Daily reminder that Caitlyn placing traps under you is total bullshit.
Don't forget that.
Don't forget that.
A trap is by definition something prepared in advance, and in the absence of the intended victim. So, I want arm time on cait traps. Make her prepare her fortifications in expectation of a fight or objective control, not in the last minute. I also want their lifespan significantly reduced when placed under an enemy turret.
So you want them to remove her W?
Basically
I wan't to have fun botlane again.
Been hard ever since the Caitlyn rework.
A trap is by definition something prepared in advance, and in the absence of the intended victim. So, I want arm time on cait traps. Make her prepare her fortifications in expectation of a fight or objective control, not in the last minute. I also want their lifespan significantly reduced when placed under an enemy turret.
Cait traps DO have an arm time.
Of 1.1 seconds.
That's plenty long. If you get hit by a morgana snare or another form of CC, literally any other CC in the game can chain in to it. Cait's traps cannot chain in to some CC at all (e.g. Ahri's charm lasts less than 1.1 seconds), and cannot chain in to other CC if she's not right there (any CC from 1-2sec can generally not be chained with a Cait trap unless Cait is already in range to place the trap.
Compare with: Jinx's chompers take 0.7 seconds to arm. Veigar's cage takes 0.5 seconds to materialize Leona's ult takes 0.625 seconds to strike etc...
I can't think of ANYTHING in league that takes more than 1.1 seconds to arm. Maybe there is something, but nonetheless Cait's traps are not going to get placed under you when you go to AA and then you get snared. It doesn't happen like that. If you think it does, you're either cancelling 4 autos or not paying attention and seeing the trap.
You listed traps that expire within 3 seconds. Caitlyn traps last for 1.5min. There is no punishment for misplacing a trap since you get a max of 5 on a low cooldown. It's crucial for veigar to land his stun , crucial for Leona to land her ult
She can chain it out of any other CC at all (and yes, she can do it with Ahri's charm - at rank 1 Ahri's charm is 1 second, and that 0.1 second difference is not enough time for you to walk out of the trap range).
Cait's trap roots last for 2 seconds, which is a very long time. Especially when it's off the back of something like a Morgana snare, that's an incredibly long time of just standing around.
But the worst part about Cait traps is that they provide her with an incredibly high damage headshot. And maybe also the fact she gets 5 of them at a time.
If we're talking about a fully leveled Morg snare, which would be three seconds, A 1.1 arm time with a two second snare would give an extra .1 second to the snare, as CC doesn't stack. (or at least I'm pretty sure it's not a diminishing return, you can call me out on that)
If we're talking level 1 snare however, you got hit by a Morg Snare. You're going to get punished regardless of who you're facing.
Or it adds up to 2 seconds to the snare, as you likely aren't placing the trap in the same instant the snare hits :P
The main issue with the traps are that they are simply in a category of their own. They need an internal cooldown per target if they're going to function the way that they do. They are more offensive tools than defensive since they got reworked into the nonsense that they are today. What's even moreso an issue is how hard they can zone you. The implementation of control wards nullifying traps in S7 is what I thought would fix this issue but for no reason WHATSOEVER, Caitlyn traps are completely immune to them. Why? Why is that working as intended? They desperately need to be looked at.
So you are punishing teamwork and synergy?
"Daily reminder that Yasuo can ult off Malphite ultimate which is total bullshit"
[{quoted}](name=Its Not Shacko,realm=OCE,application-id=3ErqAdtq,discussion-id=KoGMrvId,comment-id=0002,timestamp=2017-02-01T18:02:57.472+0000)
So you are punishing teamwork and synergy?
"Daily reminder that Yasuo can ult off Malphite ultimate which is total bullshit"
This.
i will shit on a malphite even if he ults me
Should be pretty easy with you blasted up over his head and all.
Specially while Yasuo holds you there for a moment longer. Should even be able to aim!
[{quoted}](name=Touch My Box,realm=OCE,application-id=3ErqAdtq,discussion-id=KoGMrvId,comment-id=0002,timestamp=2017-02-01T18:02:57.472+0000)
So you are punishing teamwork and synergy?
"Daily reminder that Yasuo can ult off Malphite ultimate which is total bullshit"
2 years later, yes this is a necro but it is total bullshit, trashuo should have to land his own shit not be spoon fed by his team.
Why are you standing still?
Don't cry about Caitlyn traps, just right mouse click a few pixels over
Support stun into cait trap into death. May also happen under your tower fun yknow
This trend got started by Aphroo and stixxay at worlds then so many people realized and copy'd it, Stixxay Caitlyn and Aphrro Alister really fked up the enemy at worlds because of that combo.
[{quoted}](name=Its Not Shacko,realm=OCE,application-id=3ErqAdtq,discussion-id=KoGMrvId,comment-id=0001,timestamp=2017-02-01T17:44:02.776+0000)
Why are you standing still?
Don't cry about Caitlyn traps, just right mouse click a few pixels over
I
dont
know
why
am
I
standing
still
like
a
retard?
don't forget.

Cuz let's be real It just gets worse AFTER the laning phase.
[{quoted}](name=Covert Ops Gnar,realm=NA,application-id=3ErqAdtq,discussion-id=KoGMrvId,comment-id=00010001,timestamp=2017-02-01T18:01:05.720+0000)
I
dont
know
why
am
I
standing
still
like
a
retard?
Wut?
Are you saying because they can support they have reason to stand still? You should be harassing the enemy adc. That requires movement.
No, what's bullshit it you want Cait to be the only champion in the game with CC that can't chain with her allies.
WOW, a hypercarry with minimal utility?
It would almost be like her job is to do damage, and nothing more!
Cait is meant to have utility though, one would think that's obvious just by looking at her her kit, but I guess that's too complicated. Champions being based solely around doing damage, damage, and more damage, aren't healthy for the game because they're either strong enough to do said damage and they feel overwhelming to play against, or they don't do enough damage and they're literally worthless, utility in a champions kit is a good lever to give champions something to do outside of just doing damage or doing nothing at all. It's a complicated concept I know but bear with me.

A list of champion with no immobilizing CC. This is is what you assume I want.
TRY THIS. You know how champions cant be trapped briefly if they were just trapped?
How about champions cannot be trapped for 2 seconds after breaking hard CC. This way they still cover her flanks and hold off engages, but they stop being a cheese tool in lane.
They would still do the job they were designed to do, without doing other stupid shit as well.
Half of those aren't ADC's, Lucian has burst and high mobility, MF has Burst and Teamwiping Ultimate, Graves get's real tanky in your face, Kogmaw...does something well, Twitch can assassinate from stealth, entire teams sometimes, Ezreal is hard to lock down with Higher ranged Auto attack Q's, and Sivir has a highly effective engage ultimate or run away button.
But god forbid that Cait can have some Utility that she can contribute, otherwise she'd only have Range and damage.
No issue with Caitlyn having utility. I didn't ask for that, even though you think I did.
I just want her NOT to abuse an unintended level 1 cheese that Riot has yet to even balance around.
See, you're assuming that it is unintended. Chain Cc'ing is a huge part of the game, hell as Sion with a Riven, we coordinated our cc to keep a Kindred stunned until death, so she couldn't ult.
Why can't Caitlyn chain Cc when literally everyone else in the game can? If you want nerfs for her, don't take away the part that requires coordination with your team, hit something else.
Sorry, i forgot the part where grouping 3+ in mid to take tower after getting bot tower required absolutely no team coordination at all.
Right.
Because organizing pushes in carefully built trap walls takes no team coordination.
If you remove trap cheese, cait would have absolutely no way to interact with her team. Got it.
Your complaint was about Chain Cc'ing, and as such my comment was made about it. Don't switch the arguments around
If you want nerfs for her, don't take away the part that requires coordination with your team, hit something else.
I believe you mentioned her ability to interact with her team.
Since I had already discussed the intended use of her traps, I simply opted to go directly for your counterargument.
If me discussing that is the wrong topic, the same problem applies to you mentioning it in the first place.
EDIT: Untill now, I decided it was best to politely avoid mentioning your statement that "literally everyone else in the game can [chain cc]" when it is completely false.
How is it false? Other than, ya know, people who literally don't have CC, which i felt I didn't need to make that distinction, because of the concept of Chain-Cc'ing involving having CC in the first place.
Well if I were to say that the sky is always above you, I would be wrong because I over-generalized.
Explain without the metaphor. If two people have CC, and say their target is in open field, you're telling me that there are cases where those two people (whoever they be) cannot chain their CC together to keep them disabled?
Nope. Not what I am saying.
Almost every champion with CC in the game is totally fine and dandy to CC chain.
But when their tools are tuned to do one thing, and also give them unneeded and anti-fun power in other places, they need to be fixed.
Also, Caitlyn can chain CC through minions and other champions at a ground target. That is MASSIVE freedom of use that is rarely found on CC spells, especially on champions of her class.
It is unblockable CC in a chain. Virtually any other chain CC from a champion of her class can be body blocked.
If Cait needed CC chaining to stay safe or win lane, I could see an argument for it due to her being incredibly weak in that situation. However, she is not weak in lane, and her massive range + net / slow give her plenty of safety on their own. Let alone her trap fortresses.
MOVE!
Ye I agree, they arm too fast.
I think Illaoi and Piccolo would get along. DOOOOOOOOODGE!
Yeah the fact that she can use them as a peel tool is kinda ridiculous, if they nerf one thing at least let it be the arm time.
Not anymore bullshit than Jinx, Nidalee, Shaco, Jhin, or Teemo being capable of it. Like people want the traps nerfed, I get that, but at least understand what parts of them are and aren't fair.
Not anymore bullshit than Jinx, Nidalee, Shaco, Jhin, or Teemo being capable of it. Like people want the traps nerfed, I get that, but at least understand what parts of them are and aren't fair.
This isn't even remotely accurate for several reasons:
1.) NONE of these give the damage amp that Cait gets.
2.) NONE of them immobilize you completely. You at least move somewhere. Nids doesn't even stop you from trying to escape.
3.) Jhin, Teemo, and Shaco can't really 'spam' traps like Cait can.
To be fair Jinx does immobilize you. But yeah the damage is nothing compraed to Caits headshot
That was extremely accurate because OP was specifically talking about putting the traps under you- which was the sole point I was talking about in return. However:
Shaco gets free backstab damage (not sure how powerful this is anymore) and Nid is given bonus range to use her short range abilities that pack a ton of damage. They do not get the damage amp but they do get a damage amp.
Jinx's traps apply the exact same immobilize debuff so if it doesn't "immobilize you completely" then neither do Cait's. Also Shaco induces a fear, arguably an even stronger CC since you cannot even AA or use abilities in that state while you can when Cait and Jinx trap you.
As I said, the traps have fair and unfair parts and people need to distinguish between the two, that would be one of the unfair ones. However, it was not what the OP was talking about and so not a part I was talking about either.
I've heard many times of a suggestion for the duration to be halved while under turret- I would agree this would help alleviate some of the issues and be a fair idea. Uniquely nerfing Cait's traps to (for some reason) not be allowed to be placed right underneath the opponent would also help alleviate the issues but I do not believe it's a fair idea.
daily reminded that the traps take a long time to arm and is only useful when combod with other CC or seiging towers with a team. If you hate them so much you feel the need to complain, league isn't for you. Please uninstall and download the nearest farming simulator you happen across. This has been your daily announcement, remember to stay salty, and have a wonderful day!
I don't know how I should I respond to this, but 1 thing is certain: Cait defending people shall always call salty.
Didn't Riot, once upon a time, gut
Nidalee's W because of that same bullshit mechanic? Because it wasn't deemed balanced?...
Arguably, Caitlyn is even worse as far as the broken traps go.
Cait just merely having cc is not bullshit. The fact that she can place one under her enemy when their CC'd and get insane ranged damage is the problem.
That is one of the very few ways that she keeps her viability at the moment. She would be less unique if they took away this feature. The traps take a second to activate so you have a little bit of time to maneuver before you get caught.
The issue isn't cait just putting them under you for free damage. There is an arming time.
She just uses them under you as you get CC'd, for one of the LEAST skill intensive CC chains in the game, that also multiplies her damage.
Caitlyn is a hypercarry. Most hypercarries have minimal utility or CC ( Kog / Vayne ) and have to slow down their DPS to use it. Due to animation cancelling, Caitlyn does not need to slow down her DPS to use her CC, in fact it INCREASES her DPS to do so.
That is the problem.