Extreme mobility with burst
It just feels so bad to play against this. Agree or disagree?
It just feels so bad to play against this. Agree or disagree?
You are right the entire assassin, mobile fighter, deceptive burst mage, agile ranged fighter genres should be ignored because ADCs want to be completely untouchable when they misposition.
It'd be a shame if they removed the burst damage from artillery mages.
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#MIRA #ARYA #ENTHE
[slayer-jinx-wink]
Finally, someone who sees my struggles as an immobile ADC main!
Besides ADCs, Supports and APCs too. I remember when I started, when Fizz and LB where in one of their best moments. The hell I hated (and I still hate) them, but you learnt to play carefully and not missposition (and when to fight back, I you aren't me). Honestly? Today that doesn't happen usually. And maybe that's why people hate Zed and Yasuo, because they have huger areas of "I can punish you". In S2, Vlad in midlane was a "if you don't beat me in harass, I'll QQ you down", but today is just avoid him when red bar is light up...
Idk if it has been for a better, but all the changes to punish less have make the playerbase a little too confy.
I think this can be refined a little: I think extreme mobility that guarantees target access and front-loaded burst are bad to have together, because the combination carries no counterplay. I'm absolutely fine with an opponent initiating on me from two screens away, so long as they give me a proper chance to fight back, and I'm okay with getting one-shot if I had seen it coming beforehand, and could have done something to stop it. Having a champion jump you without warning, and then burst you down before you can react, is not interactive at all, and is what feels terrible to play against.
While counterplay doesn't entirely work like this, I think it's useful to think of it as a resource you basically have to allocate somewhere along a champion's combat timeline: it's absolutely fine for an initiation to have no counterplay, so long as their actual fighting pattern has extra amounts of it, and it's okay for a champion to have really reliable and strong damage if they give you additional means of interacting with them at other points in time, or other ways of beating them that most champions don't have. This is why I think the Assassin Update fundamentally failed, because it didn't really put that in action: sure, many of the reworked assassins have some more counterplay now, but it's not well-defined enough, and in many cases it's still lacking. There are still plenty of champions who can reach their target near-instantly and kill them just as fast when fed, with Rengar being a prime example. Had the developers taken a more decisive stance on assassin design and properly parceled out counterplay on assassins, he would have been reworked completely differently.
Another part of the assassin update that I think showed a misunderstanding of assassin counterplay is the generalization of Camouflage as a mechanic: the entire purpose of stealth is to be able to attack whenever, wherever and without warning. If your champion needs to announce themselves before they can attack, you might as well make them visible, and give them untargetability instead. Rengar especially is a champion whose ult is supposed to be all about letting him get to whichever target he wants from pretty much any distance, and take them by surprise. Giving stealth champions like him, Twitch or even Evelynn a reveal radius just waters down their fantasy, and doesn't particularly add the most interesting counterplay when more could be done to make their damage less reliable. Stealth champions as a whole should be given the most reliable target access in the game, but should pay for it with really unreliable, interactive abilities that force them to pay particular attention during fights, while allowing their victims to outplay them. Meanwhile, other assassins like Katarina should do perfectly fine with massive upfront burst, but should also highly telegraph their moving into position to get you, so that you can escape them if you play your cards right.
I think this can be refined a little: I think extreme mobility that guarantees target access and front-loaded burst are bad to have together, because the combination carries no counterplay. I'm absolutely fine with an opponent initiating on me from two screens away, so long as they give me a proper chance to fight back, and I'm okay with getting one-shot if I had seen it coming beforehand, and could have done something to stop it. Having a champion jump you without warning, and then burst you down before you can react, is not interactive at all, and is what feels terrible to play against.
While counterplay doesn't entirely work like this, I think it's useful to think of it as a resource you basically have to allocate somewhere along a champion's combat timeline: it's absolutely fine for an initiation to have no counterplay, so long as their actual fighting pattern has extra amounts of it, and it's okay for a champion to have really reliable and strong damage if they give you additional means of interacting with them at other points in time, or other ways of beating them that most champions don't have. This is why I think the Assassin Update fundamentally failed, because it didn't really put that in action: sure, many of the reworked assassins have some more counterplay now, but it's not well-defined enough, and in many cases it's still lacking. There are still plenty of champions who can reach their target near-instantly and kill them just as fast when fed, with Rengar being a prime example. Had the developers taken a more decisive stance on assassin design and properly parceled out counterplay on assassins, he would have been reworked completely differently.
Another part of the assassin update that I think showed a misunderstanding of assassin counterplay is the generalization of Camouflage as a mechanic: the entire purpose of stealth is to be able to attack whenever, wherever and without warning. If your champion needs to announce themselves before they can attack, you might as well make them visible, and give them untargetability instead. Rengar especially is a champion whose ult is supposed to be all about letting him get to whichever target he wants from pretty much any distance, and take them by surprise. Giving stealth champions like him, Twitch or even Evelynn a reveal radius just waters down their fantasy, and doesn't particularly add the most interesting counterplay when more could be done to make their damage less reliable. Stealth champions as a whole should be given the most reliable target access in the game, but should pay for it with really unreliable, interactive abilities that force them to pay particular attention during fights, while allowing their victims to outplay them. Meanwhile, other assassins like Katarina should do perfectly fine with massive upfront burst, but should also highly telegraph their moving into position to get you, so that you can escape them if you play your cards right.
You had me until the last Paragraph with Rengo jumping from 2 screens away XD
I wasn't talking about Rengar specifically when I mentioned that, even though he technically can enter stealth in one lane and gank a champion in another pretty quickly. What I meant about guaranteed initiations is that they can be as reliable and far-reaching as you want them to be, so long as that gets compensated with extra counterplay in the middle of combat, and my complaint about Rengar specifically is that he has both some of the most reliable target access in the game (even with Camouflage), and some of the most upfront burst out there too. Because he still has limited interactivity both pre-combat and during a fight (and his counterplay post-engagement just amounts to him mostly just being a sitting duck), he's still one of the unhealthiest champions in the game as a result.
Personally, I'd support removing all of the junk that got attached to Rengo's ult, and making it grant full invisibility (no reveal on proximity), with no global warning and no indicator on nearby targets, but then I'd also completely remove his upfront burst and instead make it very back-loaded and dependent on extended combat with his victim. As a hybrid between a diver and an assassin, Rengar definitely deserves to have the easiest backline access in the entire game, but he should also be spending the most time in combat out of any assassin, too, as befits a fighter champion.
Must admit,didn't expect such a well thought post.
You make a great point,if he does require more time to kill his target than such a huge gap-closer shouldn't be a problem.
Until last year, i loved playing against it.

Ignoring all the nerfs, Malzahar is even better at punishing any form of aggression because of his passive.
If it was an actual spell shield, then sure. Except that it's really no more than a weaker spell shield at this point.
Though any buff to it makes it insanely punishing to everything not just aggression. (I mean poor design is poor design)
Until last year, i loved playing against it.
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TBH I'm pretty sure they dumpstered Malz and Veigar because they both were counters to mobility spammers and it interrupted their biased meta lol
As a former Malzahar main they dumpstered him because he walled off his lane and made it unpushable for the enemy, hit level 6 then just freelo killed them anytime they were in range of his flash combo. Old Malzahar had the wave stalling power of Morgana and the linear kill zone of Annie with unlimited mana. And could take out half of somebody's HP by hovering his mouse over them and pushing E. New Malz didn't fix these problems so he was dumpstered. He needs less shoving power and Aid/R need to be more Fallible so he will be less oppressive. Then he can be buffed.
Riot doesn't nerf shitty designs because #lc$bigplays conspiracies. They nerf shitty designs because they are unhealthy for the game and either non-interactive and/or do not add ample opportunity to beat them while in their effective range.
I dont mind as long as its not grouped up with durability, then I have problems. A fed kat can fuck and get bursted down. A fed WW/ Hecarim not so much.
Hence why champs like fizz are so toxic when they are allowed to build tank and still kill squishies like it's nothing.
even ahead a fed fizz that built tanky did not kill squishies like it was nothing. In fact, he had to either A) land his ult from a decent range to get the most out of it (adds huge telegraphing) followed by his entire kit (which is backloaded by his W's interaction) and usually a couple more autos Or the target had to buy literally 0 defenses, and he still lands his whole kit (including the delayed W)
Which means tank fizz was actually not the best at punishing people out of position, but was extremely good at fighting people on their own AND his bulk + kit made it hard to punish him if he was caught out Which means Tank fizz was one of the best at side lane control, but still usually wasnt the best at dealing with a team who was staying together.
AP fizz could kill squishies with just an Ult + Q +W or a Q+E+W, but not tank fizz
Mabye Ekko might have been a better example. Regardless, when mobile champions such as fizz and ekko start building tank and can still perform their main job with little sacrifice it becomes a huge problem.
It's annoying to play against but the playstyle has its place as long as there are weaknesses.
No, shhh. Damage is evil. remove all AD and AP and give all tank items 1000 HP.
Cleverly disguised assassin salt thread

SHALL WE
Cool except, you can dodge that burst and see it coming a mile away. her E doesn't go past minions, her Q make smack you leaving but you sure as hell have time to dodge or react with something while it's returning which is the part that hurts the most and if she's ulting towards you there is adelay between each dash that allows you to do something instead of standing there like a potato pretending most of her damage isn't predictable or avoidable.


I completely agree with you, there are two main problems with most assassins/divers: 1- They can punish other champions mistakes so much harder than other champions can punish their own. 2- If they get nerfed to avoid this, ADCs become unstoppable killing machines due to their excessive damage and lifesteal.
The champion designs suck, but they do partly because the damage creep forces them to.
Yasuo, Fizz...I agree.
The original

Agree, it's frustrating at times but most of the champions with high mobility and burst would be useless without it. Katarina without her Shunpo can't do anything and she'd be virtually useless as an assassin. The same goes for all assassins, most fighter's only have one mobility spell with a couple exceptions being Riven, Yasuo is a whole different story to talk about so don't lump him in with everything else. Basically without high mobility+burst champions, it would be near impossible to punish champions that can only be bad if caught out of position.
Thing about mobility is that it makes laning very safe as you can run away easy dieing less, and makes you able to run down enemies just too many +'s that it be crazy to not use a non mobile champ. I just lost a game where the whole enemy team used mobile champs except for 1, and it was not fun.
Agreed, dammit i hate it.
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Who are you asking?
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How does Ashe fit in there? A quick assassin will just gapclose and screw her unless godly peel is present. Same with a strong diver.
The other ones truly don't give much of a fk though.
Only when the champ isn't an assassin.
Well there's some varying definitions of extreme. For some, Ahri's 3 fully controllable dashes and move speed every time her main spell is used is extreme. For some, Yasuo's enemy restricted spam dash that is only functional in lanes is extreme. For others, things like Zed/LB having safety nodes that stick for extended diving periods and having more than one of them is extreme. And in another mindset, Master Yi right clicking around running as fast as Rammus is extreme.
All of these abilities have entirely different windows of usability, yet they fall under the same definition and to gain access to their burst they all require combos. Personally I think its a problem when their burst is high enough to where an immobile champ that lands everything on them isn't able to outtrade them or at least give them a threat of dying.
Not my fault your adc wants to be 10 feet away from their team.
Disagree.