The philosophy of abilities in this game

Jefftiffy··2 votes·335 views

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 Nidalee 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 Yasuo 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 Nami. 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. Lux Veigar Yasuo Leblanc Diana 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.

3 Comments

WoonStruck1 votes

The game's not climbing back out of its hole any time soon. The moment a new moba pops up that actually has fun interactions again, this game will fall. That's the moment of truth for this game. They'll give up and become even more inactive, or take a new direction and resurge.

Many people play it because there's nothing that competes with it to them, cause 'DotA too hard.'

The devs simply aren't active enough for the amount of stuff they keep adding and changing in the game to actually keep it healthy. The fact that over 50% of the cast rarely sees use is enough support for that. Compare that to DotA. I want to like League more. I really do, but they're making it really hard since season 2, since most of their effort is in profit and e-sports rather than their actual gameplay after that..

League could be far better than it is at the moment, but the devs just don't care enough anymore.

Secret Butt Fun1 votes

Nidalee spears do way less damage up close. Yasuo's W only protects him from one direction. There's more to counterplay than reacting to a CD, it's called "getting out played."

These champions are not invincible and have glaring weaknesses if only you would stop crying like a baby and pay attention to the bigger picture.

Jefftiffy1 votes

[{quoted}](name=Scary Butt Fun,realm=NA,application-id=3ErqAdtq,discussion-id=YtgOtJR1,comment-id=0001,timestamp=2015-11-30T23:29:38.239+0000)

Nidalee spears do way less damage up close. Yasuo's W only protects him from one direction. There's more to counterplay than reacting to a CD, it's called "getting out played."

These champions are not invincible and have glaring weaknesses if only you would stop crying like a baby and pay attention to the bigger picture.

Yasuo W blocks him from any direction. And you can easily walk to any of the 4 sides of the wall and have it block things. Plus what Nidalee is ever going to let you get near her when you are over half hp.

The thing is to top this off their balance changes have been kind of shit and the itemization changes also scream that they have no clue what they are doing. Why have item 3094 when we already had item 3087. Now 2 items are competing for basically the same role except one is better on ranged and the other on melee.

And the simple fix to armor pen was making you not being able to stack them. ADC itemization just needed IE and BotrK brought down a notch and Essence Reaver and BT brought up slightly. The grievous wounds source was needed, but could have been much better implemented (aka nerfing the people who balanced around healing others that had grievous on them). Then the removal of SotA was a fuck you to AD snowballs but then they added item 1082 to help mages.

And to top everything off they remove mana pots so that manaless champs automatically have the advantage (higher mana pools =/= making up for a mana source as unequal as it was).

And let's not forget the nerf to trinkets. Sure it no longer costs 250 gold to upgrade them, but they are about half as effective as before and are just extremely clunky. I honestly don't feel like this was needed. The merging items I'm fine with. But just butchering trinkets while also removing wards from the shop is kind of a terrible idea.

They also still haven't dealt with Dead Man's plate being the dominant armor tank item.

The good things from the preseason:

  • item 2003 are more expensive meaning less viable to spam buy.
  • Home guard is automatic
  • Top lane has an objective
  • Jungling has been vastly improved
  • More ADCs are viable
  • TP is less mandatory in top lane

The sad part is this list is so much smaller than the bad list which I could probably make a list with over 20 bullets.

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