Boards, Riot Balance, let's run a Thought Experiment or two
There's been a lot of discussion about mobility on the forums lately (especially as it pertains to Kalista/Yasuo), and I thought I'd like to see just exactly how much each and every one of us values mobility.
To help us consider the value of mobility, let's consider both a champion losing mobility but gaining power somewhere else, and a champion gaining mobility but losing power somewhere else.
Let me introduce you to our lucky mobile champion of the day:
http://i.imgur.com/vHtIzOM.jpg
"What? But mi_ramfan, Shyvana isn't mobile!"
That's where you're wrong. Shyvana has TWO mobility abilities; her W, Burnout, and her ultimate, Dragon's Descent. Burnout grants a 50% movement speed buff that decays over 3 seconds, while Dragon's Descent's active is a 1000 range dash! And before we write Dragon's Descent off as her ultimate, consider the fact that Dragon's Descent can theoretically have a cooldown as low as 15 seconds!
(This is, of course, ignoring a tiny issue with the above numbers: Shyvana must be continously attacking with 2.5 attack speed in order to get the cooldown that low)
So, now that we've introduced our overly-mobile bruiser of the day, let's take away her mobility! It adds too much to her kit and is bad for the game, after all. Of course, since mobility is a significant form of power, we'll have to give Shyvana some form of compensation.
##The Basic Case: Burnout
For now, let's assume that everyone agrees that Shyvana's dash on her ultimate is acceptable. It's her massive movement speed buff on W that's bad for the game. It simply makes Shyvana inescapable when she's chasing you and impossible to catch when she's running away.
Let's fix those problems right now. (All numbers below are identical to live unless stated otherwise).
W: Burnout Active: Shyvana surrounds herself in flame for 3 seconds, dealing 20 / 35 / 50 / 65 / 80 (+ 20% bonus AD) magic damage to enemies within 162.5 range each second
and gaining bonus movement speed. The bonus movement speed decreases by 15% of its original value per second. Damage is increased by 20% against monsters. [Total magic damage: 60 / 105 / 150 / 195 / 240 (+ 60% bonus AD) to 140 / 245 / 350 / 455 / 560 (+ 140% bonus AD) at max duration]Dragon's Descent Dragon Form: Shyvana now scorches the earth where she walks, leaving a trail of fire for 5 seconds that will continually deal the same magic damage per second to enemies that pass over it.
Shyvana's autoattacks extend the duration of Burnout by 1 second, to a maximum of 4 extra seconds.
You are on the Live Balance team, and these changes have just been handed down by Design.
- Using only Shyvana's existing balance levers (no adding new utilities or ability functions), what would you consider appropriate compensation for the loss of Shyvana's movement speed buff?
##Another Case: Dragon's Descent
Now let's imagine a completely unrelated hypothetical scenario. Design has gotten a bunch of complaints about mobility from the forums, and they've decided to start with the overly mobile bruiser Shyvana. Her ultimate simply provides too much mobility for a champion with as much bulk and damage as Shyvana has. Therefore, they've decided to make the following changes:
R: Dragon's Descent Passive: While in Human Form, Shyvana passively generates 1/2/3 FURY every 1.5 seconds. Shyvana's basic attacks generate 2 FURY, even in Dragon's Descent Dragon Form or against structures. (same as live)
Active: Shyvana transforms into a dragon
and dashes to a target location. Enemies along her path take 175 / 300 / 425 (+ 70% AP) magic damage and are Airborne icon pushed toward her target location, dealing 175 / 300 / 425 (+ 70% AP) magic damage and slightly displacing nearby enemies.While in Dragon's Descent Dragon Form, Shyvana's FURY decays at a rate of 5 per second. Once her FURY is depleted, she will return to her normal state. Dragon's Descent has no cooldown or initial cost but can only be activated when Shyvana has 100 FURY. (same as live, minus the dash and the nuke)
So, in other words, Shyvana's ultimate would retain all of its current functions (slight displacement/channel breaking, magic damage nuke, transforming into a dragon) EXCEPT for its dash.
Time to go back to the Live Balance Team, also known as the Boards!
-
Using only Shyvana's existing balance levers, what compensation would you give Shyvana for the loss of the dash on her ultimate?
-
Using only Shyvana's existing balance levers, what compensation would you give Shyvana for the loss of BOTH the dash on her ultimate and the movement speed buff on her W?
##Wrapping up
We've seen in LCS games, our own games, and in theorycrafting how big an effect mobility has on a champion's kit. It makes champions better at dealing the damage they already have and reduces the time enemies have to kill them before they can reach a safe place. The difficulty in balancing mobility comes entirely from finding a way to value these traits effectively against innate damage and bulk. In Shyvana's case, her mobility allows her to reach targets easily (especially post-6), but doesn't give her many tools at all to help her stick to targets. Hopefully, thinking about what Shyvana would lose without her mobility will help put the mobility creep discussion in a better context, so that we can analyze the mobility debate in the proper context:
- How much is mobility worth, in terms of damage? How much in terms of bulk?
EDIT
More interested in discussing the VALUE of mobility than what mobility does. We all know what mobility does. But if we can agree on a range of values for any given mobility tool, then we can look at any given champion and say "this champion doesn't pay enough for their mobility" or "this champion should get compensation for being immobile".
That's why I chose Shyvana as an example. Her mobility may not be "unhealthy" or "overbearing", but because her kit offers numerous levers for us to weigh that mobility against, she's a good example to use for the purposes of this thread.
has infinite dashes,
has as many dashes as there are Enemy units nearby (which resets after a few seconds),
has 2 different skills oriented on dashing (including ward hopping), 1 with an AoE slow mechanic, and 1 on Displacing an enemy.
has effectivly 4 dashes (W+R and the ability to return to her original point)
has 2 Blinks
would be Great, But all of them lose to true mobility.
/