@Ghostcrawler, I have an idea to make melee interaction more interesting

Critkeeper··2 votes·768 views

Every champion should have a toggle skill innately, that allows them to partially block autos with autos. This is an increase in complexity certainly, but bear with me and continue reading to see how this would improve league of legends. Generally you subtract your attack damage from the damage of the incoming auto attack, and note that you cannot critically block, and you cannot reduce the damage below 0 of course.

So you expend an auto attack to partially block an auto attack. Slice a bullet out of the sky. Snipe a rocket in midair. Parry a sword with an axe. The more attack damage you have, the more damage you block.

The toggle should have about a 3 second cooldown, so picking a defensive stance is an actual tactical investment that could backfire if you opponents act on the fact that you can't damage anyone with an auto attack for at least 3 seconds. In general, with critical strike chance or if the attackers attack damage or attack speed exceeds the attack damage or attack speed of the defender, the defender cannot mitigate all the damage from the attacker, so stalemates between auto attackers will not occur.

While toggled on your champion will automatically stop moving to parry an incoming auto attack. The number of times you can block per second is directly related to how much attack speed you have.

There may be items that allow you to spec into block, so that you can block far more attacks per second from multiple sources, but still no more frequently against a single attack source.

Doran's shield could be an item that specifically enhances the amount of damage you can block on each auto, as if you had 40 more attack damage for example.

Except perhaps for specific champions or specific actives, melee can block melee, ranged can block ranged, and melee can block ranged.

Tanks will generally survive by being very durable and not specifically building heavy into block, and are able to simultaneously auto attack or use abilities and be durable against any form of damage auto attack or otherwise. Fighters and brusiers in this system would differentiate themselves from tanks by generally having their durability and offensive capability be mutually exclusive-- either they can block damage (auto attacks) directed at them or attack, but not both simultaneously, and that modality would represent both a vulnerability and the ability to adapt to changing circumstances.

4 Comments

ValyrianBlade1 votes

I feel like this would create a meta where champions with low cooldown abilities that scale with attack damage would just wreck everyone else. I mean look at Hecarim's q. He can cast it every 2 seconds after 2 stacks, it scales on ad, and then he can enter a defensive stance to prevent taking damage back. I think assassins would become overpowered as well, being able to burst someone down with abilities while taking reduced auto attack damage. Basically it negates AA dependent champs, and really increases the power level of Champions that depend on their abilities instead.

Critkeeper1 votes

That is a fair argument but it doesn't discount the idea necessarily. People argued that with the removal of dodge, auto attackers would be op, but they weren't because RIOT tuned the game to be balanced after the removal of dodge by adjusting other variables.

It would be the same with this. Champions that are too powerful and those that are too weak would be brought to par after a change like this, which could entail creating a distinction between what counts as ability based physical damage, and what is physical damage but originates from an auto attack. We have items that make that differentiation, such as frozen heart, which is more effective for reducing sustained damage from an auto attacker than ability based physical damage, but the difference is quite shallow. A change like this would automatically create a deep system level differentiation because items that help you block more damage from autos while you are in block mode do not synergize with armor.

Apart from having an enormous impact on basically every aspect of the game, it makes discounting the idea as it stands based on what league of legends would be like if this change were just dropped willy nilly without any other changes kind of a moot argument. In other words I'm not drawing the entire picture (and I can't). The point is to make changes to the SYSTEM, not to individual champions or their interactions, so that with that change to the system more interesting interactions between champions can be SUPPORTED.

KaellrusQT1 votes

Seems like it'd be fair but it'd be ridiculous on champions with massive steroids like Tristana or Jinx.

Zhugan1 votes

Would make rADCs worse early and have very little effect lategame. A crit for 500+ reduced by ~150 or so is still 350+ crits. On top of that, you're doing less damage to someone you need to burst down as quickly as possible and you can't do that when you are reducing your own damage. Not only that, but late game ADCs are 100% going to have way more aspeed than any melee champion, meaning that they will only be reducing the damage by a fraction for every other attack.

It creates a situation of false choice for melee champions. Reducing the damage may let you live, but it stops you from killing ranged champions. Not reducing the damage makes it more likely to kill the range champion, but also makes it more likely for you to die.

Better solution would be to reduce the damage of autos as they go further, with an obvious base range for where they always do max damage (say 400 range or so). Stop champions like Trist/Kog from absolutely wrecking from so far away you could never kill them, but doesn't hurt shorter ranged ADs nearly as much. Essentially, that creates a system of risk/reward instead of creating a system of false choice.

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