Is "Counterplay" the politically correct term for "Mobility Favoritism"?
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.
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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.
is safer against skillshots than
. In principle, I believe it is possible to design immobile champions that still fit in a world where mobility is common.
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Vel'koz is awesome!
having his is fine
is just lazy design so he needs them
supression and
ult)
stun wall and slow
aoe stun
a or stun and massive range
fear silence
list goes on
- Knockup, slow, dash
- Charm, move speed boost, dash
- Knockup, knockback, slow, dash
- Pull, move speed boost, knock up, silence
- Root, slow, dash
- Pull, slow, dash
- Move speed boost, displacement
- Stun, dodge/targeted dash
- Slows, dashs, untargetability
- Dash, slow, knockback
- Dash, slow, stuns
- Dash, move speed boost, fear, knockback
- Dash, stun/slow
- Dash, containing wall
- Dash, stun
- Dashes, Slow
Shen has CC AND dash in 1 ability.
and others can also do this.
