State of Counterplay?

Gralph·7/29/2017, 5:44:48 PM·1 votes·390 views

What do you guys think about the two newest champ kits, Urgot and Kayn? A few years ago, I remember counterplay being a very integral part of Riot's design philosophy. For example, they changed Fiora's ultimate to give the opponent more opportunity to fight back. It struck me recently that Kayn's ultimate (especially the Rhaast version) is fairly similar to old Fiora's. Does this feel like they're going with a new philosophy, or does it feel properly interactive to you? As a third option, do you think they're still aiming for counterplay but messed up here? It seems to me like they were at least aiming for counterplay, since the enemy has to be marked. And then there's Urgot. I'm not exactly sure what the counterplay here should be. Obviously I haven't seen much, since he's only been out for a little bit, but it seems like you don't have any options to deal with Urgot ult. Unless you flash the skillshot, which seems to have a fairly large hitbox. If you get hit, you can't really run and you can't really keep fighting. I suppose the solution might just be "Don't ever all-in him past level 6", but idk, that feels kind of... unfortunate for an opposing top laner. I hope this doesn't just sound like complaining. I'm mostly just curious to see how you guys feel about this.

3 Comments

chipndip17/29/2017, 5:46:43 PM1 votes

There's way more counter-play in ANY of the newer kits we've seen than ANY of the older kits still lingering in this game. Like, we complain about someone like Kayn when someone like Annie's running around? REALLY?

gabetheguy7/29/2017, 6:13:01 PM1 votes

dodge his ult.