Semi-Targeted Ability
What if we had an ability that were targeted but were still dodge-able near the end of its range? It would become a projectile on launch and follow its target—but not quickly enough to catch an enemy near max range.
This ability would create a different interaction from the skillshot: the target player would know they could stand inside the ability’s cast range safely if they dodged but that standing too close would preclude dodging. Likewise, the firing player would know they could stand near their maximum range, but that standing too far would prevent guaranteed hits.
At highly skilled levels of play and beyond, this uncertainty would only be diminished, rather than eliminated, since players would never know to the last hundredth of a Teemo whether the shot would hit or miss. The target player would stand closer, but the firing player would punish more confidently.
I wonder if a feature like this could make famous point-and-click abilities like Teemo’s Dart, Pantheon’s Spear, or Malphite’s Shard more interactive.