Ashe can now ride her hawkshot
functions similar to lissandra claw, with frost magic and shit.
functions similar to lissandra claw, with frost magic and shit.
Can't tell if troll post or not.
i'm serious.
cait and tristana both have high cc and mobility.
why not give ashe some mobility on her hawkshot? it has a 1 minute cooldown at rank 1 and 40 seconds at rank 5. Its not like she will be able to spam the thing to get out of every bad trade or gank. Cooldown is immense, and the travel time is slow enough so that she will have to wait for a second or two after she fires it just so that when she reactivates it she will be far enough away to be safe.
Besides, hawkshot -> crystal arrow behind their team onto their backline from 1200 range away is a really cool play.
Okay, I'm going to have to dismantle this dumb idea.
You mention Caitlyn and Tristana having high CC and mobility. These two are not even close to ADC champions with actual CC and mobility.
An ADC with high CC would be Varus or Ashe. Two champions that lock down entire teams, but that power is gated by the lack of mobility. With game changing ultimates, these champions cannot be known for sprinting around the map, dashing and flying, with lock-down ultimates.
ADC's with high mobility would be Lucian or Sivir. Champions that are fast on their feet and deal damage by quickly moving around. Their power is gated by their lack of Crowd Control. Because they can move around the map quickly means that they do not need significant CC.
Caitlyn and Tristana are in the middle of these two. High Crowd Control doesn't mean much if your "crowd" has a population of 1. have to Caitlyn's traps and net can only hit one target. Tristana's knockback can only target one champion. As for mobility, Caitlyn has to remain still for most of her abilities to cast. Just because she has a self-knockback does not make her super mobile. Tristana is mobile simply because of her jump, the reset function is nice too. She maybe mobile, but other ADCs are far more mobile.
Back to Ashe. Let's compare your idea of her flight compared to other jumps and dashes. Ashe's Hawkshot's range starts at 2500 and increases to 5500. That's a MASSIVE jump. Nearly half the map. Compared to Tristana's jump, she can only jump 900 units. Caitlyn can only knock herself back 950 units. That's a differential of around 1400-4600 units. You cannot use the "slow projectile speed" argument because it in no way gates a cross map jump that requires no casting time.
Your idea is ill-thought out, your comparisons are lackluster, and your analysis of Ashe leaves much to be desired.
You have to agree though,
Utility ADC's like Ashe and Varus are a dying breed. I don't even think that mobility, while it contributes to the problem, is not the complete picture.
Currently, the meta has been floating between Hyper carries and Spell Caster champions for the last year. Either its corki, lucian, or jinx, tristana, and kogmaw. Adc's that bring utility to their team fights like Ashe and varus are so under valued because they lose a lot of their power budget for cc.
While this is all fine and dandy, with introductions like mikales, and champions that can block projectiles like braum and yasuo, utility adc's have been fading to obscurity with each patch.
At this point, it is blatant favouritism towards champions that can deal damage from the marksman role, and as the game progresses, marksman with cc will continue to become more and more useless if they cannot deal damage.
Riot needs to re-evaluate the value of the cc on these champions kit, and make some changes, because currently they are extremely under tuned. If this game play updates if it is not possible to add any changes to the champion's kit with creating toxic game play, so be it. I suggest one of the following
a) buff the damage of these cc champs, because they lack mobility. Having a dash when these champions were created was not 'as' valuable, but now they are, and these non mobile champions have not been compensated. Add some more damage to their kit, or provide ways for them to use their damage while being in a more safe position.
b) Increase their utility. Same idea here, except instead of increasing their damage to make up for their lack of mobility, increase their utility. Make them really nice picks for some cool team buffs or better cc, because currently their kits don't cut it.
Riot needs to re-evaluate the value of the cc on these champions kit, and make some changes, because currently they are extremely under tuned. If this game play updates if it is not possible to add any changes to the champion's kit with creating toxic game play, so be it.
Looking at their win rates and seeing their performance in Abyss (where people are forced to play champions they don't wanna) leads me to believe something completely different.
There problem isn't that they're undertunned, it's just there kits don't really accomplish what a team wants from a typical marksman roll. When a team picks an attack damage carry, they want that carry to be able to deal a significant amount of attack damage. Damage is the main draw for the roll, low maintenance so you don't have to carry your carry is also handy - which mobility and Trinity Force synergy certainly help with early on.
High CC just isn't a draw for a marksman. Other rolls tend to fullfill that niche instead.
That isn't to say you can't use Varus and Ashe well, just they're more specialized marksman due to being notably different from the norm. You probably don't have enough AD and have a solid chunk of CC running a typical composition, so choosing Ashe or Varus is more about a special comp.
Due to all the split-push, 4-1 split teams with no engage due to picking an assassin jungle and having their top-lane stuck in a split push/anti-split push war in the LCS though (or just having a top lanner like Lulu or Nidalee), I wouldn't be surprised if a marksman capable of actually initiating a solid team fight (Varus or especially Ashe) started getting played a little more though.
It's kind of wierd seeing teams that ran a composition with no way of starting a team fight and then loosing the game because they can't contest objectives because they didn't get a lead early on. Ashe actually can fit into such a composition very well - her mega-stun on a split pusher can easily allow 1 guy to deal with them (provided it hits), and the initiation and kiting potential she brings to her team is pretty solid if, say, you're Maokai top is stuck dealing with Nidalee.
lol op got shut down