Re-implement frozen heart to make it have more interesting gameplay:

Critkeeper··1 votes·624 views

This thread has two parts. In part one I explain what is wrong with frozen heart's current gameplay, and in part two I give an example of how to reimplement it to have deeper gameplay for both the people using it and the people it is being used against.


Frozen heart is the most gold efficient item in the game, even without its aura. 100 armor is valued at 2000 gold, 400 mana at 800 gold, 20% cdr at 633 gold, for a total value of 3433 and that is without the passive. The item would be a totally solid item that tanks would buy in every game anyway because of the raw stats it gives even if it didn't have any passive at all.

Are auto attackers so overpowered that, practically speaking, their DPS has to be reduced by 15% in every game in order to bring them in line with other champions? What happens when the enemy team (for whatever reason) doesn't build frozen heart-- do auto attackers become objectively overpowered because of the assumption that frozen heart will be built?

Tanks that don't use mana or that don't prioritize cooldown reduction aren't forced to build frozen heart because the attack speed debuff is an aura, and there are other armor granting items. The collection of armor, mana, and cooldown reduction is general enough that many champions can benefit from the raw stats of frozen heart, so it is reasonable to expect that atleast one champion can build it on the enemy team.

The champion that build frozen heart is supposed to become like an "umbrella" that allied champions use to make themselves tankier against auto attackers, and I think that is a good design. However, this "umbrella" effect isn't the focus of the item. It grants so much freaking armor, cdr, and mana for so little cost that you could expect to see 2 or even 3 frozen hearts just because of the sheer stats, and the "umbrellla" gameplay that frozen heart was supposed to provide suddenly disappears, because the umbrella covers practically everywhere now.

You might think that there is some kind of tradeoff for "widening" the umbrella, but there isn't-- the item is the most stat efficient item in the game even without its passive. Anyone who uses mana, cdr, and armor will want frozen heart just because it provides at absolutely enormous amount of those stats, regardless of the attack speed slow "umbrella" effect.

So basically one frozen heart creates gameplay and improves the quality of league of legends as a video game. But two or three frozen hearts makes it impossible to play around one umbrella without standing inside of another in the process, so the mechanism used to provide gameplay doesn't scale. This causes me to think that frozen heart should be re-implemented to ensure that the gameplay it was supposed to provide is actually provided even if multiple frozen hearts are built.


Here is one way to do that:

Frozen heart can lose its passive and gain a unique named active effect called "Totem" with no cooldown that lays a "totem". These are the rules of the "totem":

  1. A champion can only have one totem on the map at a time; placing a second totem will remove the first.
  2. The totem active has no cooldown.
  3. The totem produces a 700 radius aura that slows enemy attack speed by 15%
  4. A totem cannot be placed within 1400 range of another allied totem (in other words the slow fields cannot overlap)
  5. Totems cannot be targeted or destroyed by any other means.

This improves gameplay by reinforcing the "umbrella" aspect of frozen heart and creates a new dynamic where the initial placement of the totem is critical because it cannot be "moved" without first moving 1400 range away from the initial totem, which means the tank has to play a positioning minigame with the following qualities:

  1. The tank can try to corral the enemy team under the umbrella
  2. If the enemy team is routing in the same direction he can follow them long enough (1400 range) to replace the totem.

The people on the receiving end have the follow gameplay:

  1. Try to move the team fight far enough away that it occurs on the outside edge of the umbrella, but don't allow the enemy tank to move far enough beyond the edge (700 range) to replace the totem.
  2. Route in multiple directions.

Besides that, I would say that frozen heart being a "bastion umbrella zone of super duper safety" feels better both on the receiving end and the giving end than the current implementation of frozen heart does, which is tantamount to hidden power for all intents and purposes.

5 Comments

Matezoide2 votes

{quoted}

Are auto attackers so overpowered that, practically speaking, their DPS has to be reduced by 15% in every game in order to bring them in line with other champions?

Given they are the single most important role in the game, yes.

Now stop trying to nerf Frozen Heart for no reason.

Critkeeper1 votes

{quoted}

Given they are the single most important role in the game, yes.

I'm not saying that they aren't, and my suggestion doesn't imply that the attack speed slow on frozen heart should be nerfed. In fact with the additional counterplay, it could be buffed.

RogueWill2 votes

First the most gold efficient items currently on the game are item 3361 followed by item 2049 just because the active effect of them make them quite strong.

Second, although is true than Frozen Heart is one of the most efficient item on the game you have to consider that only a handful of champions have mana problems mid-late game that would benefits from the extra mana, sure is always nice to have but mist tanks can manage without it.

Third, why do you want to nerf one of the few tank items with positive gold efficiency, most of the complete defense items sit at a average of 90% gold efficiency, while the attack sits on 100% and adc on around 110%.

SaltyKracka1 votes

I'm of the opinion that the passive on FH isn't even that strong.

If the team is stacking Frozen Hearts, it's most likely because they're up against an entirely autoattack-based team, or the enemy team is all AD and there are several champions that can use FH on this team.

LordR4in1 votes

Rather interesting nerfing suggestion from a player called Critkeeper, whose main champion is Tryndamere and the other most played champion is Master Yi.

Skulkers are all around, doing their machiavelious schemes to further their own agendas.

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