Problem with Crowd Control Abilities in Urf/ARUrf and Suggestion

JoshTGW·1/30/2020, 11:02:32 AM·1 votes·1,464 views

Crowd Control as we all know is a way to prevent the enemy from getting away or by adding some sort of debuff that gives you the upper-hand. This is true for normal Summoner's Rift and other gamemodes, all except Urf/ARUrf. Crowd Control in this gamemode is absolutely infuriating and at times not fun to play against in the least. You can constantly dodge most Crowd Control abilities as much as you want to, but you can only do it for so long and sometimes you can't in some situations. Once you're caught in the Crowd Control of another champion, that's it, you're essentially CC-locked either with a stun or root. This can be interrupted if someone is there with you, but this isn't always the case. This becomes a problem because it gives them a free kill while you're at their mercy. From an outsider's point of view going up against a Blitzcrank, once he got me, I couldn't do anything nor could I move or fight back really. From an insider's point of view, I was playing Morgana, building Ability Power and constantly rooting my opponent and killing them with that and my W, to which they refused to lane against me anymore after a few times.

Another example of infuriating crowd control comes from another game called Overwatch. While I know some of you have never played the game or have, I'll basically tell what was similar in that sense to what I've or anyone experiences here in League's gamemode Urf/ARUrf. Overwatch's gamemode "Mayhem" is very similar to Urf, except that their are reasonable cooldowns that keep some undesirable abilities from being spammed, making the game fun. There was a point in time where one of these abilities had a 2 second cooldown and that was Ana's Sleep Dart. It's hard to see a tiny projectile and once she hit you with it, she could constantly bio-nade you then sleep dart and repeat and keep you from playing while she got a free kill. The Sleep Dart's affects lasted longer than the cooldown of the ability and this lead to Blizzard entertainment to increase the cooldown of her CC which now allows for more counterplay.

In Urf/ARUrf, I have to say that Crowd Control abilities are out of line. What I suggest is placing all Crowd Control abilities that are instant stuns, roots, or charms on 5-6 second cooldowns to avoid Crowd Control spam, thus making it more fun for whomever is playing against the champion(s) with said abilities. When it comes to developing these gamemodes, I'd like to advice Riot Games to keep a tight leash on these kinds of abilities or they can become seriously problematic when it comes to developing new gamemodes or reintroducing old ones.

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