Chain knock ups

Shiznyte··16 votes·1,099 views

just played vs Galio Ornn JarvanIV Alistar and they would chain Four Six knock ups into each other. Now I understand we don't want tenacity to work vs knock ups (for reasons I personally don't agree with), but what if we made it if you aren't on the ground because you are already knocked up in the air, then you don't get hit by the next knock up! this would make layering knock ups actually difficult but still possible, instead of just knock up comps catching one person and ruining them by hitting all four Six knock ups on them. I'm curious to hear what you guys think!

32 Comments

NiamhNyx6 votes

The joy of a knock up team is to see how high you can knock them up before they die or rage quit.

Shiznyte6 votes

lol, sounds pretty toxic!

NiamhNyx4 votes

{quoted}

lol, sounds pretty toxic!

Dont throw it till you try it :P its actually quite fun watching someone become completely helpless.

Shiznyte5 votes

I mean I get what you are saying... but every game of LoL has two sides too it... and what you described sounds toxic as fuck for one side haha

NiamhNyx2 votes

{quoted}

I mean I get what you are saying... but every game of LoL has two sides too it... and what you described sounds toxic as fuck for one side haha

if they get toxic over it, not your problem ehh? Its their own fault for taking it to seriously :P

Shiznyte8 votes

So i think you maybe misunderstanding my use of toxic... no one was flaming or name calling. With this term of "toxic" I'm stating that there is little to no counter play which is toxic for the game. Not that people are flaming one another, that shit idc much about, but the game quality that's something that matters!

FOR JUSTICE6 votes

I cant remember who suggested it, so i cant give credit, but an idea i remember was adding a "weight" stat to league: The "heavier" your champ is, the less time they get knocked up

Shiznyte2 votes

that's a pretty cool concept honestly, carrys get hit by a knock up they are mostly dead anyways, but tanks would have a chance to survive the chain!

Remlap12233 votes

That's ridiculous. That'd make Teemo permanently leave the rift on a Cho'Gath Q.

Wait, on second thought, that sounds amazing.

Shiznyte1 votes

haha yeah! also if you Feast Teemo with Cho Gath and kill him you get a special animation!

FOR JUSTICE1 votes

So wait.......

What would happen if cho gath has 100 stacks? (.0000003 sec knock up)

Shiznyte1 votes

confirmed that max amount of stacks for Cho' is 225! he stops growing in size after about 17 or so, but his HP pool gets huge as hell!

Nebuul4 votes

Man they failed hard. That's 6 knock-ups!

Shiznyte5 votes

i count 5, unless you are talking about ali's knock back being knock up, if thats the case they had a vayne too for one more displacement lol

Edit: nvm you are right i forgot about Galio's dash as well as his ult! my bad

Dexamoru3 votes

Why wouldn't we want tenacity to work on knock ups? I think it's bad game design that a stat designed to reduce how effect you are by cc doesn't reduce how you effected by ALL the cc. I don't know why knock up and knock back are not effected by tenacity. Also, all the crap that gives you like a mini stun or knock up (or otherwise duration wouldn't be reduced despite your tenacity) should not even phase you if you have full tenacity.

Shiznyte2 votes

I agree with this! I think tenacity should work vs knock ups and knock backs, but the main arguement i've heard is tenacity would be too good if it didn't have a weakness... instead what happens is people chain the CC that tenacity doesn't effect and it feels more toxic than if you just let tenacity be the best stat vs CC. More and more champions are getting knock ups and there is no counter play to knock ups yet aside from Black Shield on Morgana

ZT Xperimentor2 votes

I've had a few ideas for this, though one is quite a while back and I'd have to look for it.

Shiznyte1 votes

please do! all new ideas are welcome, someone brought up an interesting Champion weight system that was pretty cool

ZT Xperimentor2 votes

Alright, now to quote myself . . . I more recently posted this, part of a discussion about untargetable effects.

[{quoted}](name=ZT Xperimentor,realm=NA,application-id=3ErqAdtq,discussion-id=OoAqVl7j,comment-id=,timestamp=2017-10-25T08:53:41.487+0000)

However the last one is what I want to focus on. No-one is a fan of being juggled. But what if it was changed so that being hit by an airborne effect, made you Intangible for it's duration? Collision effects would still carried out while the victim is stunned as normal, but at least it would require more coordination to stunlock with airborne effects. As it stands currently, mercury treads are useless against all airborne effects (knock backs, pulls, popups), and this crowd control is becoming increasingly commonplace. Perhaps it's to counteract the mobility & untargetable creep, but that's another debate for another time.

And much farther back in an custom item concept page. Which looking back at it should have some stats toned down, lol.

[{quoted}](name=ZT Xperimentor,realm=NA,application-id=A8FQeEA8,discussion-id=ygBJvWTz,comment-id=000a,timestamp=2016-09-07T18:52:47.192+0000)

Anyway I'll craft a handful of items for kicks too; obviously just outlines to ideas, probably need tweaking if actually added.


Augmenting Chassis
![item 1031](https://ddragon.leagueoflegends.com/cdn/16.20.1/img/item/1031.png) + ![item 1057](https://ddragon.leagueoflegends.com/cdn/16.20.1/img/item/1057.png) + ![item 3070](https://ddragon.leagueoflegends.com/cdn/16.20.1/img/item/3070.png) + 730 gold = 3000 gold
+35 Armor 
+35 Magic Resist
+250 Mana
Unique Passive: Awe - Grants Armor & Magic Resist equal to 0.5% of maximum Mana. Refunds 10% of Mana spent.
Unique Passive: Mana Charge - Grants +2 maximum mana for each basic attack, spell cast, and mana expenditure (occurs up to 2 times every 8 seconds). While also passively generating 1 maximum mana for each damaging spell landed against you (occurs up to 3 times every 10 seconds). Automatically transforms into 'Charged Super-Structure' upon fully charging 'Mana Charge' (750 bonus mana).
\/
Charged Super-Structure
Transformed from 'Augmenting Chassis' at full mana charge.
+45 Armor 
+45 Magic Resist
+1,000 Mana
+25% Mana Regeneration
Unique Passive: Awe - Grants bonus Armor & Magic Resist equal to 1% of maximum Mana. Refunds 15% of Mana spent.
Unique Passive: Heavy Metal - Reduces the duration or distance (whichever is more accurately applicable) of Airborne effects by half, but does not apply to any other crowd control.
Unique Active: Auxiliary Power - Consume all remaining mana (counts as a single expenditure) to heal health equal to 1/3 the mana burned over 10 seconds (90 second cooldown).

I did see their weight idea and approve!

Shiznyte2 votes

I like the idea of items that are designed to counter play knock ups, but not vs other CC. good in certain situations, but not OP, this is good stuff!

ZT Xperimentor2 votes

Thank you; I purposely locked it behind the mana charging tear effect so even if someone was snowballing, they couldn't suddenly become resistant to popups and such. While letting it compliment mercury treads, and zephyr before it was deleted. Though on second look, I'd slightly lower it's mana conversion ratio for defensive stats, and raise the ratio of healing on the active a little; perhaps more like .75% since tanks have some good mana items, and the heal to 2/5 because I wanted a definitive moment of weakness for powerful sustain.

Mcsquzzy1 votes

They need knockups otherwise tenacity would be to strong a boot choice

Shiznyte8 votes

it seems like there are way to many knock ups in the game currently, and no way to counter play vs knock ups.

Rootlo1 votes

{quoted}

it seems like there are way to many knock ups in the game currently, and no way to counter play vs knock ups.

Qss>flash in air real fast is the only thing

Shiznyte1 votes

not 100% sure but I think they changed that to not be a thing anymore, I know you could a while back but i haven't tried to do that lately!

NiamhNyx1 votes

Well, ill just say since Its allowed, use it until its gone because you dont get much non punishable toxicity. Until karma decides to be a bitch.

FOR JUSTICE2 votes

Karma who you callin' a bitch?

NiamhNyx1 votes

{quoted}

Karma who you callin' a bitch?

lol

freight train7221 votes

[deleted]

Shiznyte2 votes

i was playing Veigar and got hit by 4 of the 6 knock ups i mentioned in the post... i was pretty close to just flying out of summoners rift i was like 3-4 max cho gath height's in the air!

VICKLIUS1 votes

everyone shouldve had their fun w/ knockup vids by now, now it needs be balanced, tali, ornn, fizz, janna, wu, zyra and yas knockups have HEIGHT (cant think of any others) an should be the only ones that can chain knock ups, but riot could than add knock up/ dmg to anivia wall an trundle pillar.

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