that solution for the shielders to stay relevant.

So for example, put an active on an item that substantially reduces the effects of shields, or instantly deletes shields, or some combination of those effects for X seconds. Put it on a long enough cooldown then you get one chance to use it per teamfight.

Zenbuster:

3200 Gold

350 health

40mr/40armor

10% cdr

Build path: Ohmwrecker + mantel + gold (debatable path)

Active: Zenbuster active: Prevents nearby enemy towers from attacking for 3 seconds . This effect cannot be used against the same tower more than once every 8 seconds. Additionally when activated, nearby (1500 range) enemy shields take double damage and incoming enemy shields have reduced effectiveness by 40% + (2%per level) effectiveness for 6 seconds. This effect cannot apply to the same enemies more than once in 12 seconds (120 second cooldown).

So yeah, fuck me for trying to come up with something reasonable that can be worked with and tweaked instead of a freaking EMP bomb that just remove all shields, which would equally fuck over one of my main champions, Tahm, if not more so than Sion given how Tahm's shield works.

Ralanr1 votes

Hey buddy.

Chill the fuck out. I ain't your enemy. I just said an item that destroys or damages shields more would hurt Sion because his shield is his only tanking mechanic. And now you've found ways to make it worth something.

Calm the fuck down. I'm not your enemy.

SpecterVonBaren1 votes

sigh Sorry, you're right. I just hate how I can post a simple idea for something and still get downvoted or ignored but someone just posting a rage thread get these huge discussions on balance. But I shouldn't have blown up at you, you're right.

The Last Ballad1 votes

I find it funny that until riot said something, I never saw anyone complaining about this.

SpecterVonBaren1 votes

Only reason I brought up a solution is because I saw people complaining about it and suggesting really ridiculous things like making an item with an active that just removes shields. So pardon me guys for trying to come up with a reasonable idea instead of letting a bunch of other people suggest something completely terrible that Riot might actually listen to.

So yeah, big middle finger to all of you guys. I try to suggest something reasonable and people jump me and downvote me to hell as if I killed their first born child. I hate this community. Can't even make a suggestion without people being assholes about it.

chipndip11 votes

If a bunch of champs shield all at once, the downside is that those shields will expire without using their full value, so against a more elongated damage threat, they're still gonna take damage with less to defend themselves with in the near future.

Using them at once means they're trying to counter a shit ton of burst. Using them in a sequence means they're getting peppered. Your idea is already in the game.

ZephyrDrake1 votes

that would require so many changes to shields for shields to even be worth anything. Shields already are temporary HP, so if someone is stacking all the shields on one person then all you have to do is switch targets and have those shields expire so their value is lost. If you go and blow everything on someone when you know well in advance how much shields they have and they counter your burst that way then they used their shields properly. This is not like slows where you would just keep stacking them and prevent everyone from moving at all with how much slows there were.

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