@Morello @Meddler Can we talk about how underwhelming tenacity is?

HateDaddy··3 votes·401 views

I realize the tenacity in the defensive tree was moved to only require 9 points to obtain, but for this change, 5% was removed from it (down from 15% to 10%). For starters, I'm not too crazy about that because tenacity should be something that requires you to go deep into the defensive tree and any bruiser that would run 9/21 doesn't like this either since they actually are losing out on 5% (which isn't really huge but it's still there). Either way, this basically means tenacity is accessible to everyone - I'm really not sure how I feel about that and regardless, it speaks to a much bigger problem regarding it.

The fact is, tenacity sucks. No amount of tenacity you can get (unless you're irelia) can help you. It used to be that having a knock up in your game was rare - now literally every champion has one tied in with mobility, making the potential of outplaying the knock up even harder - and as far as I know, knock ups arent affected by tenacity. There's also more displacements, which again, tenacity does nothing for. And even further to that point, there's a huge abundance of spammable slows in this game THAT HAVE SCALING. Basically, anything that's melee and immobile or short ranged and not named Ryze of Vlad and immobile, has almost no way of outplaying this or dealing with it.

So while basically saying everyone has access to 10% tenacity, it doesn't change the fact that tenacity still sucks. I rarely itemize for Mercs anymore unless the enemy team is high in magic damage. CC and slows are too spammable and Ninja Tabis 10% reduced damage from AAs is just too good to pass up against carries.

The other issue is you can't just flat out buff tenacity either - else wise you break it because it's a stat that's just there. You'd be making champions immune or close to being immune to crowd control. And while stronger tenacity would help less mobile melees and shorter range immobiles, it also breaks the shit out of more mobile champions. Basically high mobility or long range is the only way to deal with the absurd amounts of CC in this game at the moment.

I also realize the solution isn't something that can just be addressed during a regular season, this is probably a preseason long project and what you have in place now is just a band aid fix for a much larger problem. Immobility should be a weakness, for many champions it's a fantastic designed weakness. But it shouldn't be a death sentence, which is what it has become unless you can get absurdly fed and far ahead. Otherwise after a certain point, you're just going to be cc'd for every and basically contribute nothing.

There need to be better ways of dealing with this. For starters, you could make ghost a more attractive summoner spell by giving it slow resistance or something along those lines. There's a lot of things you could do and I don't pretend to have all the answers, I just want to know if Riot is aware of this problem and has any plans on addressing it at some point.

13 Comments

Sasogwa1 votes

Tenacity could be better if we make it work on knockups/knockbacks. It's fairly annoying when you have tenacity against a high CC comp, but most of their CC is based on knockups/knockbacks

HateDaddy1 votes

{quoted}

Tenacity could be better if we make it work on knockups/knockbacks. It's fairly annoying when you have tenacity against a high CC comp, but most of their CC is based on knockups/knockbacks

Yeah but how exactly could you have tenacity impact displacements? For starters, that's beyond my understanding from a coding standpoint but I just don't see how having tenacity impact displacements has a clear effect you can expect and play around consistently. Idk what they need to do, I don't think having tenacity effect them changes much of anything because of how spammable cc has become.

Sasogwa1 votes

{quoted}

Yeah but how exactly could you have tenacity impact displacements? For starters, that's beyond my understanding from a coding standpoint but I just don't see how having tenacity impact displacements has a clear effect you can expect and play around consistently. Idk what they need to do, I don't think having tenacity effect them changes much of anything because of how spammable cc has become.

Increasing the speed of how fast you move up and down for a knockup, and how fast you travel for a knockback. Though the fact that knockbacks are faster would be weird.

HateDaddy1 votes

{quoted}

Increasing the speed of how fast you move up and down for a knockup, and how fast you travel for a knockback. Though the fact that knockbacks are faster would be weird.

That's what I mean, knockups I can see but displacements/knock backs? It would just feel really awkward.

TheRakkun1 votes

Then how would a knockup be different from a stun, other than the animation.

Sasogwa1 votes

{quoted}

Then how would a knockup be different from a stun, other than the animation.

Yasuo ult, small time where you can't attack the target.

Linna Excel1 votes

What if tenacity was an RNG effect that either bypass or half the effectiveness of certain forms of CC if you pass the check? What if it was turned from a percentage of effectiveness into a more all or nothing type scenario?

HateDaddy2 votes

[{quoted}](name=Linna Excel,realm=NA,application-id=3ErqAdtq,discussion-id=A0vbOdat,comment-id=0001,timestamp=2015-06-15T20:33:27.798+0000)

What if tenacity was an RNG effect that either bypass or half the effectiveness of certain forms of CC if you pass the check? What if it was turned from a percentage of effectiveness into a more all or nothing type scenario?

That would feel shitty to have and play against

CrossXxodia1 votes

I don't think the problem is with Tenacity itself as much as it is with how many displacement / knockup abilities are in the game now and the fact that Tenacity is specifically designed to not reduce them. I mean, Tenacity generally does its job against CC that it's capable of reducing; there's no problem there, is there? Well, besides the ultra spammable infinity% slows.

I ran over scrapping Tenacity in my head until I realized that displacements and knockups are just as problematic regardless of if Tenacity exists or not. They're almost two separate problems (but not entirely).

On the subject of knockups, Riot could, just off the top of my head

  • Reduce the interval of time that knockups / displacements disable you across the board (they're essentially unreduce-able stuns, so they shouldn't last as long as an actual stun)

  • Add an item of some sort that grants immunity to displacements and knockups for x seconds (which could indirectly make other CC more valuable thus also indirectly increasing the value of Tenacity)

  • Scrap Tenacity and add Black King Bar (perhaps as a melee-only item)

  • Buff the everloving shit out of item 3156 (not really relevant, I just think this item is shamefully underused for how cool its icon is)

Tenacity is a whole other beast of a problem. I think the main thing here is that, as you've said, there are too many slows that are simply too powerful. Tons of characters have spammable slows that slow for upwards of 50% movement speed (which also neuters the value of any speed boost you use in response).

My big issue with slows is that, similarly to a different issue I have with mana costs, slow values seem pretty arbitrary per ability. "Eh, this move should slow for... eh... how about 35%? That should be fine." "Alright, this move should slow for, I dunno, 40-60%?" It just seems really random. And there doesn't seem to be any correlation between the power of the CC (not just slows, mind) and the damage and other utility of the skill (was going to give an example, but decided against the flame bait).

Riot could, again off the top of my head

  • Establish a baseline of power for CC skills and do a global pass over every champion to assess how strong each CC skill should be given the damage and utility of the rest of the skill and the rest of that champion's kit

  • Add an item that grants slow-immune like Master Yi, or hell, give that ability to summoner 6 or something

  • Scrap Tenacity and add Black King Bar

  • Buff the everloving shit out of item 3009

tl;dr add bkb

HateDaddy1 votes

{quoted}

I don't think the problem is with Tenacity itself as much as it is with how many displacement / knockup abilities are in the game now and the fact that Tenacity is specifically designed to not reduce them. I mean, Tenacity generally does its job against CC that it's capable of reducing; there's no problem there, is there? Well, besides the ultra spammable infinity% slows.

I ran over scrapping Tenacity in my head until I realized that displacements and knockups are just as problematic regardless of if Tenacity exists or not. They're almost two separate problems (but not entirely).

On the subject of knockups, Riot could, just off the top of my head

  • Reduce the interval of time that knockups / displacements disable you across the board (they're essentially unreduce-able stuns, so they shouldn't last as long as an actual stun)

  • Add an item of some sort that grants immunity to displacements and knockups for x seconds (which could indirectly make other CC more valuable thus also indirectly increasing the value of Tenacity)

  • Scrap Tenacity and add Black King Bar (perhaps as a melee-only item)

  • Buff the everloving shit out of item 3156 (not really relevant, I just think this item is shamefully underused for how cool its icon is)

Tenacity is a whole other beast of a problem. I think the main thing here is that, as you've said, there are too many slows that are simply too powerful. Tons of characters have spammable slows that slow for upwards of 50% movement speed (which also neuters the value of any speed boost you use in response).

My big issue with slows is that, similarly to a different issue I have with mana costs, slow values seem pretty arbitrary per ability. "Eh, this move should slow for... eh... how about 35%? That should be fine." "Alright, this move should slow for, I dunno, 40-60%?" It just seems really random. And there doesn't seem to be any correlation between the power of the CC (not just slows, mind) and the damage and other utility of the skill (was going to give an example, but decided against the flame bait).

Riot could, again off the top of my head

  • Establish a baseline of power for CC skills and do a global pass over every champion to assess how strong each CC skill should be given the damage and utility of the rest of the skill and the rest of that champion's kit

  • Add an item that grants slow-immune like Master Yi, or hell, give that ability to summoner 6 or something

  • Scrap Tenacity and add Black King Bar

  • Buff the everloving shit out of item 3009

tl;dr add bkb

As it stands, there are really only two methods of dealing with CC: tenacity and spell shields (technically zhonyas but that's not necessarily available to everyone since it's only an AP item). Spell shields come in the form of abilities and banshees veil. As we've both stated, tenacity literally does dick all to help against slows given how powerful they are at shutting down any form of movement speed based steroids (or movement speed in general). Buffing ghost would help deal with that somewhat but it doesn't change the fact that spammable knock ups and displacements exist.

One idea I've toyed around with in my head is making banshees spell shield an active rather than just being there waiting to be broken. You could have two auras around them - an aura that signals the banshees active is off cooldown, something probably like a very bright red color. Then you'd have the spell shield aura around them once it's active.

There's a big problem with that: this is a massive buff to an already powerful item. Banshees is good on different champions for different reasons. Banshees is powerful on carries because it makes them incredibly hard to burst and dive right off the bat: typically you'll be trying to spend time to pop the shield before you hard engage. The power this gives carries to use it on a spell of choice rather than some random slow or something hitting them from distance is so absurd, it's probably not worth exploring. Front liners generally get it for the MR and HP of something like Spirit Visage isn't as good on them because of lacking innate sustain/high Regen, so the spell shield doesn't mean a bunch to them since it's generally easy to pop. So this feels more problematic than it does anything else.

Like I said, this is something they would need to spend probably an entire preseason worth of work to handle and that's IF they even consider this to be a problem.

Also, Maw is actually really freaking good. If you're an AD bruiser against a heavy AP comp, Maw + Banshees shuts down any chance of you getting bursted by magic damage.

Edit: I forgot cleanse and QSS but neither of these help with knock-ups/displacements. And neither of these are typically good shorter ranged or melee immobile champions (depending on the class, that's not entirely true). But either way, cleanse is barely taken and it doesn't help that heal is basically better than it is for bot lane and that Mikaels/QSS can make up for not having it if cleansing something (think like Nasus' wither or a suppression from Warwick/Skarner/Malz - that's QSS only, you can't cleanse suppression a with Mikeals).

Sasogwa1 votes

The problem with BKB is you're basically allowing champions that are very weak against CC to roll over their ennemies MasterYi Katarina with BKB = pentakills all day

TheRakkun1 votes

Thing is you can hardly compare it as DotA has a shit tonne of items that counter counter's counters and the scaling is different (Katarina wouldn't nearly be as powerful in DotA as spellcasters fall off, Yi might still be strong though as late game is where AAers dominate)

Rinky Dinky1 votes

Personally I find tenacity to be very useful. Just not every single game.

Merc treads are one of the most purchased boots for a reason.

Also, riot themselves have said that they plan to make tenacity effect knockups.

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