immobile mages
My favorite champs to play are
but its becoming harder and harder to play these kinds of champions.
I know Riot said they are working on a fix to make it less frustrating when 4 people with gap closers come to your lane, but I had a couple ideas to make it a little easier for these kinds of champions especially before lvl 6.
The two main reason its hard for immobile mages right now to play right now: 1) Early Game cool downs/skill shots 2) Lack of mobility(duh) Fixing either of these will make immobile mages a little more viable.
- **Early Game cool downs ** Right now most mobile mage have a either a spell/combo with a cool down of 10 to 16 sec in the first 4-5 levels . Compared to most assassins that only have to wait 4-8 seconds for there combo. The issue here isn't the shortness of the the assassins cool-down but the length of the immobile mages cool down. With there spells down immobile mages are defense less and have to rely on flash and or barrier to escape. This causes immobile mage usually have huge windows early where they can be engaged with out the enemies having to worry about being retaliated on. For example: A lvl 3 lux will be pushed hard for missing a Q (14 secs) than a lvl 3 arhi missing a q (7 secs). The way I believe this can be fixed or balanced is by giving having a shorter cooldown in the earlier ranks of immobile mages skill ranks. This way these champs will get most of there cooldown reduction at earlier ranks. Keeping with the early example ; lux's Q would be 11 secs at rank 2 or 3 in stead at rank 5. The damage and mana costs would remain the same but it would remain the same. This small change would make it so immobile mages have smaller gank windows early.
2.**Lack of mobility **
Mobility in the game is very difficult to manage because most MS buffs are percent based. So this makes it ruff on mages because they have some of the lowest base movement in the game. Most of them are around 325. This make it so even with 2 tier boots most mages have 360 to 370 movement. Compare this when the average melee MS of 345 it makes it a little difficult to escape ganks when you are slower, have no natural escapes , and the champ chasing you also has a MS buff/ gap closer.
So my quick fix for this would be just raise the base movement speeds of all the immobile mages that don't a MS buff (
) or really long range (
) This also depends the champs vulnerability for example
has 2 forms of CC and not Movement but one is a delayed skill shot that has has 9 sec cool down at all lvls and the other is his single target ulti , this being said that means that even if
had a 360 base movement speed if he misses his Q pre lvl 6 when he is getting ganked his options are flash, die, or lose so much health that you are pushed out of lane causing you to lose the lane anyway.
The other option is to add more AP movement speed items. Easy options are An AP version of rage blade that can be made of
and
that gives you MS when you cast a spell and more MS if you hit or kill a champ. Or even an ap vs of
that just gave you increasing movement speed the longer you haven't been hit by a champion. I'm not going to talk about actual item concepts because that isn't really the point is there should more interactive options beside
and
.
is a good example of what I'm talking about.
Let me know what you think of this issue or if you have solution. Also it would be nice if riot said what they plan or doing or even the general approach they plan on taking for this problem.
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