IMO: Knockups are largely responsible for what feels bad about being a tank

Horse Grenades··55 votes·14,892 views

Edit: Title and post should probably say bruiser or juggernaut ad opposed to tank.

__If we’re going to continue to add knockups to kits of new champions can we introduce some kind of tenacity against them. Increased “weight” based on hp? Have it be (a?)effected by tenacity?

I don’t want to be a no solutions guy because I don’t have a lot of answers but it feels bad to float around in the air during team fights when I’ve invested resources into tenacity

51 Comments

Zone of Endless19 votes

it's worst when the knock up has additional CC like a stun/slow afterward.

Mecha Incognito17 votes

I really like that idea of being less affected by knock ups based on bonus health. That would be a big boon for tanks, though their items could do with a little work still.

BLIGHTBRINGER1 votes

Imagine knocking up a Vayne into Space as Chogath lmao

DarukongSr14 votes

I like this, because as a juggernaut (Darius) main, knockups, and all cc really, hurt disproportionately. I just don't have the money to to dodge much when I'm playing as hi . Yet OP or strong champs like Kai, Jax, etc, can run away, or jump you in an instant and Dodge a lot of cc.

PaffWasTaken14 votes

CC as a whole is way too common now. Back in the day, it was okay for knock-ups to exist and being uncounterable since they were so rare and tenacity was a scarce ressource that you used almost solely to counter unique teamcomps who had a lot of generic CC in general.

As of now, almost every new/reworked champions have overloaded kits with huge amounts of hard CC or uncounterable mechanics, like said knock-ups. IMO, we should just deflate the amount of uncounterable mechanics instead of introducing/reworking some others to counter those. Otherwise, this will just create a vicious circle that we'll never be able to escape.

ZT Xperimentor1 votes

I agree it's too easy to get stunlocked with the excessive cc available; but I'd say the bigger problem is surviving, there's so many anti-tank measures that they're pretty useless beyond being an ult-bot, leaving only hyper-mobile or insanely dangerous melees to succeed.

Anghellous9 votes

Increased weight based off of HP would actually be horrifying. Perma unstoppable Sion/Chogath.

Horse Grenades1 votes

Wow! You’re right! I never thought about that. Good point. Possibly crazy too strong

crippler381 votes

Could only be HP from items?

Zeromatsu1 votes

Just make them cap at some value...

Herlgar1 votes

Eh, depends on how it scales. Give it a cap or have it scale slower the more hp you have...

BigSquirrell8 votes

Someone did a full rundown on why displacements in general exist and suck, but I'm not sure where I saw it. It basically boils down to CC was too common, so tenacity became more common, then it became too common, so more and more champions with displacements were created because having hard CC that lasts for a specific duration is still important. But that means that people are now wanting something to counter displacements because they're too widespread. I don't think they'll make an item like that, though, because that'll make a new arms race.

GigglesO2 votes

{quoted}

that'll make a new arms race.

Its not an arms race if "damage always wins" mentality stays in the game

Kazekiba1 votes

Real reason is simpler

Yasuo

Kazekiba1 votes

Braum Velkoz RekSai Why do these champions need knockup? Gnar and Azir ults too but that's a different bag of worms.

All these champions released the year following Yasuo. How many knockup were in the game during season 3? Not many.

Flashes2 votes

{quoted}

Someone did a full rundown on why displacements in general exist and suck, but I'm not sure where I saw it. It basically boils down to CC was too common, so tenacity became more common, then it became too common, so more and more champions with displacements were created because having hard CC that lasts for a specific duration is still important. But that means that people are now wanting something to counter displacements because they're too widespread. I don't think they'll make an item like that, though, because that'll make a new arms race.

I think it was by CaptainMarvelous and it can be found in Gameplay+... I think.

BigSquirrell2 votes

Well remembered, friend. I managed to find it, and I'll leave it here in case anyone wants to read up on it: https://boards.na.leagueoflegends.com/en/c/gameplay-plus/YAjVBX96-the-history-of-cc-and-why-i-believe-its-a-problem

It's a bit long, but it's really informative.

Ralanr1 votes

The good old captain generally is.

Hügö4 votes

When I play a tank it feels only bad that I'm not tanky.

Horse Grenades2 votes

Yes. I think two big reasons for that are, conqueror and Shortened Laning phases that prevent tanks from scaling with items.

Hügö3 votes

The tank items are shit in general because they can't keep up with all the buffed other shit.

Dengeden3 votes

Doubt it, knockups aren't as easy to land as other CC and not nearly as prevalent and wasting it on a tank and winning the fight is unlikely.

Horse Grenades1 votes

I dont agree at all. Outside of the not as prevalent

Bjørnetjenesten3 votes

knockups aren't as easy to land

Ornn

FNC 6ixGOD1 votes

Yasuo

crippler381 votes

Zac

Horse Grenades1 votes

Rakan

Sire Hippington3 votes

I really don't care much about knockups as a tank. As a fighter however, that shit is an issue, though so is the overall amount of CC. Getting hit by a 2sec snare usually is worse for most meeles than getting hit by a 1sec knockup, even with tenacity... And worst off it all is that you never feel any tanky unless ahead because everone and their mother have %hp damage and most of the time some %pen or truedamage aswell...

Horse Grenades2 votes

Especially with conqueror and infinity edge

Bjørnetjenesten3 votes

We need a tank item active that can block all knockups for a few seconds, so you can actually play the fucking game.

Gramps691 votes

Olaf

Kazekiba1 votes

Cleanse works on knockups fyi

FNC 6ixGOD3 votes

it feels bad to float around in the air during team fights when I've invested resources into tenacity

Lololololol

Metallikaiser3 votes

Wow, the idea of bonus hp having a weight effect is actually pure genius, It is something that I think is gameplay satisfying, and at the same time just makes thematic sense.

Ifneth1 votes

And then Taliyah and Blitzcrank can’t do anything to someone with enough HP.

Gramps691 votes

Obviously the spaghetti code that has pulls coded the same way as knock-ups would need to be changed. Would be nice so Yasuo couldn't abuse non-knock-ups coded as such like Vayne's Condemn, Poppy E, Darius pull, etc.

Ifneth1 votes

Taliyah’s Seismic Shove was designed as a knock-up, though.

F Ù Ń2 votes

I actually like the Cc, it’s my only saving grace to Juggernauts like Garen. But I do agree. As a Brusier, I’m afraid to go in on a support because of the cc. Hell, I’m even scared to approach Jg now

Horse Grenades1 votes

As I said to a few others:

I don’t disagree that CC is their counter play but displacements and mobility are so prevalent that it’s making bruisers and juggernauts feel so bad

deadlychuck2 votes

Useful legalistic trick ( Impacted && (affected || effected) )

Basically, if you're not sure which one to use, Impact works for all instances that either affect or effect might be used.

Horse Grenades1 votes

Thanks! I’ll remember that

Ifneth2 votes

The whole point of displacements is to prevent Tenacity-stacking champions from just walking over a grouped enemy team.

Horse Grenades2 votes

I don’t disagree but displacements and mobility are so prevalent that it’s making bruisers and juggernauts feel so bad

Ifneth1 votes

Well, now we’re talking about more fundamental issues. Fighters, which are also known as Bruisers and comprise the Diver and Juggernaut sub-classes, rely on closing the gap and sticking to their targets to kill them over time. Peel, which is provided by mobility and crowd control, is the general counter to the class.

When a team groups, its array of peel abilities formidably hinder any champion who would attack it. Fighters who want to access the backline of a grouped team must find either a gap in the zone of peel, flank their opponents, or splitpush. These tactics are not always effective, but a Fighter who has not used his class’ laning and skirmishing abilities to find and snowball a lead should not scale into a reliable, brute-force teamfighter like a Tank, Mage, or Marksman.

With an item or mechanic that could greatly reduce crowd control, Fighters would be uncountered. They could run through Tanks’ and Controllers’ zones, shrug off Mages’ combos, dive onto the Marksman, kill him, and then turn on the rest. In other words, they could literally 1v5 if ahead.

Kazekiba1 votes

Garen Nocturne and Irelia can all do that. Irelia is a little too strong but not for that reason before you mention it

Ifneth1 votes

Garen can be stopped by knock-ups, Nocturne pays for this backline access with much of his power budget, and Irelia’s ability is a self-root. Her ability to tear up backlines is due to overturning and the ability to just keep dashing, especially in Solo-Q. She can apply a mark to the same target(s) twice.

Kazekiba1 votes

How do you stack Tenacity? Irelia doesnt have it, knockups don't affect her W anyway, and then there's Merc Treads and..... ? Zephyr is gone. Elixir of Iron is situational and rarely bought pre 20minutes.

Furthermore even if/when you COULD stack it, unless you're Garen, its multiplicative so you dont get a lot out of it. Theres not ENOUGH tenacity imo. Put it on Adaptive Helm and Maw during its shield maybe.

Thilmer1 votes

At this point, tenacity should reduce ALL crowd control.

Eranell1 votes

I think the most logical way to get something against knock ups would be a new pair of boots similar to mercuries build with a ruby crystal.

Something like:

Steady Stand Lead Boots

Materials:

  • Boots of Speed
  • Ruby Crystal
  • 400 Gold (1100 total)

Stats:

  • +180 Health
  • PASSIVE: UNIQUE - ENHANCED MOVEMENT: +25 flat movement speed; +2 flat movement speed every minute (+20 max) [since you have to get used to walk with lead boots]
  • PASSIVE: UNIQUE - Knock ups are 30% less effective.

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