The Mobility Meta
SECOND EDIT:
This got A LOT longer and more attention than I thought it would! I am glad so many people are interested in the meta and changes to the game, even if we dont always agree :D thanks for caring guys.
The following is a block quote from a discussion I'm having in a thread, and I feel like it deserves to some extent, its own discussion.
EDIT: basic complaint about mobile meta, for easier discussion purposes.
but basically, my view is that any champion who doesnt have counter play (regardless of how) is a negative influence on the meta.
A champ who can full burst (100%-0) is no fun, and broken. In the most literal sense. Yet a champ push, dive, and get caught, and not care is just as unfun, because the correct play becomes to just not fight them.
That is EXACTLY my point - the mobility meta has 3 basic problems (there are a few others, but these are the big ones)
As you said, a large part of the game is being in position, and playing smart - high mobility champs destroy this aspect of play. Examples: (before the nerf) Why play safe with Lucian? If anything happens he can dash away. Why do I care about tower shots? I can run in, burst you, and dash away. An overly high mobility champ doesn't as much play the against the opponent, as he does the game. Second example: Lulu - there is no combat in lane. She range basic attacks, slows you, and can run faster than almost everyone else (ok, for a duration - but its more than enough) - for lulu, its not about outsmarting, play safe, trading properly, farming well....its about "they moved towards me, slow and run" "they backed off, start attacking them, or minions" "someone ganked, slow and move buff to tower" - some lulu's dont even bother warding, because they can getaway anyway. Thats not an increase in the need for skill - its a champion who is far to forgiving of mistakes and bad play.
You mentioned the importance of being mobile - the second problem is that there are so many champion who ARE NOT already. So long as high mobility auto beats low mobility, picking these old champs is as good as intentionally feeding. Examples: If I play, say, Annie vs Kassadin, the Annie cannot getaway, cannot be properly positioned at any time, and etc. They ONLY way she can compete is to out damage Kassadin so hard as to burst him in 2 seconds (so that he doesnt just run) - so now, we have a toxic game style of either combo someone with no chance at counter play, or play a champion who is mobile.
Which brings me to the last problem - negative experience. The ONLY way to kill a high mobile champ is a: massive, Examples: You play Gragas Mid vs me as Veigar. You can always poke from afar, body slam away, etc. etc. So my ONLY option is to dodge about, way behind the minion line, and farm. That is, until I get a DFG, and can go stun->W->Ult->Q. So this mid lane is now you playing a game of throw the barrel and run away, and me play Ranged Nasus Farm Simulator 2000. There is no strategy at that point. Its simple cause and effect.
So, there are a few solutions:
we keep the high mobility meta, never release a low mobility champ again, and rework every champion to fit the meta (or just consider them bad, and watch as they go Urgot on us).
We have a meta of High mobility vs Instagib and people on both sides calling op, broken, and flaming riot.
We get rid of the mobility, and make people learn to play strategically. (Oh the horror?)
I know that in these solutions, I am biased - but seriously, what other option are there?
Edit: also - I'm not against champions having mobility either - but the number of them, and the oppressiveness of it is stifling. When Riot adds it to a champion, it should take up more of their over all power than it currently does.
What are other thoughts on this? Am I wrong in my point? Do you agree? Do you have something to add, or other suggestions?
there are more champs played, mostly
who excel at cc vs these high mobile champs.
Basically, its about there not being ANYTHING fun when the competitiveness of a champ hinges on strictly their mobility.
i've included champions with extremely situational, limited, or unreliable mobility (re: urgot fiddles jinx darius viktor) and left out TF who i consider highly mobile in light of his ultimate. this represents about 23% of LoL's champions. lolking's win rate chart says that only 8 of these champions are below 50% win rate. elophant places 11 below the 50% line. they aren't underperforming in terms of overall win rates, in fact if anything theyre overperforming with 19 out of 27 above the 50% line, and mind you, these are the absolute least mobile champions in the game.
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You forgot these: there is a difference between strong initiation, and true mobility - and ults tend to not matter, because of their timers - Example: mundo is definitely not mobile.