@Xypherous No wonder healthy melee champion design is hard. Look at how many champions have a slow:
- [✔]Aatrox,
- [✔]Akali,
- [✔]Anivia,
- [✔]Ashe
- [✔]Braum,
- [✔]Caitlyn,
- [✔]Cassiopeia,
- [✔]Cho'Gath,
- [✔]Darius,
- [✔]Diana,
- [✔]Draven,
- [✔]Dr. Mundo,
- [✔]Ekko,
- [✔]Evelynn,
- [✔]Fizz,
- [✔]Galio,
- [✔]Gangplank,
- [✔]Gnar,
- [✔]Gragas,
- [✔]Graves
- [✔]Heimerdinger
- [✔]Irelia,
- [✔]Janna,
- [✔]Jarvan IV,
- [✔]Jayce,
- [✔]Jinx,
- [✔]Karma,
- [✔]Karthus,
- [✔]Kassadin,
- [✔]Kayle,
- [✔]Kha'Zix,
- [✔]Kog'Maw,
- [✔]LeBlanc,
- [✔]Lee Sin,
- [✔]Leona,
- [✔]Lissandra,
- [✔]Lulu,
- [✔]Lux,
- [✔]Malphite,
- [✔]Maokai,
- [✔]Miss Fortune,
- [✔]Morgana,
- [✔]Nami,
- [✔]Nasus,
- [✔]Nautilus,
- [✔]Nunu,
- [✔]Olaf,
- [✔]Orianna,
- [✔]Quinn,
- [✔]Rammus,
- [✔]Reksai,
- [✔]Rengar,
- [✔]Rumble,
- [✔]Sejuani,
- [✔]Shaco,
- [✔]Singed,
- [✔]Skarner,
- [✔]Sona,
- [✔]Soraka,
- [✔]Swain,
- [✔]Syndra,
- [✔]Talon,
- [✔]Teemo,
- [✔]Thresh,
- [✔]Tristana,
- [✔]Trundle,
- [✔]Tryndamere,
- [✔]Twisted Fate,
- [✔]Twitch,
- [✔]Urgot,
- [✔]Varus,
- [✔]Vel'Koz,
- [✔]Viktor,
- [✔]Vladimir,
- [✔]Volibear,
- [✔]Xerath,
- [✔]Xin Zhao,
- [✔]Yorick,
- [✔]Zac,
- [✔]Zed,
- [✔]Ziggs,
- [✔]Zilean,
- [✔]Zyra.
##Questions:
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Do all these champions need a slow to communicate their identity and unique playstyle?
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Isn't a large number of the slows on the above champions just glue to hold together clunky kits that would otherwise undergo further refinement-- in other words some of the slows are there to make those individual champions "feel better"?
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Isn't the "feel" of a champion rooted in a subjective comparison to the state of other champions, so that if most champions have a slow of some kind then a champion can't feel very "good" without one or without something equally powerful and flexible?
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Why not design more of those "equally powerful and flexible" things specific to individual champions and differentiate different champions in that way rather than clot the space uniformly with slows?
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Moreover, what does that liberty do to the climate of the game in the context of melee champion design?
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Isn't the job of making a healthy melee champion that can function in that climate while offering compelling gameplay despite being permaslowed almost impossible?
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If removing a significant number of the slows is out of the question for logistical reasons, then how about reworking the way slows stack? Instead of having the largest active slow stacking with 35% of the remaining slows multiplicatively (the way it is now) have it so that only the largest active slow is applied.
was released into 2009 and he's still shitting on everyone else's mobility to this day. it's not as bad as you think.
can get away from almost anything, everybody needs to be suitably armed, whether your tool is running really fast
, having obscene range
, slowing like a champ
, or maybe all of the above
. that, ladies and gentlemen, is why every champion and their mother and maybe melee creeps can/should have a slow.