Discussion on balancing slows
This idea came to me when I was considering challenging smite and how it destroys non-mobile champs compared to mobile ones To start a comparison Its easy to see the difference between riven and nasus in mobility, while nasus gets royally wrecked by a slow since he has no mobility move, if you attempt to slow riven she can use her Q and E and it is almost as if the slow never existed
Now what if dashes in the game were based off movement speed, of course there is a cap to the distance it can go which since i realize its a bit confusing i will illustrate quickly what i mean
Lets say currently Lucien's dash goes 500 units
With the slow rework distance dashed would increase from 0 - 500 units as ms rises with its cap being 350 movement speed (where the distance in the dash stops growing) however if the movement speed were to ever fall below 350ms then it would cut the distance dashed even if the dash removes slows
So with the rework, if lucien is slowed to, lets say, 267 ms, his dash would then only go lets say 325 units (numbers arent important right now they are just examples) and if lucien ever fell to 0ms his dash would be 0 units
As an increase to this as a buff/nerf to chilling smite chilling smite slows for 25%, if the enemy champion uses a dash then the buff is doubled and refreshed
of course this doesn't take into account teleports like ezreals, flash, ect, (it could but this is just my through process right now) but it would leave alone target abilities that require targeting a champion or minion, aka poppy yasuo ect because if you can use those to escape then its a good out play and we don't want to remove that from the game. It would also not effect MS increase abilities anymore then it does now since moves like hecarims E or zileans E arent "dash" moves