I have a problem with the way Riot seems to be balancing CotC

kasfas·1/24/2017, 11:00:03 PM·1 votes·423 views

My problem is that it still doesn't reward hard initiators with aoe cc for doing their job correctly as much as it rewards divers or other tanks with single target cc.

This is the exact reason why I believe the shield should scale in duration with the number of enemies cc'd. In this way, when you engage correctly, you are properly rewarded instead of having a shield that doesn't last long enough to make any use of.

I'm aware that landing the cc itself is rewarding, but at the same time we should reward doing your job well rather than doing it mediocrely.

If even this doesn't work I have another idea. We could reduce the shield cooldown by a lot, reducing its shielding amount significantly as well, and make the duration and amount of shield gained scale with enemies cc'd, ( note that the cooldown wouldn't start until the shield wears off and would still provide adequate time to damage the user)

Here are some sample values.

Inflicting hard cc on enemy champions grants the user a shield for 2 to 10% their max hp depending on how many enemies nearby for 2 seconds, increased by 2% and 1 second per enemy cc'd.

Cooldown 30 to 15 seconds scaling with level. Cooldown begins at end of duration.

In this particular iteration, it still fulfills its function of being the mastery for hard cc initiators, but is also useful, though not as good, for champions who can proc it multiple times in a fight. It also has no base value meaning in order to make use of it, you need to build hp.

There are obviously some champions or situations I'm not thinking about while writing this, but I think it would be a step in the right direction.

Finally, we could change bond of stone to fill the gaps left for other champions who want defensive stats that they can no longer gain from this iteration of CotC.

mumbles: or I guess we could just reduce the radius of nearby enemies

Tell me what you think.

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