Gravity Boots
New boot line that reduces knockup duration and knockback distance by X% (I was thinking 50%), with some exceptions (Yasuo's ult considering it HOLDS them I the air?).
New boot line that reduces knockup duration and knockback distance by X% (I was thinking 50%), with some exceptions (Yasuo's ult considering it HOLDS them I the air?).
It'd be hilarious to see blitz hook only pulling half the distance XD But probably too big of a counter
I was thinking that would be an exception.. The idea is to give airborne cc types a method of counterplay, so you can just stack them on 5 people and have 12 days of CC. By putting it on boots though, you have to decide between tenacity or gravity, do I stop Lee from kicking me back to base, or Leona from locking me down for the next year?
But isn't knockup supposed to be like true damage of CC? The one form of CC that can't be mitigated?
Fuck
condemn, fuck
Q...
I like it.
Fuck
stupid ultimate, you will die for getting caught out.
Fuck
ult, I'm not in the sky for 5 years just because you can press R
Fuck
no more free fight resets by pressing R
Why not simply have tenacity affecting knock-up/back aswell? why add a new item if you have already mercs that fit the job perfectly well...
Cos then mercs would be too strong...
The only time anyone goes ninja tabi over mercs anyway is when the literally face like a 5 man ad team.
If this happens
would have a fucking field day, and hes already strong with stated.. Now you'd just be making him almost impossible to lock down
Airborne is the true DMG of CC. There is a reason why it's not affected by tenacity.
Just want to throw out there that Suspension also counts as Airborne, but is affected by tenacity.
Like the metal boots from Ocarina of Time? :D
But errum, that's it? Bit of wasted stats. Maybe this should be an enchantment or health/armor+mr item.
I'm all for more niche items. +1 Hell, I wish there was some anti armor/magic pen items. Too next level?
I... Am honestly not sure
Lol, can't have niche items. I mean, the removed magus to make more "diversity". Having more niche items would just kill diversity because #businessmajorlogicthatritolikestouse
The problem with "niche items" is that they are usually either too strong against their given target or just become useless against everything else and aren't a viable item.
The original Wit's End used to "mana burn" targets by draining their mana & dealing damage based on the mana drained. It was cripplingly effective against mages & casters, but was a very weak item against resourceless/energy Champions.
Same thing here; if they make it good enough to be worth buying, it becomes a significant crutch against knockup/back Champions - especially since its a slot you're giving up against other wider effects like MR or Armor, or general MS. But if it isn't so strong that it shuts those Champs down it no longer becomes useful.
It is in the boot slot so you cant stack tenacity and gravity. It's there for the same reason mercs are, as a counter to heavy cc comps, knockups right now have no counter, so thats what the boots are for, but you give up defence against other ccs for it.
The problem with "niche items" is that they are usually either too strong against their given target or just become useless against everything else and aren't a viable item.
The original Wit's End used to "mana burn" targets by draining their mana & dealing damage based on the mana drained. It was cripplingly effective against mages & casters, but was a very weak item against resourceless/energy Champions.
Same thing here; if they make it good enough to be worth buying, it becomes a significant crutch against knockup/back Champions - especially since its a slot you're giving up against other wider effects like MR or Armor, or general MS. But if it isn't so strong that it shuts those Champs down it no longer becomes useful.
Magic resist items are good against mages, but are useless against AD teams....
Yes, and the more specialized an item is (such as Thornmail) the less viable (as a whole) the item will be. Most teams especially at higher tier play will have a spread of damage so you can't just build straight AD or MR against them. So building an MR or Armor item is usually still a good idea.
However, an item that gives both Armor & Health will often be a stronger choice against a mixed-damage team.
What I'm saying is that if they made, for example, an item that said,
"+20 Magic Resistance. Unique Passive: All Ice-based damage is reduced by 50%"
That's a niche item that would not be a healthy item. It is very strong against a very specific demographic of Champions. You don't build it because "I want MR" you would build it because "They have Ashe and I want to shut her down." It isn't an item that would be good to build unless they had a Champion that it targeted, and subsequently would majorly hamper that specific group.
Boots of Swiftness gets away with specifically reducing slows only because slows are the most common form of CC in the game. But boots that, "Reduce Fear duration by 20%" would be another example of a niche item that I think would be unhealthy.
The original Wit's End used to "mana burn" targets by draining their mana & dealing damage based on the mana drained. It was cripplingly effective against mages & casters, but was a very weak item against resourceless/energy Champions.
Wit's End was garbage against casters.
The only difference Mana Burn holds over just doing bonus on-hit magic damage is the potential to silence someone for ~45 seconds by depleting their mana pool, which is something you can directly counter with a lot of mana and/or mana regeneration: which mages had the most of. Also: being on-hit limited mana-burn to an AA ham-fest, where mages tend to win by poking a target down from impressive range then getting within medium range to QWER them, rendering killing their mana sustain within 600 AA range or less completely useless.
The reason mana burn was removed was more because silencing someone for ~45 seconds is insane.
Also - it had a major clarity issue in that it didn't counter classes that built mana (mages), which is what everyone expected it to do. Countered fighters and tanks increadibly hard, as you could render their abilities obsolete and they actually survived enough AAs to get drained.
Mana burn was removed because of horrible design. It wasn't because it was niche.
Hell, I wish there was some anti armor/magic pen items.
I'm guessing you mean %pen, because you can always build more defense. If you're itemizing specifically against one type, and they build VS or LW, you can stack more but it won't be as effective. And building health works, primarily against AP since BORK is a bit stronger than Liandries.
What I could see working is something like armor/MR cinderhulk, that makes your resists scale. Scaling could help, as long as it's not broken and just benefits tanks... without making it dat "tank meta" people hate. :/
i'd rather see this as an add on like furor, captain, etc. maybe match captains price for 675. don't ask about the numbers or how itd work but yeah don't understand why knock ups arent affected by tenacity
Would be a good counter to vayne condemn
Maybe add it to Boots of Swiftness. It has potential to be good, but it just doesn't cut it. -25% movement speed reduction effects would make sense with gravity too.
The other day I was thinking, why doesn't size/weight effect knockup? Like it doesn't make sense that full stacked cho-gath gets knocked up as high/as long as little Teemo. Also units that are always in air, shouldn't be that affected. Like Corki, Anivia, Valor, Sona, Zilean, Syndra, Malz are always in mid-air, knocked up should be reduced on them as well.
going by realism caitlyn's headshot should insta kill everyone!
If we're going by realism we can have her headshot be stopped by terrain. Plus it wouldn't hurt most of the non humans all that much. But Draven should one shot everyone, Darius should be able to dunk people at any level of health for a kill, Garen should be able to do the same thing with decisive strike and Garen's ult should stun people with the shockwave.
it kind of wastes a slot in my opinion, Theres already merc treads that do the same sort of effect but on all crowd control with tenacity
while they dont reduce by any means knock ups and knock backs
I'm saying knockups/backs should have been included in merc treads, I actually do like the boots idea anyways