Anti-Burst item active (for ADCs tho)

KittenBrix·11/3/2018, 7:24:47 AM·1 votes·949 views

What if there was an item that granted a short .25 second directional shielding (20 to 35 degree leniency) against 60% damage received from the first source of damage that is a skillshot (projectile) or champion auto attack, converting the damage it would have dealt to the user into extra Move speed based on percentage of health the damage would have done to the user? The buffs would decay based on general tankiness of the user such that the more tanky the user was, the sooner and quicker the move speed decays. There could be an indicator showing when someone who has the item has it off cooldown like for banshee's/GA. and idk. like 210-300s cd after use?

It would provide access for squishier champions to have a skill based counter to assassins based on reaction timing, enabling them to either dip or chase more effectively. Again by the same reasoning it would also let assassins do their job more effectively too, enabling to dip quicker after diving. It would not benefit bruisers or tanks to the same degree as their buffs would decay much sooner, and be less effective to begin with due to receiving less damage to begin with. In some ways it could be considered an offensive version of banshees shield that rewards usage discretion like sivir's spell shield would.

It wouldn't work on chogath's R, pyke's R, or other non-projectile spells, nor would it work off of minion or monster damage of any kind. I can see abuse cases with an extra way to negate veigar nuke, zoe nuke, syndra nuke, and a bunch of heavy AP midlaners as well, but having the indicator show when it's ready alleviates that risk and allows teams to make informed decision making to bait it out.

The overall goal is to provide something that prevents some of the nuke damage that explosive champions can burst down squishier targets with.

What are the extremes you can think of where the item favors a tankier champion build over a damage build?

8 Comments

woodvsmurph11/3/2018, 8:16:13 AM3 votes

Adc's already have it better in teamfights than any other role. They don't need more help of that sort.

How to ACTUALLY improve the game:

  1. Cut the bs movespeed and kiting power of adc's. Like they can still kite, but not braindead kite. And even if they kite, they'll eventually be caught again by the melee chasing them if said melee is left unchecked.
  2. Lower the absurd late game dps of melee and ranged dps champs that rely on auto's... especially if they don't have REAL armor pen and are shooting a target that has legit armor (not just tabi and ga/zhonya).
  3. In exchange... adc's are more free to buy stuff like maw or ga as 3rd-5th item rather than only POSSIBLY as last item because they don't have to worry about the enemy adc going 3 straight crit items and killing them in 3 auto's for building more defensive than their opponent. This combined with the other changes (mentioned above and below) create a SKILL-based scenario rather than a "my stats beat yours at this time, so I braindead win" scenario.
  4. Burst champs burst damage is nerfed so that people who aren't fed should never be at the point they can 1-shot an enemy squishy. Bruisers, burst mages, fiighters, assassins. None of them 1-shot the enemy adc or mid just because they can flash and combo them to open a fight... unless they are FED. Like really fed. Not just a kill or two up.

*it is key here that ALL these criteria be met. Meeting only some leaves the game heavily skewed in one side's favor or the other's. Like currently bruisers, fighters, assassins, etc. HAVE to build to 1-shot... because of two reasons:

  1. They can't re-aquire their target if they are peeled even once because items, etc. give adc's far too much of a mobility advantage... just ask olaf about catching a jhin with 3 crit items even if olaf pops ult... he won't catch him. Why? Because adc base movespeed has crept up to toxic level compared to melee and items only exasperate that further... ruining the intention of melee vs ranged original to most games - melee run faster, ranged must abuse poke and kite properly or else.
  2. They can't re-aquire their target because they are dead. Yes... despite 2 armor items and tabi, 4k hp... they are dead before their gapcloser comes off cd again even if they're only hit by a single cc to enable the enemy adc to kite back for a second. Because adc's (and melee like yi and yas) do far too much damage to tanky targets without having to build any armor pen. FYI... you guys originally reworked tank items to emphasize... the resistances instead of the hp. So when you then design the game such that armor is largely meaningless... you've done nothing but gut bruisers and tanks who build at least one REAL armor item in addition to the usual tabi.

So by reducing adc's burst/dps to reasonable levels, the assassin, bruiser, etc. also has counterplay. While they don't get to 1-shot the adc with braindead abandon every time they have flash or their gapcloser up, they also aren't sentenced to a near-guaranteed death to adc (while having done no lasting damage to said adc) just because they couldn't 1-shot and got cc'd for a second. They have the chance to disengage and look to re-acquire their target to finish them off. While the adc has the chance to use their skill to kite long enough that it doesn't matter by the time they're caught again. But they don't braindead run faster than the melee either... making it SKILL rather than pure stats which determine the outcome. Similarly... they can itemize a bit more defensively so that skill might let them live in a situation where the enemy adc... who built for slightly better dps via 3 crit items rather than throwing in a ga or maw... ends up dying when they are caught again (after eating initial burst and getting peeled for by their team a bit or double-team bursted by the other team.

The fights would last longer. Skill would be more rewarded... with players from opposing roles/positions being allowed to re-position/re-engage more often such that SKILL and strategy played a larger role than luck and stat-check insta-deletions. I think this is something most players want... whether we realize it or not.

ZephyrDrake11/3/2018, 8:25:26 AM3 votes

ok... what is this even? first... a .25 second shield thing? that has that massive of a CD? you do know that pretty much makes it a completely terrible item on anything but 0 ping scenarios right? also... how would .25 seconds decay at all? it doesn't matter whether it decays or not since the duration is so pathetically short that whether there is a decay or not it won't even be noticeable in any capacity.

I also want to know what is boards fascination of having squishy champions not be squishy and somehow be able to survive anything and everything? sorry but this stupid mentality needs to stop. You either learn to position yourself properly and actually rely on your peeling champions to do their job or you don't build a glass cannon character.

saltran11/3/2018, 7:44:47 AM1 votes

It would provide access for squishier champions to have a skill based counter to assassins based on reaction timing

No, that would be op un the right hands and the Gameplay Boards would call it to be a bad item since they wouldn't know how to properly use it just like happens with Zhonyas.

vgamedude11/3/2018, 1:02:38 PM1 votes

So give adcs even MORE get out of jail free cards against assassins and other classes?