Frustrated with these champion designs
Anti-fun. This alludes to a founding principle of this game and a large reason I converted over from DotA in season 1. I have reason to believe the philosophy was scrapped. A champion should not feel (out side of champion select) that they have no opportunity windows in a match-up to respond or express skill to gain an even or upper hand. ANd no I on't mean 'my champ outscales' so i just have to stay in approximate exp range all lane phase. I mean that bully lanes should be a harder match-up than usual but not an near impossible one.
There are some champion designs that I find are too low risk high reward (in descending order):
1)Heimerdinger I demand more distinct opportunity windows to facing heimerdinger like perhaps his turrets have a timer after which they either expire like zyra plants or temporarily 'burn out' like how Rumble does.Alternatively give heimer turret the Zyra plant health that they are 1 shot by melee or 2 shot by ranged. Because as it stands HeimerDinger is a won lane. You're vs a combnation of auto targetting AI and a high range poke champion. The playstyle doesn't deviate.., place down all the turrets, shove lane under turret and deny opponent cs (and exp) with zone control. Zoning and cs denial which are supposed to be pinnacle in skill expression reward..., is frankly part of this champions kit with almost no work round. He's a walking nigh ungankable fortress who often get invulnerability in his kit so he can peace out as the AI does all the 'skill expression'.
2)Teemo I demand less map/lane free control from teemo's kit either by reduction of his shrooms or his kitability from his MS, blind and shroom slow. This champion is thematically the most similar to Heimerdinger's. Zone control, poke, an ultimate lane bully designed in my opinion for players new to league that need the enemy placed to a handicap. Teemo and heimer are the quintissential babysit myself champions of the game. Mostl ikely this is the design intention but it needs to be counterable at more clever levels of play. Not simply by the whole 'Get's outscaled philosophy' becaus that's a role discussion and not necessarily true. There needs to be strong trade offs or windows of counterplay that skilled players can counter in and Teemo/Heimer players need to be smart and play around. Currently their trade style is that the enemy starts to really damage them at a severe cs and hp deficit. Which is incredibly frustrating especially since particularly in a snowball meta. But it's not simply the meta, these champons were frustrating to play vs consistently even when their enemy was winning it's a pain for that enemy. And vs teemo with his map control potential, it's difficult to truly close out a game. The only thing holding teemo back is are his base stats and damage numbers but his shrooms base numbers actually one of the highest especially considering it can practically be chained over.., and over.
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Yasuo I demand an overhaul of Yasuo's WindWall mechanics. I theorize this skill alone is making Yasuo on of the most banned champions to exist in league. His Q is poke in melee match-ups, his 3rd Q is poke from range, his E is high mobility, his R is.., kinda cool tbh, his passive in terms of raw HP shielding is one of the highest in the game all which make his lane phase strong for the style of champion he's supposed to be, a late game hyper carry. But with all these tools he'd be fair except his windwall makes him as a melee have the upper hand in ranged match-ups since inviariably they can be shoved every single wave into turrret with their primary projectile style of repushing denied each wave. To cut to the meat of the matter,, his windwall is both too beneficial to his team in teamfights as well as too beneficial to him in lane phase. It is too wide an lasts too long on top of the fact that it completely eliminates projectile style champion spells or attacks. Between Yasuo's all-in potential, his poke, his shield passive and wind wall..., he's not all low risk high reward. As a melee champion he does take some risk, simply that the majority of that risk has been compensated.., heavily.
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Zoe Zoe's sleep spell feels overbearing. And the reward for landing it is crazy high especially since it's potentially a from out of your screen long range snipe. And the initia part is uncleansable which is craazy. Cleanse can't be shorter than a 40 sec CD, i mean she should be rewarded for landing it right? Except she already is with the CDR and the strength of the cc and the true damage bonus proc. Her W RNG.., i'll wait to see more of it before i judge.
Tbh, I just want a game that comes down to my wits whether i win an interaction or lose. The above champions remove that and say for this window in the game you can't counter, you just lose. Zoe is different in that i just think her E is to strong because it's non suppression, nonknock-up CC that cannot be blackshielded or cleansed during sleepy time. But Heimer, Yas and Teemo? Are not fun to play against unless you play vs a bad one and feel the sense of justice for stomping a player willing to stoop to these, or unless you flat out on a champion wh wins the match-up regardless of how simple and cheesey their exploit is.