On the Mobility Meta

Andalha666·2/25/2015, 3:59:33 AM·1 votes·538 views

First and foremost, I will state this: I am currently not ranked, nor do I play much in ranked. Therefore, my opinion is not from a competitive point of view, but rather a casual enjoyment point of view.

That being said, this meta shift to ultra high mobility champions (Kalista, Ahri, Leblanc etc.) is fast becoming....annoying. Now, I'm sure upon reading that, most players, ranked and casual, will say I'm just whining because my skill level is too low, I'm not playing smart, blah blah blah. This is simply an observation. Meta picks are almost always narrowed down to a handful of champions due to how well they perform throughout a game. Obviously, the best picks are champs that have fairly safe early games, and incredible late games (hello Leblanc). My issue with this, is that while there is plenty of claim that every great champion has counter-play, I find that this is sometimes not truly the case.

I understand that it is important for squishy champions, like the three mentioned above, to have some kind of defensive mechanic. After all, if they get caught, they are easily deleted. But therein lies the issue: catching them. Kalista and Leblanc are incredibly powerful, the latter probably twice as much as the former ( I mean, lets be real, her /joke is "Watch as I make their life bars disappear") and their mobility, which is their defense, also makes them very difficult to counter. its pretty sad when I can be mid, safe under my turret, with half of my life left, only to watch as LeBlanc unloads her full combo and annihilates me in the blink of an eye, and walks away taking MAYBE one turret shot. And then later on in the game, after I've gotten some items, watching it happen AGAIN, with less than a second for me to react, and then watch her simply waltz away as my team desperately tries ( in Vayne ) to catch her. Or, to be playing a jungler, assasin or bruiser, and catch a Kalista overextended, only to have her hop away and leave me in the dust, if she doesnt kill me before that. Both of those scenarios occurring because I didn't pick someone with strong CC, which, lets be honest, the type of CC it would take to stop those levels of mobility are usually only found in supports like Morgana and Leona.

My suggestion, is something simple that could be applied to all champions with super high mobility without the need for massive nerfs or anything of the like. And possibly bring old, unused items back into the lime light. Well, really only one. Anyways, my suggestion is this:

  • Make it such that slows (of which there are a greater number than straight stuns and snares) reduce dash distances

For example, lets say Leblanc uses her W, and then right before she uses her R, she is hit with a slow. Instead of dashing that full distance, she would instead dash, lets say, the same distance as the slow. So, 30% slow = 30% reduced dash distance. This doesn't completely negate her defensive mechanism, after all, she can still reactivate her initial W and return to its starting position and escape. But it does give a mid laner or jungler or anyone with a slow and no hard cc, at least SOME way to counter the superior mobility. If not to gain lane superiority, but rather save themselves from being instantly deleted due to a lack of CC or comparable mobility. The same would apply to Kalista's Martial Poise, and Ahri's spirit rush. At least this way, teams don't have to watch helplessly as a super mobile assassin or Kalista laughs at them as they skirt the edges of the battle, all the while nuking squishy targets without even taking a scratch.

Anyways, that's my two cents and suggestion.

Edit: The item I mentioned about possibly making a comeback is item 3022

1 Comments

SolusInCadere3/1/2015, 8:11:25 PM1 votes

The dash reduction seems really intersting. I agree, the mobile meta is making for a lack of counter play. Like you, I am far from competitive play, but that doesn't meanmy opinion (or yours) means nothing. When you need a stun just to fight a target, instead of to lock them down and Garentee a kill, something is wrong.

I love playing assassins, who should be very mobile, just not quite as much as they are now. Dashes should be things you expend, then are vulnerable, not something you have 2-4 of and can just reuse all the time to be wherever you want whenever you want. This removes counterplay and makes assassining boring.

Assassins arguably have the riskiest role: they're squishy, but also lack the range that their squishy companions (ADC and APC) have to act as defense. They therefore are given mobility to compensate. But then champs with range as their defence also get mobility (Kalista, I'm looking at you) they become un-killable even when building only offensive items, unless their opponents can scrape together enough hard CC to lock them down long enough to compensate for their range, and burst them down. Even if you have hard CC, you might not have the damage to get the kill off anyway.

Back to the dash length reduction, I think it's a marvelous idea. Dashes have become the popular form of mobility becuase they are unaffected by slows. MS buffs have become unpopular becuase many champs now come wth at least soft CC, most of the time a slow (think Rengar) but if I slow you, and you move around in a teamifhgt soley n dashes (think Leblanc), you will laugh at my vain attempt at counterplay