[{quoted}](name=Hagane No Arashi,realm=EUNE,application-id=3ErqAdtq,discussion-id=AUOzxriu,comment-id=,timestamp=2015-02-10T19:06:13.532+0000)
we face a problem of immobile champions being useless, and this is a problem that patches cant fix because of the way champions interact
I'm not sure I'd say immobile champions are useless, there's plenty of cases where champions with 0 mobility like Syndra and Kog'Maw surface as top-picks at the competitive level - which is fairly impressive when over 50% of the roster at least has something to aid their mobility (like a minor MS boost).
Mobility can be balanced against immobility by pulling levers concerning other mechanics like range, CC, and durability. You'll generally notice highly mobile champions like
have no crowd-control built into their kits at all.
On that note - speed tends to be more of an assassin/solo carry stat than anything else, where it's opposite in CC is more team-fight centric. Mobility will allow 1 champion to chase opponents and 1 champion to escape from opponents, CC will allow an entire team to catch a fleeing opponent or an entire team to escape a particular enemy.
As such - Mobility is probably always going to seem considerably better in yoloqueue than it should, as it's counterpart assumes a certain amount of team-work to reach it's full potential, and speedy champions are pub-stompers incarnate.
That said - pro teams certainly have a lot of mobile champions on them - but they also tend to have a solid amount of range, CC, durability, lanning prowess, clear speed, sustain, reliability, and power.
I'm not sure mobility is the issue in that regard so much as above-average champions being above-average overall.
In a recent thread about the ballance of immobile champions one guy made me think about an idea that actualy makes sence
making immobile champions have a feature and a role that would encourage enemies interacthing with them on terms that even the odds more and pushing them into more of a commanding role where they are an important asset both to take down and to defend without being all about offense or defense
Mobility already has apples to it's oranges in terms of Riot's balance staff to even it out. Things like CC potency/reliability gives Riot a respectable lever with a gradated curve to deal with mobility, ditto for the variable ranges of attacks and abilities.
im mainly thinking about aoe buffs or debuffs that wouldnt affect the said champions but would force enemies to fight them on diferent terms but its not as easy to make something ballanceable and not game breaking on top of actually fitting
How would these buffs/debuffs be accessed?
If they're champion specific you run into the issue where whatever champion has the buff/debuff becomes 100% pick/ban and game-changing, which would in turn heavily condense and exaggerate the over-arching problem you're bringing up of champion with X capability being stronger than champions without it.
If it's item-specific you at least give the capacity to more champions - but if it's a must-have capability, every champion uses items to differing levels of efficiency. You can easily create a situation where the best ~5 users of the item become the best ~5 champions in the game. This has arguably happened with overtunned items like Warmog's, Black Cleaver, Blade of the Ruined King, and Deathfire Grasp in the past.
Lastly: the cut off for who's mobile and who isn't could cause a significant number of issues. How are you going to classify
? And how are champions like
going to compare to
?
If you just have a black and white yes mobile, not mobile distinction you create a whole new level of problems - significantly weakening champions that were just mobile enough to get hit with the new penalties, while giving a significant boost to champions that barely dodged the penalties. Mobility isn't just a black and white thing, there's a solid gradient of mobility in game. There's also no single stat you can utilize to easily gradate a debuff. Hitting MS craps on
while doing nothing against
, despite their overall rolls being very similar.
Even if you're going to assign a unique variable to each champion for a debuff to work properly without causing even more balance issues - mobility on champions varies significantly throughout the coarse of a game.
**the idea is not refined yet and i realy want your feedback on the way you would aproach the issue of giving immobile champions some key feature or role that would allow them to interact with mobility and kiting in a diferent and more equal way **
Immobile champions usually do bring a lot, and CC is usually that. Compare the highly mobile
and
to the immobile
and
. Ashe can safely cause a Malphite-status initiation on the enemy team from sniper range, which has the potential to really obliterate a 4/1 push team that's trying to hold her tank hostage in top lane. You just...need to really think things through with CC.