Id probably personally look to add in utility to melee/tanky champion to deal with CC, Make it a reward for non aggressive itemization. Something that added Stacking Tenacity in response to CC as a unique passive, and have that Tenacity Value scale off MR/Armor. Also id love to see a support item that provided an Aura that reduced Knock-up duration. Probably would lower some Shred and overall id want to look make armor a better stat when stacked.
I want stun lock to remain for squishy or high damage targets, it should be a risk they pay for their ability to position safely, its gotten a bit oppressive for melees that lack mobility, to the point even tanks are pretty locked down. Reminds me of season 1 CC honestly.
could lock 1 person down for 6 seconds. So I don't really want it nerfed to the ground, I do how ever want to see better itemization vs it for the roles that need to deal with it most.
@towers, I want Warming up to trigger for a smaller % off minions, have a higher % amp for champion hits and to have a higher Cap. Folks can still dive, it still punishes baddies sitting undedr tower with garbage hp, but some one getting a fat wave and taking to long to engage a fight, or sustained fights under tower become a real risk. Far as tower durability I lean to extending duration of fortification a bit rather then just make them inherently beefier. That's just imo.
Im ok with mobile ranged champions provided it has a good trade off. lower utility, lower damage, etc. It might need to get toned down on outliers but on the whole im ok with mobility being a valuable stat that comes at the cost of other stats. Itemization for ADC mobility might need to be looked at some, APC seem pretty reasonable imo, thou some are very annoying with a
.
My overall stance on the game is I think Defensive itemization needs a facelift and knockups don't need to function as "true" cc.
Thanks for taking the time to respond bruh, Gl & hf on the rift.