Can't make plays when you can't play, and janna safe me plz, a comprehensive semi idea sheet.

Zinico·7/5/2018, 7:17:13 AM·1 votes·1,037 views

I think one of the biggest issues with league of legends right now is how they implement and deal with CC, both light and hard. It's everywhere, and rare for someone to not have at minimum a slow. And i think CC is a healthy part of the game, it can create good interactions of how someone behaves in a fight and what their odds of winning a fight would be based on which tactic they employ and if they're good enough to employ it at all. However, the way they use it in the game is "Skill supplements", little bumps in combos to ensure they hit and as freebies where a champ really shouldn't have them.

  Zed is a clear cut example, with the slow on his shadowed E. With one quick and easy button combo zed slows down a foe at a pretty large distance, effectively making them way more vulnerable to everything, including skill shots or walking up for a free high powered auto. He didn't out position them or predict them or surprise them, he got a cheep and free slow off and was rewarded with exponential damage, perhaps even a kill. It creates easy holes in teams. It's not the most clean, I admit, however it turns down or off the ability to avoid skill shots. Frankly, it's too easy to pull off and the reward is much too great. 

 I think too often CC is used to ensure a certain play can go off rather then as a reward for a good play, and they have farther reaching consequences than the one champion they effect. It's one of the reasons why tanks have a bunch of tenacity available to them, it's simply too easy to dismiss them from range without it. All this considering only slows, disregarding the other easy to hit but more powerful CC out there. 

So I hate slows, and along with other CC think they need to trim down substantially. The game does not need the copious amount of CC that is has for the most mundane of things (Looking straight at you duskblade and dead mans plate). But i think the other side of the argument, a targets ability to survive, need to be looked at too. Supports and their shields. The power to stop damage before it even happens. I think they need a numbers boost. Stronger shields... at the cost of armor and resistance. If what I know is correct, shields account for the targets resist and armor when it absorbs damage for them. 

By tuning the numbers up so they block enough damage but having the effective resistance of the shield set to 0 allows the shield to be a great tool in a fight without being too protective. They would be a flat damage protection, same for the squishy ADC or the bulky fighter. This way, a shield doesn't get magnified protection when put on a tank, those whom are already built to withstand a tonne of damage, but still being able to save their life in a close call situation. Meanwhile, squishier targets can have protection and still die from a bad engage. 

 I know that both of these changes would be huge changes to the game at the basic level. The balance of power is very delicate with a hundred band aids in place trying to keep it from falling over, however I think these two base idea changes would improve the health of the game by a long shot.

0 Comments