Vi's ult doing a little too much with too little counter play
I feel like vi's ult does a little too much while adding too little to her counter play.
In the description, her ult states:
"Active: Vi targets an enemy champion and chases it down. She performs an uppercut upon reaching it, dealing physical damage and knocking it up for 1.25 seconds. While charging, Vi is immune to crowd control and will knock aside enemies in her way, dealing 75% damage to them. Range: 800"
So, if you're within 800 units, she will hit you hard, CC you, allow her team to hit you, and set her self up to not only cut off your escape (because it also places you in front of her) but set her up to do the remainder of her combo and there's nothing you can do to stop it. I have a very big problem with this. This, in and of it's self, lacks counterplay. The each piece of it , by it's self, isn't too powerful, but everything added together is. The only other ability that is like this is malphites ult. The only difference is, malphites has lower base numbers, is AP, lower scaling % wise, and (this is the most important part) not targeted. I would also like to point out that this is longer than any ADC's range (except for twitch when he is using his ultimate.)
Conclusion: Targeted abilities that CC, do high damage, and can't be stopped should not exist. When you can't run away, avoid, or stop them it's just unfair.
Solution: keep the 800 range if you want, increase her missile speed (the time it takes to get to them), and make it a skill shot. Either that or allow her to be CC'd and up the damage on it slightly while decreasing the CD of it if it gets interrupted. Maybe set the CD to 15 seconds if it gets interrupted.
As Always, suggestions/comments are encouraged and welcomed.
both do high dmg, apply CC, and can't be stopped. (Well warwick can, but only by team mates with their own CC) And have significantly lower CDs than Vi ult.


ult comes to mind, she is hardly the sole offender of this.