With Slow Stacking Gone, Do We Need a Hard Cap?
For reference: here is a page describing how movement speed works in League of Legends. TL;DR there are multiple under-the-hood caps, including upper and lower soft caps to movement speed, but also a hard cap preventing slows from reducing targets' movement speed below 110.
One of the more fundamental changes Patch 5.13 brought about is the removal of slow stacking: whereas multiple concurrent slows used to stack on top of each other with diminishing returns, now only the strongest slow applies at any given time. This means that the strongest slow in the game will also be, by default, the upper limit to how much you can slow a target. However, past a certain point slows do not reflect their indicated value, due to how movement speed is capped: if your movement speed is below 220, it's halved and added to 110. Put more simply, not only are all slows less effective past a certain point, the ultimate lower limit is 110 movement speed. The 99% slow from
's ult or
's E is, in most cases, only going to slow you by ~66-80%, and there's very little difference in effectiveness between supposedly ultra-high slow values, even when the numbers say that one should be literally several times more effective than the other (A 99% slow should be ten times as effective as a 90% slow, in theory, since it brings your movement speed down to 1% instead of 10%).
This is a huge clarity issue, one that seems completely unnecessary now, given how slows can be controlled far better. In the end, removing the slow caps and adjusting all slows accordingly (by making The Box slow by 65 / 70 / 75%, for example) would produce approximately the same results. The only real differences here would be for ultra-low movement speed (champions like
or
might be affected more harshly by slows overall) and ultra-high values (
/
with
would be able to move a bit faster even when slowed), but then again those would still foster clarity, as slower champions would move slower and speedy champions would still go somewhat faster.
On a less related, but similar note, I'm also not sure why there are upper movement speed caps. In pretty much the same way as a slow cap, they devalue movement speed boosts, and inflate the values on many effects, such as Homeguard, Boots of Mobility,
's Highlander,
's Devastating Charge, etc., none of which provide the indicated amount of movement speed as a baseline. Mobility in general still has a lot of archaic and unclear behind-the-scenes functionality: removing slow stacking was one step forward in improving it, removing its caps and adjusting movement speed modifiers accordingly should be the next step.