Replace stacking mechanic with fill value
Hey everybody,
Tahm has been revealed and with him league gets yet another champ with a stacking mechanic, among champs like vayne, gnar and ekko. While I do believe that it's generally fun and it feels like the characters has more depth to it, I'm strongly against giving it to more than just very few champs, and I'd like to offer an alternative. I'm not pledging to remove stacking entirely, but to perhaps change the way it works for some champs. Before I talk about my suggestion I want to explain why I think stacking isn't a great concept in itself. And I also want to say that I'm not a native english speaker so some sentences might be confusing, though I'll try my best.
Stacking in laning phase: If you have ever played against Gnar or Vayne you know the trouble: Don't let them hit you 3 times. This might seem interesting from a design standpoint, but is unintuitive to play against. You either commit to an all in, or you take very short trades or no trades at all. Generally speaking: avoid getting stacked at all costs. But the main issue - in my opinion - is how the mechanic works behind the scenes. Applying a stack also comes with a timer that dictates when the stack weres off. This timer basically just tells the player: stay away for that long. The biggest frustration comes from the idea that there is no pay-off for staying out of the fight for a longer time. Say stacks last for 10 seconds and you have 2 stacks on you, then there is literally no difference between staying out of the fight for 1 or 9 seconds. It'll have the same result, because your opponent still gets the 3rd stack on you and is rewarded for it. I think that's bad.
Fill value So here is my suggestion, which I think could possibly add some diversity and improve gameplay. Obviously there are pros and cons for this feature too, but I personally believe it adds more strategic timing to trades in lanes than stacking currently has. The idea is a fill value and came with Tahm, think of it as a percentage. Instead of stacking you'd add a decimal value / percentage to the enemy. Let's take Tahm as an example and replace his stacks with a "wetness" value, which at max can have a value of 100, and only once that value is reached he can swallow his enemy, cause you don't want those dry champions to get stuck in your throat! With each of his attacks he would add some wetness to the enemy, e.g. 40 per attack. So with his first attack the value goes to 40, then 70 and then 100. So what makes it different from stacking? The value can slowly decay. I imagined that with each attack that applies a stack a timer is triggered that freezes the value for a number of seconds. Say one attack puts the wetness to 40 it would stay at that value for 2 seconds, before it starts decaying with 10/s or any other value that is appropriate. Once the full value of 100 is reached the effect of the stack triggers, or in Tahms case, he can swallow his enemy. Also, when the full value of 100 is reached, it should also stay longer than the decay-freeze-timer, say for 4 seconds. In my opinion this way of "stacking" allows for more dynamic playstyle in lane. It's "softer" and also gives players some incentive for staying out of the fight for some time. You don't get heavily punished if someone applies the 3rd stack right before they would have worn off. No matter how long you stood out of the fight, it's rewarding.
Thanks for reading so far! I hope to hear your suggestions, if you agree or if you think this idea is a mess.