Looking at fixes to "annoying gameplay"

Wirius·11/21/2015, 7:37:20 PM·1 votes·368 views

After observing many complaints about champions and gameplay, I've formed an opinion that the source of most of these ills are a lack of counterplay to 2 main issues, "shields", and "dashes".

Shields-Annoying to players because in many instances, its like a 1-2 second invincibility button. Your damage and actions against the shield only count after you pop it. Champs like Riven and Yasuo also have shields up while they engage. This feels like they get that temporary invincibility while they attack, negating your ability to punish them.

Dashes-Dashes like "flash" and quick mobile options are often times easy escapes or easy engages. In general, people do not mind the engagesfrom a hidden vantage point, but do mind the inability to counter these engages or disengages when in the middle of a fight. "Just CC the champ" is an answer from abilities only.

This leads into the issue of counterplay. These two abilities on champs might have "soft" counterplay through abilities, but there is no counterplay through items. If you're not a champ that can counter these abilities in lane, you're out of luck. As such, I propose that new items be introduced that counter these 2 abilities.

Shield counters- In general, I believe shield counters should be tank items. Damage IS a shield counter, so stacking a shield counter with damage would negate the shield. The point is not to negate shield's entirely, but cut their effectiveness down in one v one trades, while adding to the utility of the tank items role.

For example-armor/health item with unique: Each attack negates X% of a shield, or does X amount of flat damage to shields. Or: Unique: If within X meters of a champ, any shields generated on that champ are cut by X%. Such an items should be geared to not being beated in trades, but not dominating the trade either. Finally in teamfights, the item retains its use as utility for the team.

Dash Counters- "Snares" are one method of dash countering, but I honestly think it is poor. Its very binary. You "stun" them and kill them before they dash away, or you don't and then they dash away. Dashes also strongly negate the "slow" effect. As such, I think "dash counters" should slow the animation of the dash itself. The idea is that dashing will still be useful, but it should slow it down to about a normal movement walk, and not a free escape or chase. One has to consider their engages more carefully, or whether they can easily get away.

I believe dash counters should not be passive, but active. One, this ensures dashes are great for engages or ganks, where your lack of vision or preparation to being engaged or ganked should be punished. Dashes counters should also be relatively short range, so its a counter on engagement. The items should also probably be somewhat tanky, as the counter dash is punishing enough, and should rely more on a teammate for the kill.

What do you think?

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