Let's Talk about Skillshots, Point and Click, and Counterplay
This is an extremely long post, so long that I've put the TL;DR at the top.
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##TL;DR -in general, skillshots have more counterplay than point and click abilities, which is why we're seeing more of them -skillshots can be made more powerful than point and click abilities because of the possibility of failure -point and click abilities are still good to have when a champion absolutely cannot function without the ability's effect being 100% reliable
Ever since the Ryze rework was revealed, there's been a lot of discussion on the game health of skillshots versus point and clicks. Unfortunately, much of it has been plagued by misconceptions about Riot's intentions when switching point and clicks for skillshots, and many commentors have just been throwing around buzzwords like "strategic diversity" and "counterplay" without really understanding what they mean and why they actually make the case for skillshots stronger.
"But mi ramfan, Riot greatly reducing the amount of point and click spells reduces diversity and makes mobile champions have no counterplay!
Yeah. No.
##What is this counterplay madness you speak of?
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Counterplay is the actions available to one player that deal specifically with reducing the effectiveness of their opponent's options. We can say an ability has high counterplay if there are more ways than usual that opponents can reduce its effectiveness and low counterplay if some of the usual methods of playing against an ability are weak or ineffective.
For any given champion or ability, we can break down their counterplay into three main areas:
-Preparation: Everything you can do BEFORE the encounter with the champion to improve your odds of success. This includes champion selection, rune/mastery/summoner choices, and item purchases; other stuff like warding may also be included. -Gameplay: Everything you can do ONCE IN COMBAT with the champion to reduce their effectiveness. This includes dodging skillshots, correctly choosing the timing and order of your abilities, and choosing proper timing and means of engagement. -Strategic: Everything you can do AS A TEAM to reduce the champion or enemy team comp's effectiveness. For example, you could run a siege comp against a strong enemy dueling team, or a pick comp to avoid full 5v5 fights against an AoE comp.
Ideally, we want every ability and every champion to have all three of these counterplays available. While it's impossible to ever reach a state with "too much counterplay" globally (just like it's impossible to reach "perfect balance" unless you're playing rock paper scissors), we can always strive to improve the amount of counterplay in the game.
Let's briefly look at an ability like live!Ryze's Q from a counterplay standpoint. We can quickly and immediately find the following:
> Preparation: > -Any champion with a spell shield can cancel the spell > -regular shield or heals can block or restore HP loss > -Magic Resistance from runes, masteries, or items reduces damage taken, HP allows you to take more Qs before dying > -Banshee's Veil and Zhonya's Hourglass can block or neutralize the spell > -Doran's Shield reduces single target ability damage > > Gameplay: > -Remaining out of range of Ryze's Q prevents him from harassing with it > -If Ryze's mana is low, he may not be able to cast Q > > Strategic: > -Ryze is vulnerable to gank pressure in the early game > -Ryze has limited mobility and can be shredded down by a long ranged back line with appropriate support
This is a pretty typical list of counterplays, actually. There's plenty you can do to make Ryze's Q less effective before you encounter him, and a few strategies to deal with him on a macro scale. He's a little low on gameplay counterplay, but it's not unusually bad
Compare that to rework!Ryze's Q counterplay:
> Preparation: > -unchanged! > > Gameplay: > -Remaining out of range of Ryze's Q prevents him from harassing with it > -If Ryze's mana is low, he may not be able to cast Q >-Can be avoided by remaining inside minion wave or by juking in open space > > Strategic: >-unchanged!
Making Ryze's Q a skillshot, then, is a net gain in counterplay. It increases the amount of gameplay available to Ryze's opponents without reducing counterplay in other areas.
##Strategic Diversity
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Point and Click spells don't add any of this, really. Many posters have said that point and click spells are necessary to deal with mobility creep, but I'd argue that Yasuo and lategame Kalista are the only champions who are so mobile that skillshots don't always deal with them properly. Even then, a skillshot based team can still effectively limit their options in most situations.
Additionally, most point and click spells, despite targeting differently from other spells, do not really contribute to increasing the number of viable champions. In fact, there have been a few point and click spells that, at their peaks, were large contributors to decreasing the viability of entire classes of champions. Some examples of this are Ryze (low cooldown Q harass + instant targeted snare was unwinnable for many melee champions), Vladimir (Q's heal + hextech revolver= infinite sustain), Taric (400 range circle around him you can never enter because of stun), and Akali (point and click instant burst combo).
That being said, some point and click effects are necessary for their champions to function properly-hence the next section.
##Are all point and clicks bad?
If you've read everything thus far, you probably think I want to remove all point and click abilities. And to a certain extent, I'd support that. Skillshots provide more gameplay options for both sides pretty much all the time and make the game less binary in many situations. However, as the game stands right now, there are quite a few point and click functions that...we just can't get rid of.
Obviously point and click autoattacks are not going anywhere; they're a standard component of RTS and other MOBAs and there's probably no other way to make melee attacks work. But there are also a few cases where a champion just...wouldn't work without a targeted ability. My favorite example of this is Rammus' taunt. Yes, in theory we could make Rammus taunt a skillshot. In practice, however, Rammus simply couldn't function without the ability to reliably make people attack him in Defensive Ball Curl, because it would be easy to just completely ignore him in teamfights.
In general, making an ability a skillshot results in a decrease in reliability; since skillshots can be missed, it's reasonable to assume that they will occasionally fail. To compensate, skillshots are usually stronger when successful than point and click, because point and click can't fail. For an easy example, the only reason Blitzcrank's pull is allowed to have the range, damage (300 +1.0 AP?!), and effects that it does are because it's a long cooldown skillshot that's easy to whiff. If Blitz's pull was point and click, it would probably be 500 or less range, deal a fraction of the damage it currently does (if it dealt damage at all!), and that's if it remained a regular ability; something that powerful in point and click might have to be an ult to be balanced.
Also important to consider are targeted mobility spells. Skillshot mobility spells are much more powerful than targeted ones because they grant champions much more mobility than they would have otherwise had. Giving Irelia, Xin Zhao, or Yasuo the ability to dash without targets would probably instantly break them by greatly improving their disengage options. Additionally, making autoattack modifiers or melee range spells skillshots wouldn't really work.
With the above factors considered, we have a good set of criteria for determining where it would be appropriate to leave point and clicks skills in place, as described below. Keep in mind that with as with any set of quick rules, there will be a gray area where it's debatable whether the skill is better suited to being a PaC or a skillshot.
> Point and Click > Skillshot > > -It is MELEE or an AUTOATTACK MODIFIER. There's no realistic way to make these skillshots. > -The spell being 100% reliable is ESSENTIAL to the champion's gameplay. Most damage spells don't fall into this category, but many CC spells and shields/heals fall into this category. > -The spell is already powerful for reasons other than its point and click, and the buffs required to balance at a skillshot would break the champion in the hands of skilled players. > -The spell interacts with the champion's other abilities in a complex manner. One excellent example of this is Zed's Death Mark. At first, it may seem like a simple targeted burst ability that would be ideal in skillshot form, but the way it interacts with the rest of his kit is very complex due to the shadow it spawns. As a result, it's better to let the focus of the ability be on planning the perfect kill rather than worrying about whether you'll even land it. > > GRAY AREA > > -The spell is mobility-related. Skillshot mobility replacing targeted mobility would be a massive buff to many champions who are already mobile. As such, this should be done only in extremely special circumstances. > -The spell interacts with terrain. On the one hand, skillshots are easier to line up in the way you want to with terrain. On the other hand, do you really want to have worry about aiming a skillshot when it's hard enough just interacting with the wall in the first place? > -The spell has crowd control on it. While there are certainly some CC spells that are so important that they must be point and click, there's just as many if not more that caused counterplay issues with point and click. As a result, changes in this area are very delicate. > > Skillshot > Point and Click > > -The spell is low cooldown. Low cooldown point and click spells have a long history of being overbearing in lane and difficult to balance, while low cooldown skillshots have much fewer issues. > -The spell is a basic nuke with one or none extra effects. There's little reason to keep these skills point and click unless they are extremely complex or play an important role in champion gameplay as discussed above. > -The spell has a long range. Long range point and clicks can create issues where they can be cast on enemies who have literally no way to ever actually reach the caster, harassing them down with absolutely no counterplay. For this reason, anything intended to be long range should be a skillshot, period. >
##Conclusion:
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If you've made it this far, congratulations. I probably could have made this post shorter, but I wanted to make sure I explained my rationale behind every one of my stances so that the comments would be focused more on gray zone cases than on "why do you believe X".
Hopefully this post has provided better rationale into why Riot made some of the changes they did on the Ryze rework, the recent Veigar rework, and some of their recent champion releases. If it hasn't, well, tell me in the comments and I'll be happy to debate specifics with anyone.
Thanks for reading!
