The philosophy of abilities in this game
I think Riot needs to start unifying CDs and start saying that sometimes certain abilities that are entirely reliant on being dodged need to have actual CDs. For anyone just starting the game it's really weird to have some abilities start recharging on cast and other recharging on completion. On top of this they need to reevaluate the cool downs of abilities that champs rely on such as
on spears. If they are reliant on that ability. Why? Is it a huge chunk of damage or to set up their kit? If yes, the ability needs a CD that you can react if they miss. <6s is not a window to react to a missed spear. (This is not a nidalee complaint, this is one about Riot's design philosophy in general). In the case of
windwall and his ult only really have a downtime in the early game making him really hard to play against considering both are reactionary. Windwall effectively has a 3.75s lower CD than on the ability due to how long it lasts. (once again not a Yasuo complaint)
A good example of how to make a champion reliant on an ability but have a reasonable CD and counter play is
. Her bubble has a long enough CD combined with a long enough cast time that there is a window to react to it and then abuse it while it is down.
Ults are another thing that really need to be looked at as well.
are all people that have caused serious problems in the game mostly because of their ults being relatively low CDs with high utility. Riot doesn't seem to think that sure an ult may be a 60s CD and you respawn in 30s if you died after ulting that walking to lane takes up at least 15s of the CD making the actual CD about 15s. The CD is only ever helpful for you when you are behind. That gives a 15s window for them to interact and keep you from bouncing back as a late game champ that is reliant on ult. In the late game ult death timers alone are long enough for you to wait out your ult CD that you are almost stupid for not using ult if you are playing certain champs.
Riot needs to start looking at everything and saying what should the actual uptimes of abilities be based on their value. Not what are the CDs based on utility and damage. Is the ability supposed to be used while behind, ahead, or in general? Does this effect how long the CD is? Should someone be able constantly remove a person from play faster than the person can respawn and return? (this should be pretty damn obvious) They should be also asking "Does this ult have a reasonable mana cost?" (looking at Quinn's new ult here for this as well as LB's)
I feel like lately they have beens throwing that out the window. It's been really bad since the start of S4. I feel like the value of abilities aren't really being weighed that heavily anymore in champ design. They seem to forget that sometimes synergy is something you have to actually balance around on top of raw utility and damage.
when we already had
. Now 2 items are competing for basically the same role except one is better on ranged and the other on melee.
to help mages.
are more expensive meaning less viable to spam buy.