Abilities that are too involved: A new paradigm in champ design
Around the era of Kalista/Yasuo, I noticed the rise of a word that circulated profusely around discussions of balance. That word was "overloaded." Champions were being released with double passives, and with more passives on their abilities. There were walls of text opponents had to understand to even play against those champs. Those champs had kits that seemed to make earlier champions completely obsolete. It seems to me that there's a new trend. Champions with a single defining ability, and lackluster kits everywhere else.
I don't have a nice succinct word to describe the kind of ability I'm talking about, but you know the ones. Let's make a list, shall we?
- Gangplank E. Changing just 1 of 4 abilites, and he feels like a completely different champ to me.
- Mordekaiser R. Seriously, that dragon, and the changes that resulted, are just forced.
- Ekko R. I actually don't know his other abilities. I know I have to dodge his boomerang and not get baited by R. Then I win.
- Tahm Kench W. For weeks, we've been watching Riot try to balance this thing. He also has "ultra-passive" syndrome, somewhat.
- Illaoi E. Again, I only vaguely know what else she has, because managing the vessel is the only important bit.
I'm trying to avoid this sounding like a bash thread, but does anyone else feel like this is problem? These champs have a play pattern that revolves around this one skill, so the contest between the player and his opponent is managing his one skill. It takes over the game. This is especially damning for champs that have this ability as a non-ultimate (Tahm Kench, Illaoi, and Gangplank). You expect an ultimate ability to define a champion, at least to some degree, but we can see in those cases that the "real" ultimate is somewhat tacked on. TK gets a free summoner spell (essentially), GP gets some global presence, and Illaoi gets a way to make her tentcles from her E more menacing. These ultimates do NOT define the champion. You barely care about planning around them, because planning around the "lesser" ability is more important.
I understand that it can still be "balanced," technically. I won't argue that all these are game-breaking, necessarily. I just kind of wonder if anyone else is raising eyebrows at the design principles there. For me to play against Illaoi and only have to care about 1 of her abilites is kind of crazy. Even Blitzcrank makes me care about his knockup and AoE silence. And shield. Wow, I just made my point again without even meaning to. Perhaps the most hated/recognized ability in the game, and I can still tell you what else Blitz has in his kit, because his hook doesn't completely dominate it. He actually has other tools. That's good design!
Having non-ultimate abilities be THAT influential is kind of jarring to me, and I'm wondering if anyone else cares. So, community, do you care?