Anti mobility creep tank item idea

YOU BEEN WARNED··1 votes·433 views

A new item to compete with item 3026 & item 3512.

55 Armor <---- from Chain Vest

55 Magic Resist <---- Negatron Cloak

50% mana regen + 5% CDR <----- Combination

Active: For 1.5 seconds, taking damage taunts the attacker for 1 second. ( 120s cooldown )

This is intended to help slow tanks&fighters deal with mobile champions, as their method of fighting back is usually building tank and hoping the rest of the team can capitalize.

Intended audience: [ Alistar Nunu Trundle Garen Chogath Olaf Singed Volibear Udyr Yorick Warwick Darius Amumu ]

Imagine an Udyr trying to chase a late game vayne after she used her condemn, because of the item 3153 + Q shenanigan he will die before reaching in a 1v1 situation. This gives fighters and tanks a narrow window of power and opportunity similar to spellshield champions like Sivir with clear counterplay opportunities and costs.

What do you guys think? :)

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Edit: Before inevitably someone says that taunts are extremely powerful forms of CC, keep in mind taunt champions [Shen & Rammus ] have steroids to help them taunt, Shen's taunt reduces the enemy damage to half. Rammus' W serves the same purpose while reducing enemy armor, since it's a single target.

When purchasing this item, you figure out how to help yourself with it while using it skillfully as it can potentially taunt the entire enemy team.

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Funny thing I just realized is, this item will work as a soft counter to certain "uncounterable" previous mechanics like Ziggs' minefield that takes 3 hours to come off, stepping on it will "pull" Ziggs towards you for a second.

1 Comments

67chrome1 votes

I'm not sure I really see this helping against mobility creep.

For starters, most mobile champions have powerful auto-attacks. Mobility is most often found on assassins and their cousin classes in fighter/assassins and marksman/assassins. They don't really care about auto-attacking an opponent. Heavily ability-reliant champions like supports, mages, and tanks don't like getting taunted though - as you're silencing their main damage output and dragging them around.

Secondly - fighter/tanks don't rely on building tank and hoping their team can capitalize on them being tanky. Fighter/tanks build tank so they have a defensive mechanic like mobility or range to allow them to survive long enough to do damage. A lot of fighter/tanks are capable of unloading considerable damage - and playing against them is mostly "don't let them get within melee range of you, ever". Like, really - look at their QWER burst and AA steroids. Nasus is one of those, and his damage-potential isn't actually that unique.

Third - forcing your opponent to take a certain action and overriding their controls with an AI is kind of a lame way to go about things. Great design for a tank would be forcing players to feel focusing the tank first is in their best interest. Bad design for a tank is making them not worth focusing, and giving them a skill that forced their opponents to focus them. Taunts are more lazy design than a useful tool. While it's pretty much impossible to have perfect design on every facet of a game and you can generally get away with breaking 1 or 2 design rules: bad design on an item universally avalible to champions is pretty sub-optimal.

Finally - 55 armor and 55 MR has nothing to do with mobility woes, and is a significant level of joint resistances on an item. Even if you removed everything else about the item, that would be borderline broken and pretty close to must-buy immediately status for that pairing. Not ideal if items are supposed to support more than 100 choices for different strategic purposes, builds, and build orders.

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