Zoe: Ultimate needs to be a channel
I'm not trying to be that guy who complains when a champ has a nice, viable kit. This isn't a post about "Champ is OP I need them nerfed so I can feel good about myself".
I want to point out a serious flaw with Zoe's ultimate: the inconsistency of crowd control.
Zoe's Ultimate ability causes her to teleport to a location for exactly one second before teleporting back to her starting location.
The issue with this ability is that if Zoe is hit with "debilitating" crowd control effects after the teleport, she still teleports back to her original spot.
The mechanics of this ability are unbalanced for these reasons:
A: Spell duration: The actual spell effect is an ability that takes course over a few seconds. By every right, this should constitute as a channel ability. The reason it should be a channel ability is because the action of teleporting back to the original location is an essential mechanic to the ability itself, and doesn't occur for at least one whole second after the ability has been cast.
B: Crowd Control Immunity: "Debilitating" crowd control effects are completely ignored to allow Zoe's Ultimate to function.
- AIRBORNE: A unit that is airborne is unable to control its movement, attack or cast abilities for the duration. (knock asides, knockbacks, knockups, and pulls are all "airborne" effects)
- FORCED ACTION: A unit that is under the effect of a forced action cannot control its own movement or attacks, and is unable to cast abilities (taunts, charms, and flees are all "forced action" effects)
- also: roots, stuns, stasis, and suppressions
Zoe is incredibly unbalanced as long as she is allowed to completely ignore CC effects.
I think there's a simple solution:
Zoe's Ultimate should be a channel ability! If the full duration of the ability was cast as a channel ability, it would allow the ability to be reasonably interrupted.