Karthus Sticky Wall

Silven··2 votes·608 views

Just a neat little concept I came up with earlier (and I'm not necessarily saying Karthus needs buffs or anything. It's just an idea that I thought would be an interesting mechanic):

Basically, it's something a bit similar to how Veigar's cage works in the way it stops dashes right at the edges. The new Karthus wall would create three possible scenarios.

  1. The wall is placed, the enemy walks through it and is slowed, as it is right now.

  2. The enemy uses a dash or other non-blinking gapcloser to get through the wall (for example Azir E), travels further than just by walking, however this will also increase the slow amount or duration once the gapcloser completes.

  3. The enemy walks around the wall and is forced to make a detour, but at least his movements are not slowed down.

I personally think it would add a bit of decision making to the wall. Do you want to use a gapcloser to get over it and travel further, but then move slower? Or is it wiser to simply walk through it and take a slightly reduced slow to keep on going nonetheless. Or maybe even you have the time to walk all the way around and retain your movement speed.

If not Karthus, this concept could also be used on a new champion. I believe it can be a powerful zoning tool that requires the enemy to choose just how far they can make it and which option is best considering their target's positioning and such.

(For animation, I was thinking of ghostly arms reaching out for the enemy once they cross the wall and pulling them back a bit.)

Any thoughts?

2 Comments

67chrome1 votes

Any thoughts?

It's kind of a neat idea.

That said - LoL is a pretty "glass is half empty" game just due to how itemization/lanning/skill-ups/masteries/champion choice plays out with all the sub-optimal options available.

Making a more potent slow on the end of a dash runs into some awkward feels in regards to that. As a Karthus player you'll probably feel like a no-isolation bonus Kha'Zix on times you slow opponents with the wall, but don't get an extra powerful slow.

With playing against him - most players would probably feel walking through the wall then using a dash is the clear optimization when the wall needs to be traversed through as well.

So, probably not adding more choice so much as it's making a lot of plays more complex and less satisfying.

N0rth Wind1 votes

As 67chrome said it's a very interesting idea, however for it to be an actual choice, the base slow would have to be significantly reduced. Wall of Pain already slows by a ton, so blinking through it to take an even bigger slow would kind of suck for the enemy.

However if the non-dash slow was reduced, there might actually be a choice: walk through it and take a lighter slow, but then be forced to sidestep his Q spam and potentially die? Or dash through it and perhaps reach safety, but then be heavily slowed and be at risk of getting caught?

Also his wall should be a bit narrower, because right now walking around it is not really an option.

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