Oh so much tenacity everywhere.

dominusx·11/26/2017, 3:51:49 PM·194 votes·6,282 views

Too bad it's useless cause you overloaded the game with knockups and displacements.

107 Comments

redniwediS11/26/2017, 4:09:43 PM52 votes

It's always nice when I say anything about Garen being easy to kite and someone says "but there's so much tenacity!"

Meanwhile I have a Jhin literally running circles around me, and Garen was the one who got a set of movement speed nerfs...

FuhrerRico11/26/2017, 4:25:28 PM22 votes

Agreed. As a Darius main, making an impact on the game feels like a monumental challenge now. Can't do jack without deadmans and both flash and ghost up at the same time. Starting to think this no-mobility juggernaut is completely poor design since almost everyone else has either speed boosts, dashes, range, infinity cc, stealth, or invulnerability...or a mix of those. What's the point of juggernauts being strong if they can almost never apply it.

Faceroll Tactics11/26/2017, 7:02:03 PM16 votes

I’m convinced Riot despises melee champions

Did you know some adcs have higher armor and mr than immobile melees?

Erockandroll11/26/2017, 5:03:42 PM14 votes

{quoted}

Too bad it's useless cause you overloaded the game with knockups and displacements.

I think Riot has a balancing problem with tenacity. Their having trouble balancing CC duration where it's not completely inconsequential when you have Tenacity, but not overbearing if you don't. (Cause we all know glass cannons won't build it)

This is just my personal experience over the matter.

{quoted}

What's the point of juggernauts being strong if they can almost never apply it.

In my personal experience, it's often their force of presence. If the enemy has to kite me to not get creamed, I can pretty much force them to lose ground. (e.g. Nasus, who's high siphon strike damage forces their opponent to abandon their turret, instead of standing their ground.) Similarly, you can make it difficult for your opponents to force a fight on your team. Your mobility doesn't matter nearly as much if the enemy is trying to bring the fight to you.

The real issue is whether this particular set of skills is actually useful to your team. It seems less so in SR. You can defend in a team fight by returning damage, but you can't start one, so your not a good replacement for the tank. So you need to bring some secondary niche that makes you useful. (e.g. Again, Nasus and his split pushing power.)

Rebonack11/26/2017, 5:25:47 PM10 votes

Tenacity needs to reduce the displacement distance and time spend airborn.

I want to see someone with 80% tenacity get hit by a Blitz hook and only move a couple Teemo lengths.

Teridax6811/27/2017, 1:36:10 AM7 votes

There are three parts to this, I think:

  • Too much of the game's CC ignores Tenacity: A few months ago, I tallied a number of champion features across the roster (which I should still follow up and expand on). At the time I made that thread, 30% of all champions' crowd control was immune to Tenacity. Most of this is concentrated on the kits of more modern, and often more popular champions, effectively leading to an environment where a lot of crowd control is uncounterable. Riot needs to make a hard decision here, and should either make Tenacity affect displacements, or remove Tenacity and rebalance CC across the board. Right now, we're in an in-between state where Tenacity should allow a champion to resist CC, but all too often just doesn't.
  • There's too much CC in the game: Also based on the above tally, each champion on average has about 2 instances of crowd control. If your team has more tanks or supports, this number goes even higher, and skews even more towards hard CC. Add in uptime creep via CDR, and this creates an environment where even a single champion, one who doesn't specialize in crowd control, can kite a melee champion for an inordinate amount of time, and where two can lock that champion down indefinitely. The baseline amount of CC in the game needs to be significantly lowered, to the point where it should no longer be abnormal for a champion to "only" have soft CC on their basic abilities, unless of course they're really meant to specialize in crowd control.
  • Too much of the game's CC hurts melee champions: to take a simple example, a skillshot is a mechanic that is designed to be dodged at a distance, but which gives increasingly less of a reaction window the closer you are, to the point where it effectively becomes undodgeable at melee range. This is why Lux and Morgana's Qs, for example, don't feel particularly interactive to melee opponents, and can be a death sentence in a teamfight. Add in proximity-based CC like Fiddle's fear and Rammus's taunt, along with the heaps of AoE crowd control given to practically every champion, and it's much easier to catch and kill a champion at melee range than it is for that melee champion to get in range and do their job. In fact, it's not that uncommon for melee champions to simply get caught in the crossfire, and get blown up even when they weren't the focus of a particular ability or combo. League needs to have a great deal many of its mechanics reexamined in relation to range, as it would help to make many more effects range-agnostic, and AoE needs to be distributed much more sparingly, rather than just implemented as a default on most abilities (e.g. Zoe's Q, which is ostensibly a single-target nuke).
Sire Hippington11/26/2017, 5:59:18 PM5 votes

They simply should knockups be affected by tenacity, and maybe even other displaces. Then they need to reduce/remove tenacity from items and maybe even some runes and there for add it to the kits of champs that really need it so we don't suddenly have an semi CC imune yi running amok...

BlackFlux11/26/2017, 5:19:00 PM2 votes

kinda sad with all the airborne CC when DrMundo can get 20% tenacity from unflinching,30% from W,30% from item 3111 and 20% from legend: tenacity ;-; all coming together for that beautiful >quarter second Zoe E with the only real part being the start of it then it instantly disappears. and that only needs both sums to be down (or one down and the other about to be used) and W to be on,so it is so simple to always be 100% at all times

Dengeden11/27/2017, 3:10:51 AM1 votes

Except all knockups are either ults or telegraphed af.