Is "Counterplay" the politically correct term for "Mobility Favoritism"?

DrCyanide··70 votes·4,148 views

First off, "counterplay" in this context is excluding summoner spells and items, since those are equally available to everyone. We're boiling this down to just what's present in a kit.

Think of an ability that has counterplay. Think of how you counter that ability with the least mobile champion you can think of (Mord perhaps?), then think of how you counter that ability with a mobile champion (Kalista for example).

Unless you thought of an example I didn't, there's no situation where the immobile champion is on equal footing with the mobile one in terms of counterplay:

  • Skillshot? Move speed or Dashes help you get out of the way easier.
  • Tethered ability? Move speed or Dashes help you get out of the range faster.
  • AoE effect going on beneath you? Move speed or Dashes help you get out of the damage faster.

Contrast this to an ability with no counterplay, such as an Auto Attack, Targeted Ability or Veigar Stun. While the dash or move speed can help you stay out of range, they don't prevent you from taking the negative effects. The Auto Attack and Targeted Ability follows you until it catches you. Veigar's stun hits instantly, so you either get hit or you don't. These no counterplay abilities are neutral, and are equally likely to effect mobile and immobile champions.

It's worth pointing out that certain "No Counterplay" abilities can be countered:

  • Shields. Spell shields and HP shields both give their champion an option to avoid taking damage, or to minimize the amount taken. These can mitigate no counterplay abilities
  • Projectile Blocking Walls. Champions with these skills can stop attacks that are already mid-air. These can mitigate no counterplay abilities

Riot has already admitted that Mobility Creep is a thing, and will probably continue to be a thing. They've also pointed that they're trying to add counterplay into kits that have very little, such as Veigar's. Adding counterplay will help mobile champions more than immobile champions. This, in turn, means that immobile champions will become less and less relevant, until they get reworked to have some sort of mobility.

#TL;DR: This seems like a fundamental issue with game balance. Either no counterplay abilities need to stay in the game, causing pain for mobile and immobile champions alike, or immobile champions need to be reworked to have either mobility, shields, or projectile stoppers in their kit so they can be roughly on par in being able to participate in counterplay.

99 Comments

2pudge1cup14 votes

I agree wholeheartedly with the post.

"Counterplay" at some level is good. I feel like it's warped, though, to the point where necessary game mechanics (from a balance perspective) fall by the wayside to favor a certain archetype. Dashes and skillshots can feel more rewarding, but because of their existence they really pigeonhole designers into very little new mechanics beyond simply being more powerful.

The thing is that point and click are a necessary evil from a balance perspective. People might not like getting beaten by an ability like that, but generally they are gated harder in terms of cost, range, animation, cooldown, etc. They are also better against more mobile champs because a mobile champ is more likely to get out of position because the player has an idea that they can escape in their back pocket. It's human nature more than anything.

That brings me back to counterplay as an idea. More counterplay should be centered around avoiding getting into a bad situation. If a player gets in a bad situation then they should be punished (and their opponents rewarded for taking advantage of it). Seeing an opponent just be able to dash away scott free after a blatant mistake isn't fun, especially when if you make that same positional mistake you die.

ThePlasticSpork6 votes

The thing about most low counterplay abilities being that getting in a "bad situation" means "getting within the casting radius of this ability", which is monstrously difficult to avoid at any given time. Not being within the casting radius of Vi ult, Veigar stun, or WW ult is just about impossible in teamfights, especially when you add flash in the mix. This is even more problematic if it's in the early-midgame where there's just about no way that you're gonna have a quicksilver sash or banshees veil to counteract it unless you rushed those items - which makes you useless and not worth focusing anyway.

If you're a squishy in the backline and you've got your whole team with you, and Vi just presses R, did you really make a mistake? What else could you have done, other than simply not participate in the fight until Vi uses ulti, probably costing your team the fight in the process?

It's possible to create targeted abilities that have plentiful counterplay. Riot has done it before. For example, 90% of Kha'Zix' damage is point and click. It's very possible to avoid the "bad situation" in this case because Kha'Zix cannot force that bad situation upon you outside of his E+hydra combo killing minions around you - which is not a very frequent setup that Kha'Zix can get. Basically, if Kha'Zix sees you isolated, he can murder you very quickly. But he can't simply isolate you whenever he wants - hence the counterplay.

Vi's R, on the other hand (heh), is a point and click gap closer CC ability that is not reduced by tenacity - outside of going untargetable and banshees, there is not a whole lot of counterplay to it. Vi cannot be CC'd while using this ability, and it cannot be body blocked, so once the ability is started, there is NO stopping it outside of the select few champs with untargetability or very specific items. The "bad situation" that you'd want to avoid here is getting locked down by her - but it is almost entirely up to Vi whether or not you are about to get hit by her R. Compared to Kha'Zix, who takes advantage of the opponent putting themselves in a bad situation, Vi forcefully creates that bad situation by simply existing - hence low counterplay point and click compared to high counterplay point and click.

2pudge1cup4 votes

Vi's ult is an exception to most point and click abilities, not the norm.

It's not a poorly conceived ability because it's point and click, but for all the other things you mentioned - high range, can't be CC'ed, can't be blocked, not mitigated by tenacity, relatively low cd, etc.

The thing that makes it stand out most about other point and click abilities is that it's actually better vs. immobile champs than mobile ones. A mobile one has a better chance of pulling Vi into a tower or a worse position after she activates her ult. An immobile one doesn't have that chance.

It's unfair to bring up that ability to blanket other point and clicks as it has a different type of target that you'd want use it on. It would be like me saying non-targeted abilities are bad design because ziggs' low manacost, low cd easy wave clear q exists, or old nid 6s base cd spear on a very mobile kit.

Narasimha1 votes

The thing that makes it stand out most about other point and click abilities is that it's actually better vs. immobile champs than mobile ones.

Most point-and-click abilities are, because the oppossing champion lacks the abilities to get out of the range.

Also, Ryze's kit is a testament to why such abilities are a pain. If you get into his range, you are going to hurt.

2pudge1cup3 votes

Honestly, his kit as it's designed isn't as overbearing as people give it credit for. His issue is more based on flat mana item design than anything else. Flat mana items tend to be the best tanky items as well.

He doesn't have a wave clear, and he should be weak early game. His early game stats were buffed too much. That's not his kit's problem, though. That's a separate issue entirely.

He has the tradeoff for skill reliability that his ranges are short and his only CC is a relatively short duration snare and very limited mobility.

I know people don't like hearing that Ryze really isn't satan because going against him blows if he gets enough ahead. I respect that position, but I just don't agree with it. I feel like his issues are on other factors outside of his own design.

Orangesilk8 votes

It's interesting, because, giving a champion "The ability to counterplay" basically means giving him the ability to shit on Chogath.

Cho is the raidboss champion, he's huge, and EVERYTHING he does is huge and painful and impactful, but EVERYTHING he does has some sort of counterplay. As more and more champions are released with the ability to dash/juke/blink/jump, he becomes more and more obsolete, since none of his cool stuff is ever going to land. Before Kalista, I at least trusted a flash+silence+rupture to be a great way to deal with a squishie (except for the fact I just burned flash and I'm gambling on the other players reflexes), but now we have a champion that can both, dash while silenced AND run away while slowed, I think Kalista marks the point of uselesness for our dear old Cho'Gath.

It's the same for Sion Brand Singed Viktor whose main weakness is getting counterplayed by mobility, if all of your enemies have the ability to counterplay you, you're suddenly utterly useless in a fight.

Old Man Teeto7 votes

Low counterplay, high reliability champions with other weaknesses are NECESSARY if they want to create champions with abilities such as Khalista's passive, or Ahri's Ultimate, or any other instant motion dash.

Otherwise those champions with abilities designed to counter "variable" damage champions - IE skill shots, will trump others.


Despite Zed being a HoT debate recently,

His ultimate is a good indication of a highly reliable targeted ability, with counterplay available. His problem is his lack of other weaknesses, and always has been.

Ryze was nerfed harshly because he had reliable damage and rotation which required you to play around his weakness of poor range, and squishy early game. Melee that didn't just hard kill Ryze couldn't lane against him. So they made Ryze tickle, amplifying his weakness to such a level he's fairly unplayable.

Currently, Annie is seeing heavy play competitively, despite her having as little if not less counterplay then Ryze. AoE instant stun is by far the lowest counterplay ability in game, the counterplay is just to not get in range of Flash + Tibber's.

If they feel Annie's current kit is healthy, but Ryze's wasn't then they're being purely contradictory.

chumbler6 votes

Riot's definition of counterplay begins and ends at "Is it a skillshot?" It's less nuanced than something a 3 year old could come up with. They're too stupid to understand things like the counterplay to old Skarner was kiting him before he gets in range and busting his shield to make it harder for him to get in, or that there flat out is no counterplay to Jarvan or Lee Sin. Either they're too stupid or they don't give a flying fuck and are just trying to placate people with more empty words about addressing mobility creep while they do the exact opposite because #LCSBIGPLAYS.

Oh, and they continue to idiotically believe flash is good for their game, but then if they didn't have their design crutch they might have to actually start being competent.

SmokingPuffin5 votes

It's certainly true that mobility effects make one more resilient to non-targeted effects. On the other hand, there are other kit features that make you more resilient to non-targeted effects, too. Examples include:

  • Range (I am able to be farther away while still doing my job)
  • Durability (I don't mind being hit so much)
  • Sustain (I am able to take more hits because I can regen the health)
  • Threat (Opponents don't like getting close enough to me because I might kill them)

Basically, it's not an open and shut case that Yasuo is safer against skillshots than Xerath. In principle, I believe it is possible to design immobile champions that still fit in a world where mobility is common.

Kingsgrave2 votes

{quoted}

It's certainly true that mobility effects make one more resilient to non-targeted effects. On the other hand, there are other kit features that make you more resilient to non-targeted effects, too. Examples include:

  • Range (I am able to be farther away while still doing my job)
  • Durability (I don't mind being hit so much)
  • Sustain (I am able to take more hits because I can regen the health)
  • Threat (Opponents don't like getting close enough to me because I might kill them)

Basically, it's not an open and shut case that Yasuo is safer against skillshots than Xerath. ** In principle, I believe it is possible to design immobile champions that still fit in a world where mobility is common.**

The problem is that Riot typically doesn't know how to make immobile champions that aren't just a bunch of random free stats.

Trundle/Darius/Mordekaiser/Yorick etc.,

In principle you are absolutely right, but other than maybe Cho'Gath I'm not sure they are really that successful in this regard.

SmokingPuffin8 votes

Honestly, those kits all sucked long before mobility creep was a thing. I think bruiser design is a disaster, with only a few bright spots amidst a sea of unviable, unhealthy blandness.

The champions I'm thinking of as "you know, this can probably work in a mobile world" are things like Zyra Syndra Rumble Janna DrMundo.

Hyrum Graff1 votes

{quoted}

The problem is that Riot typically doesn't know how to make immobile champions that aren't just a bunch of random free stats.

Trundle/Darius/Mordekaiser/Yorick etc.,

In principle you are absolutely right, but other than maybe Cho'Gath I'm not sure they are really that successful in this regard.

I'm going to disagree with you, here. All those champions you listed are OLD -- from an era when Riot, as you say, didn't know how to make immobile champs that aren't just random free stats.

Look at their most recent immobile champ, though. Velkoz Vel'koz is awesome!

chumbler3 votes

[{quoted}](name=Hyrum Graff,realm=NA,application-id=3ErqAdtq,discussion-id=k2FIFYzV,comment-id=000200000001,timestamp=2015-02-12T05:33:56.944+0000)

I'm going to disagree with you, here. All those champions you listed are OLD -- from an era when Riot, as you say, didn't know how to make immobile champs that aren't just random free stats.

Look at their most recent immobile champ, though. Velkoz Vel'koz is awesome!

The problem isn't with immobile champions. The problem is the mobile champions and always has been. They're what needs to be addressed, not buffing immobile champions or mobility creeping them.

Kingsgrave2 votes

{quoted}

The problem isn't with immobile champions. The problem is the mobile champions and always has been. They're what needs to be addressed, not buffing immobile champions or mobility creeping them.

Reworking immobile champions to be more interesting is what needs to be done, but giving them mobility isn't the answer.

Kingsgrave2 votes

[{quoted}](name=Hyrum Graff,realm=NA,application-id=3ErqAdtq,discussion-id=k2FIFYzV,comment-id=000200000001,timestamp=2015-02-12T05:33:56.944+0000)

I'm going to disagree with you, here. All those champions you listed are OLD -- from an era when Riot, as you say, didn't know how to make immobile champs that aren't just random free stats.

Look at their most recent immobile champ, though. Velkoz Vel'koz is awesome!

Riot doesn't know how to make immobile melee champions that aren't mages typically. The only one I can think of that isn't problematic is Cho'Gath. Nunu is just a bunch of random stats and his design is rather odd.

LankPants1 votes

This just in, Melee champs need higher stats to compensate them for the damage that a ranged champ can do to them before they can close a gap, apparently this problem is even worse if you're immobile.

Honestly though there are a few immobile melee's who are interesting champs and not just balls of stats. For example.

Singed is a very interesting idea, he's innately annoying but not in a frustrating way. He baits you in to score that last hit on him and before you know it you've taken 500 damage from his poison. While he has free stats he's not built around them and he has a unique play style that's unlike any other champ.

Skarner has always been a champ who plays very differently from most of the roster. He's like a hyper Thresh in melee range. Once he grabs you you have no way to escape him and he changes the dynamics of the game into a 'keep away' style.

Kingsgrave1 votes

{quoted}

This just in, Melee champs need higher stats to compensate them for the damage that a ranged champ can do to them before they can close a gap, apparently this problem is even worse if you're immobile.

Honestly though there are a few immobile melee's who are interesting champs and not just balls of stats. For example.

Singed is a very interesting idea, he's innately annoying but not in a frustrating way. He baits you in to score that last hit on him and before you know it you've taken 500 damage from his poison. While he has free stats he's not built around them and he has a unique play style that's unlike any other champ.

Skarner has always been a champ who plays very differently from most of the roster. He's like a hyper Thresh in melee range. Once he grabs you you have no way to escape him and he changes the dynamics of the game into a 'keep away' style.

Higher stats is fine.

Getting a bunch of arbitrary stat steroids and increases just so you can function isn't fine on every single melee that doesn't work without them.

Nunu having his is fine Chogath having his is fine Olaf is just lazy design so he needs them

Hopefully you get the idea

Auryiel5 votes

Champions with no mobility should have spells that are stronger.

Anivia's Q missile should be faster Her R should have a lower CD to position it again in fights with greater ease

Brand's W should have a lower delay

Malzahar's Q should have a lower delay

etc.

While I appreciate the fact that these abilities are defined by their high power and by how hard they are to hit... Well they've simply become too hard to hit in today's LoL and this shit needs to change

That or reduce the missile speed of Zed's Q, Lee's Q, increase the charging time of Vi's Q, etc.

DrCyanide13 votes

The amount of power budget used for a mobility spell just seems to be far too low for the benefits it gives. Either the cost needs to be raised or the other champs need more power.

Raptamei2 votes

{quoted}

The amount of power budget used for a mobility spell just seems to be far too low for the benefits it gives. Either the cost needs to be raised or the other champs need more power.

Or everyone could get mobility because mobility is fun.

chumbler4 votes

{quoted}

Or everyone could get mobility because mobility is fun.

Except mobility creep isn't fun.

Junkο2 votes

Playing champions like Kalista or Yasuo with tons of mobilty IS fun. Kalista is my main ADC because of how fun her passive makes her to play.

The problem is that they are frustrating to play against, especially for the first 100 champions who are either without a mobility spell, or it's very minor and their CC isn't great either.

manbearswine10 votes

{quoted}

Or everyone could get mobility because mobility is fun.

How about we just delete everyone and replace them with lee sin and get this over with?

Lord Diddles1 votes

They did that to Lucian (during early game anyway) and look how that worked out. He's now a very unfavorable pick compared to a lot of ad carries, when he used to be "top tier" in terms of overall strength in his role. Doing this kind of balancing basically sucks the life out of the game, making people want to pick less of a variety of champions.

DrCyanide2 votes

He's unfavorable compared to ADCs which have not had their budget touched, yes. I've still seen him picked in the LCS though, when Graves was banned away.

VardenSalad4 votes

That's actually because they wrecked his passive and his damage went through the floor.

SpiritGear1 votes

I think Xerath is fine where he is along with Velkoz in terms of damage

Auryiel1 votes

There are certain exceptions, but overall immobile mages are probably the worst class right now (well along with tanks)

Narasimha1 votes

Thats more from the 'mana regen' issues' than mobility issues. Zyra, Viktor, Swain, Orianna, etc all remain highly relevant despite limited or no mobility.

Tilomentry5 votes

I can think of a mechanic that has counter-play that mobility doesn't counter: channeled CC (specifically Warwick Malzahar Urgot supression and Galio ult)

If you get caught in those abilities, then mobility can't help you but it is possible to counter these abilities by disrupting the caster.

There should be some more skills like these in game

Fraggleroc3 votes

{quoted}

I can think of a mechanic that has counter-play that mobility doesn't counter: channeled CC (specifically Warwick Malzahar Urgot supression and Galio ult)

If you get caught in those abilities, then mobility can't help you but it is possible to counter these abilities by disrupting the caster.

There should be some more skills like these in game

You are right.

But on a sidenote- these guys punish immobile champions even more.

SouL1ess3 votes

This seems like a fundamental issue with game balance

There are many fundamental issues with game balance that Riot cannot address until they rip the game apart and put it back together again.

The "point-and-click has no counterplay" philosophy is a conscious decision adapted by Riot to emphasize on individual skill. It doesn't necessarily favour immobile champions over mobile champions because anticipation works in both cases to evade an effect, which further promotes individual skill.

Which can lead to the consequence that, in absence of competitive-level skill, mobile champions are always better off in the game than immobile champions. Riot's intention wasn't to unbalance mobile and immobile champions, but it ended up in this meta anyways.

Kingsgrave1 votes

{quoted}

There are many fundamental issues with game balance that Riot cannot address until they rip the game apart and put it back together again.

The "point-and-click has no counterplay" philosophy is a conscious decision adapted by Riot to emphasize on individual skill. It doesn't necessarily favour immobile champions over mobile champions because anticipation works in both cases to evade an effect, which further promotes individual skill.

Which can lead to the consequence that, in absence of competitive-level skill, mobile champions are always better off in the game than immobile champions. Riot's intention wasn't to unbalance mobile and immobile champions, but it ended up in this meta anyways.

Skillshots and Non targeted dashes allow for more variance in skill level and matchup as well, which is why Riot favors both of them so heavily.

Think of how limited Wukong and Xin are in terms of how they approach a fight and how they go about their matchups. Now imagine how much more complex they would be if their dashes, both targeted on E, were no longer targeted.

Think of Pantheon and how limited his typical lane matchups are. Now imagine if his Q and W were skillshots instead of point and click.

Think of how much more viable Zilean is going to be with his new Q, even without the Stun honestly, all because it has more playability than just "click on the dude for boom boom"

killd0zer4 votes

Targeted abilities only have limited gameplay because Riot decided somewhere not to support them.

Morgana's E is a targeted ability with a LOT of gameplay. Most of the problems are due to homogenization, where the majority of all abilities in the game are Nukes in some way shape or form.

Kingsgrave2 votes

{quoted}

Targeted abilities only have limited gameplay because Riot decided somewhere not to support them.

Morgana's E is a targeted ability with a LOT of gameplay. Most of the problems are due to homogenization, where the majority of all abilities in the game are Nukes in some way shape or form.

Shields being non targeted are mostly pointless. There is no real skill or benefit to aiming them because they are meant to be directly timing and reactionary. Damage and CC spells aren't supposed to be entirely hinged on timing, because its not that hard to know when to use something that just blows up a dude so the skill in using them needs to be in aiming it and predicting enemy movement and since they blow up dudes, it should give the opponent time to react to it.

LankPants1 votes

Lux

SEKAI3 votes

The counterplay issue only surfaced and more became significant lately when there are champions who have kits that is twice as big as some others, or have a standard sized kit with each spell or passive that is equivalent to a combination of some other champions' multiple spells.

Then there is an absence of proper control/balance between ranged and melee, leading to taking the cheap route of introducing more and more gapclosers into the game instead of thinking of something else.

I tend to agree, the fundamental of game balancing in this game is severely lacking and leaves way, WAY more to be desired before this game is mechanically bankrupted.

EDIT: Point and click is not necessarily evil as they generally has a shorter range and lacking in strategic diversity, not to mention Veigar's stun is actually one of the hardest cc to land in today's age, and it's not a point and click.

SephAgro3 votes

Mobility Creep is definitely in effect - regarding the way the game is being balanced and designed. Veigar is easily countered by denying him farm. He turns into a wonky support champ in the later stages of the game if he doesn't q farm ap.

The term counterplay is treated specifically as a method for dodging or juking champs. Eventually every champ in league will have to be a backflipping ninja to fit in, and champs like Veigar that invest a lot in a macro heavy game won't have a place or will be punished for not having more 'skillshots'. As a Veigar player, you wont be praised for having ~300cs by the 30 min mark. That will never be regarded as skill. Crowds in LCS wont 'aw' for that type of skill. Hence no 'counterplay'.

chumbler2 votes

{quoted}

Mobility Creep is definitely in effect - regarding the way the game is being balanced and designed. Veigar is easily countered by denying him farm. He turns into a wonky support champ in the later stages of the game if he doesn't q farm ap.

The term counterplay is treated specifically as a method for dodging or juking champs. Eventually every champ in league will have to be a backflipping ninja to fit in, and champs like Veigar that invest a lot in a macro heavy game won't have a place or will be punished for not having more 'skillshots'.

Riot has said that Veigar's cage is going to get nerfed because it's one of the few things that actually counters dashes. Also they're going to make his Q a skill shot. Riot games hard at work combating mobility creep.

Llanite1 votes

You might not have noticed, but one only has 4 abilities, thus can only have cc or dash, not both. Let's capitalize this that have neither dash, shield or invulnerability .

Anivia stun wall and slow Annie aoe stun Cassiopeia a or stun and massive range Fiddlesticks fear silence list goes on

DrCyanide33 votes

{quoted}

You might not have noticed, but one only has 4 abilities, thus can only have cc or dash, not both.

Funny, the following champions seemed to have missed the memo: Aatrox - Knockup, slow, dash Ahri - Charm, move speed boost, dash Azir - Knockup, knockback, slow, dash Blitzcrank - Pull, move speed boost, knock up, silence Caitlyn - Root, slow, dash Diana - Pull, slow, dash Draven - Move speed boost, displacement Elise - Stun, dodge/targeted dash Fizz - Slows, dashs, untargetability Gragas - Dash, slow, knockback Gnar - Dash, slow, stuns Hecarim - Dash, move speed boost, fear, knockback Irelia - Dash, stun/slow JarvanIV - Dash, containing wall Jax - Dash, stun

etc, etc, etc.

supes the lost4 votes

Thought I would help out a little Kalista- Dashes, Slow Gnar- Dash, Has CC on every ablity

Mourrirdeux12 votes

Shen Shen has CC AND dash in 1 ability.

DrCyanide6 votes

He's not alone in that either: Riven Tristana Aatrox JarvanIV Nautilus and others can also do this.

Arveanor6 votes

Amumu item 3070

Rhlax1 votes

First off, "counterplay" in this context is excluding summoner spells and items, since those are equally available to everyone

They are an important part of the equation, that you cannot exclude.

There are items/summoners spells to counter every aspect of the game. (Auto attack? get some armor)

There is only Flash to counter wall jumping mobility.

Centuros4 votes

Except 9 times out of 10, the mobile champion ALSO has flash, to counter your counter.

DrCyanide5 votes

It's simplest to leave items out because there are counter items. You bought armor? I buy armor pen. We are back in the situation of my no counter auto attack hitting you. One could argue the counter to Ghostblade (on demand move speed boost) would be Frost Queen's Claim (AoE skillshot slow), but landing it still comes back to the advantages that move speed/dashes give a champion for avoiding abilities with counterplay.

Summoner Spells have a lengthy cooldown, and could only be used as a reliable counter to Ultimates or other Summoner Spells. You could use Flash to avoid Dark Binding the first time, but there will be another long before your Flash is available again. The fact that you even use Flash to avoid a counterplay ability strengthens the argument that champions with a dash ability have an easier time avoiding abilities with counterplay.

Rhlax2 votes

The fact that you even use Flash to avoid a counterplay ability strengthens the argument that champions with a dash ability have an easier time avoiding abilities with counterplay.

I agree with you. Dash abilities (the ones that you can wall jump) are insanely OP in this game. It counters everything, but it cannot be countered. I have briefly talked about 'mobility tax' as a solution for this problem if you care to read about it:

http://boards.na.leagueoflegends.com/en/c/esports/MQn7EU7b-how-a-mobility-tax-can-increase-championstrategic-diversity-in-lol-esport?sort_type=best

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