The real culprit for the so called "damage", "Crowd control" and "mobility" creep
A lot of individuals on this board have stated that there is an overabundance of certain things in League of Legends. I've seen complaints about there being too much crowd control, causing certain classes, mostly immobile melee ones, to feel like a chore to play due to them being pinned down without a lot they can do to circumvent that issue.
Additionally there have been some complaint about excessive damage and mobility, both of which are also direct results of the same thing causing the so called "CC creep".
And that thing is a certain stat called "Cooldown reduction."
Cooldown reduction in previous seasons was a stat that people actively opted into on certain classes, or rather specific champions, requiring certain item builds and rune setups that would allow them to hit the cooldown reduction cap somwhere down the line. There were specific high-budget items that allowed champions to get 40% cdr, with Frozen heart having been one of them.
Both the Iceborn gauntlet and the Trinity force did not have 20%, with Trinity force even having none of it in its previous iterations. Whoever wanted to get cooldown reduction had to plan ahead and know which items to pick so that they would amass enough of the stat to hit the cap.
But this is no longer the case nowadays.
There has been an influx of a lot new CDR items, usually introduced during Class Updates.¨
The biggest offenders being
and most Tank items, as they already provide a bulk of CDR in one purchase, effectively making people able to pick up a second or third item to reach the cap.
And that's without the tradeoff of less damage, durability or a lack of certain other stats.
Core items have been given a lot of CDR with a lot of staple items having smaller amounts of 10% per purchase that allows players to hit a 40% cdr cap relatively early into the game.
But is that necessarily a bad thing?
In my opinion? Yes, for a few reasons I shall put into perspective.
Prior to this influx of new CDR options a lot of champion's spells were balanced around having a high cooldown that meant that they had to be used sparingly or only in certain situations so that the spell would not go to waste. This layer of strategic thinking was removed as a lot of spells have a rather high uptime due to excessive cooldown reduction numbers.
In previous seasons hard CC was usually just a one time thing. One high moment that would turn the tides of a fight but nowadays the same spell can be used more than once during a fight, meaning there's a lot of additional crowd control flying around in a messy teamfight.
Additionally damaging abilities and mobility have also been affected by this change, meaning that damage and mobility is higher. A lot of mages in particular itemize Morellonomicon, already providing them with 20% cdr and making them able to use their spells several times more often than in older version of League of Legends.
Is there a way to combat this influx of CDR that is warping the battlefield of Summoner's rift?
Frankly? Yes, indeed.
And it's rather easy. It would simply require core items to have less Cooldown reduction on them and force champions to consciously invest in this particular stat without getting it passively through their core itemization.
Morellonomicon, Black cleaver, Iceborn Gauntlet and Trinity force in particular need some changes to their stats while other CDR items should have their niche of being geared towards higher spell uptime made more pronounced.
As a closing remark: Yes, cooldown reduction is a fun stat to have as it allows you to sling more spells at the opposition and overall get to use your champion's abilities more often without having to keep them for certain threats. But it does lead to the game losing a lot of its strategic thinking when hard crowd control is so readily available and certain damaging abilities become too overwhelming.
But reducing the builds that lead to 40 or 45% cooldown reduction would benefit this game heavily as it would turn down the overabundance of Crowd control and damage that many people seem to have a problem with while making the experience of playing League of Legends overall more enjoyable.
vgu, let's make a low cc tank into a heavy cc tank with knock up
rework, let's rework a tank into a cancerous pile of cc
no wonder the game is shit when you rework everyone into cc bot, and release champions making you unable to move
etc. For the most part they also have %health damage or %armor pen, to favourise fighting the frontline.
ADC itemization basically offers a solution for everything. AD menace?
. AP menace?
. CC menace?
Support itemization ... Should we even talk about it? Amazing items like
Assassin itemization .. Great lethality options
Mages.. are maybe the least beneficial of this but there are still good options.