Can we PLEASE increase base cooldowns across the board?

TheI3igDaddy·6/29/2019, 12:22:31 AM·3 votes·832 views

Or at least start removing CDR from some items? It feels like URF on the Rift ffs.

'Recent game I was against a Yuumi Yuumi support, and I thought she was annoying at first, but THEN she got the CDR cap and wouldn't stop firing her targeted slow and healing / shielding her partner. It never felt like I had a window of opportunity_ at all_ to deal with her or the carries she was sitting on.

And she's just one of a number of champs. [zombie-brand-facepalm]

5 Comments

preternatural6/29/2019, 1:16:06 AM3 votes

yuumi and jax are unkiteable. you don't get to run. you don't get to chase. you don't get to outsustain. probably the 2nd most broken thing i've seen playing this game since season 2.

not gonna lie i do like the idea of slowing the game down across the board but this likely won't be met with applause. it would make tanks useful again though.

Kazekiba6/29/2019, 12:54:30 AM2 votes

Sorry youre being downvoted, but thats largely due to the body of your post complaining about a new champion instead of accepting the L and learning from it. Yuumi herself is not a threat, don't think of her as one. she's an item more than she is a champion.

But the title is completely accurate, and your second sentence explains it. Back in 2013,Riot released Ultra Rapid Fire as an April Fool's game, but the insanely fast pace and reduced strategy/micro-managing ended up making the original game feel muddy and restrictive by comparison; So people began to lose interest. People begged for URF back, so Riot released it a few more times, but each time the same problem happened. People began to play en masse, get addicted to URF and then quit in larger numbers once URF went away again. Enabling it permanently would reduce the incentive to play Ranked so Riot fought for a middle ground -

Making every item give ridiculous mana and/or CDR and making refund mechanics more prevalent and easy to use leads to the game feeling faster paced and taking the worries of mana away from the game after lane phase. This, by design, URF-ifies Ranked League of Legends. And thats why damage is so high, thats why CDR is free, thats why mana means nothing outside of lane. It all stemmed from Riot's desperate attempt to make the game more like URF and attempt to regain the players who got addicted and quit, or reduce and prevent players from quitting once URF is taken down. But really, there's a ton of items with CDR that just simply don't need to have it.

item 3001 item 3194 item 3102 item 3147 item 3905 item 3071 item 3163 item 3069 item 3401 item 3109item 3157

Half of these either don't build out of anything with CDR (namely the first two) or could have a CDR item replaced with ... anything else. Banshees: (partial revert) item 1057 item 1026 item 3211

Duskblade: (partial revert) item 3134 item 1037

Twin Shadows: item 3113 item 3145

The Black Cleaver: Keep its recipe, reduce to 10% CDR.

Malmortius: item 3155 item 1036 item 1033

Knight's Vow: item 1031 item 1011

Zhonya's: (Partial revert) item 3191 item 1058 item 2420