Future Gameplay Thoughts: Crowd Control Diversity, Projectile Diversity, and Lock-on Diversity
**There are many types of Crowd Control: Slow, Fear, Stun, Silence, Knockback, etc. And they all are designed to ensure your team controls the battlefield. But what if we could diversify Crowd Control some more? Make some Crowd Control Abilities "physical", some Crowd Control "magical", and maybe, just maybe, "true" Crowd Control? Just like how damage works. **
Here's a small list of Champions and there types of Crowd Control:
Say
's ability: Wither; This is a Magical Slow. Compared to
's Crippling Strike; which this is a Physical Slow.
Next,
's Dazzle is a Magical Stun, while
's Ki Burst is a Physical Stun.
's Decisive Strike is a Physical Silence, while
's Equinox is a Magical Silence.
's Infinite Duress is a Physical Suppress, while
's Nehter Grasp is a Magical Suppress.
See where we are going? Interesting Thought? We can create a lot of diversity here, especially with the items:
's Crushing Blow applies a Physical Slow while
's Lightning Bolt applies a Magical Slow.
There isn't a lot of items to work with, but we can do something with them soon.
Now let's talk about Tenacity for Champions:
's Courage reduces all incoming Physical Damage, Magical Damage, and Magical Crowd Control by 30% for 2/3/4/5/6 seconds.
's Ragnarok could make Olaf Immune to Physical Crowd Control and very resistant to Magical Crowd Control for the duration?
's Highlander could make Master Yi immune to Physical Slows, but somewhat resistant to Magical Slows.
Probably make
's Riposte immune to Physical Crowd Control, but very resistant to Magical Crowd Control for the duration?
A future champion with the ability to lock-down, making them immune to physical or magical "airborne" (or displacement) Crowd Control. (But probably not immune to true "airborne" (displacement).)
Weight System perhaps? To reduce "airborne" (displacement) Crowd Control? (It's harder to knock
into the air, unlike
)
We don't have a lot of Tenacity Resistances, but we can eventually add more, especially with our current champion pool and new champions to come
A Projectile is just basically a ranged ability that shoots out to a target location or champion. And basically, almost every champion is capable of this. So what if we diversify projectiles? We have both Physical Projectiles, Magical Projectiles, and then we have True Projectiles.
's Hawkshot is a True Projectile, meaning it cannot be stopped by any means necessary.
's Enchanted Crystal Arrow is a Physical Projectile (even though it's a magic arrow and it does magic damage).
's Auto-Attacks, Mystic Shot, Essence Shot, Arcane Shift, and Truefire Barrage are all Magical Projectiles (even though they mostly deal Physical Damage).
's Auto-Attacks, 90 Caliber Net, and Ace in the Hole are all Physical Projectiles.
's Auto-Attacks, Binding Light, Prismatic Barrier, and Lucent Singularity are all Magical Projectiles.
's Auto-Attacks, Blinding Dart, and Noxious Traps are all Physical Projectiles (even though they mostly deal Magical Damage).
's Razor Shuriken is a Physical Projectile, but if his Shadow casts it, it is a Magical Projectile.
's Reckoning is a Magical Projectile.
Basically, if it looks like it should, it probably is, with some exceptions. I would leave these thoughts up to the community or Riot to determine an ability or an auto-attack to be a physical or magical based on lore and research, but these are my assumptions so far. However, we are not done, while these Projectiles make up its form, the ones mainly listed were all Airborne Projectiles. Now, we have 2 more types or projectiles that make up its traversity, compared to the commonly used Airborne Projectile, we have the Underground Projectile and the Catapult Projectile (There are better names, these are pretty much what I have named for them):
's Preyseeker is an Underground Projectile, while
's Mega Inferno Bomb is a Catapult Projectile.
's Starcall (in a weird way) is a Catapult Projectile, while
's Grasping Roots is an Underground Projectile.
's Keeper Verdict is an Underground Projectile, while
's Rite of the Arcane is a Catapult Projectile.
**So we can accurately confirm most projectiles (Some require research, arguing on what seems more realistic, then coming to an agreement): Physical/Magical/True Airborne/Underground/Catapult Projectiles. This can get crazy, but luckily, there are ways to deal with them. **
's Wind Wall blocks all Physical Projectiles, but reduces all Magical Projectiles damage that passes through.
Potential Magical Walls that block all Magical Projectiles, but reducing Physical Projectile damage.
Potential Barrier Zones that block all incoming projectiles until it takes enough damage before shattering.
Potential Zones that slow down all incoming projectiles, allowing easier dodging of all incoming projectiles.
Potential Zones that increase the speed and range of all incoming projectiles
**Again, probably lots of crazy ideas here, but Summoner's Rift has always been a chaotic realm of legendary fights. **
Some Lock-On Abilities have been removed, and it has helped the gameplay, but some still remain and are still a good use in the game. They are supposed to be impossible to dodge, but that can look unrealistic. But it's hard to be more realistic without taking out the fun, and can create frustration. But perhaps, just perhaps, it could be better ways to balance out between more realistic and more fun.
**So again, we can say there are Physical Lock-On Abilities, Magical Lock-On Abilities, and True Lock-On Abilities. **
's Spear Shot is a Physical Lock-On Ability. But
's Terrify is a Magical Lock-On Ability.
's Noxian Guillotine is a Physical Lock-On Ability. But
's Demacian Justice is either a Magical Lock-On or a True Lock-On Ability (Meaning nothing will stop it, it will go off no matter what).
**And again, we can probably find ways to counter them. What can help deal with Physical Lock-On Abilities? I would assume Dashing, Dodging, and Blocking could somewhat reduces a Physical Lock-On Ability's full potential, but there are those champions that do dash way too much. There is no good answer for this. Then what can reduce Magical Lock-On Abilities? I can think of something called Shrouding. Basically, the Champion shrouds them self to prevent or reduce being targeted by magic abilities, but they can still get hit by magic damage. Or, it could make it to where Magical Abilities coming close to the champion will reduce it's range, fizzling the spell out. **
So
's Spirit Rush can reduce Physical Lock-On.
's Spell Shield could act like a Shroud and reduce Magical Lock-On.
**Basically, it's quite difficult to work with Lock-On. Its frustrating to get hit by one, but it's also frustrating to completely negate one. It's a binary action that needs work, but these thoughts don't completely solve its issue, but it may be a step towards (or away) from the answer. ** Well, that's enough rambling my thoughts on improving League of Legends. This can diversify League even more, the question is if these are good ideas or not, and what kind of issues would be face, and would they improve the game further or worsen the game.