Game balance 101

Saint Smash·4/14/2015, 3:07:01 AM·2 votes·679 views

Why is Annie allowed to sit on stacks of her stun but Yasuo can't hold on to his knock up? Make Annie unable to sit on stacks of her passive.

5 Comments

Angry Monster4/14/2015, 5:00:17 AM4 votes

yasou has a way lower charge requirement than Annie. Yasou is resource less and can spam off 2 qs in under 2 sec to charge. Annie has to do 4 spells in advance to charge a stun, Since no one is going to charge the passive with her Ult that is a spell rotation plus. Then you have to wait on your spells to come back up again.

They are completely different systems and its stupid to try and compare the 2.

Lord Dusteon4/14/2015, 3:29:04 AM2 votes

Because Annie is a short ranged burst mage who loses out on waveclear and damage to hold her stun. Yasuo is a melee adc who can easily waveclear + push with autoattacks alone.

67chrome4/14/2015, 4:48:14 AM2 votes

First: Annie burns her stun with _any _ability, Yasou only burns his knockup with a _specific _ability. There's a pretty big difference there between the champions, one that would heavily benefit Yasou.


Yasou holding onto his knockup would allow him considerably more freedom, and it would generally eradicate a lot of his intended weaknesses. Generally speaking - the melee ADC/light fighter class is plagued with a particular balance issue where they tend to be oppressively strong in 1v1 situations while being barely contributing in a team-fight situation, which in turn pushes their optimal play-pattern into back-dooring/split-pushing, going for towers while ignoring other players entirely. Yasou's kit is set up with the 3-charge mechanic likely so his 1v1 sequence can still be played around without being hopeless running into him, while also encouraging him to team-fight via riding off the airborne CC of his allies over forcing 1v1 fights where his knockup is ready before each engage.


For Annie: Most mages rely on some level of range and CC to survive long enough to do their job. Most mages have their CC tied to a QWE skill, where they can utilize their other 2 skills to clear waves/harrass opponents. Annie's passive forces her to do one or the other. She can have CC ready for surprises while sacrificing poke/wave-clear, or she can utalize her poke/wave-clear capabilities without having any CC for backup.

Also - there's 2 main strengths a mage tends to bring:

  1. the capacity to AoE nuke an enemy team (or AoE nuke and AoE CC) for about ~50% of the enemy team's collective HP in a team-fight.
  2. the ability to poke an enemy team off objectives with the longest ranged skills in the game and best zonning potential.

Annie's poke and zonning potential is really average by most standards, offering little more than Mundo can muster with Cleavers or Olaf with Axes, so Annie's AoE nukeing potential is a little stronger than most with the notable cost she needs to prepare her stun ahead of time and can't just instantly unload it without warning.