Add a stun cooldown

SeagerVII··1 votes·289 views

I hate getting spam stunned/rooted, im sure there's alot who can say the same! You know the fealing, your adc as miss fortune, all the enemy's are right in front of you with 20%hp, and just about when your ready to use your R you get stunned by every enemy there is over and over! Now what seems to have been the most perfect moment turns out to be your demise! I propose a solution. After you get stunned you should go into a small cool down that makes you invulnerable to stuns/roots/silences/taunts. It shouldn't negate the damage done but just say "stun immune". Now this is just my own thoughts... it could be bad for trying to handle a adc or a really good solution to spam stuns. Let me know if you feel the same or give me a reason why you think it would be a bad idea!

1 Comments

Avienal1 votes

{quoted}

I hate getting spam stunned/rooted, im sure there's alot who can say the same! You know the fealing, your adc as miss fortune, all the enemy's are right in front of you with 20%hp, and just about when your ready to use your R you get stunned by every enemy there is over and over! Now what seems to have been the most perfect moment turns out to be your demise! I propose a solution. After you get stunned you should go into a small cool down that makes you invulnerable to stuns/roots/silences/taunts. It shouldn't negate the damage done but just say "stun immune". Now this is just my own thoughts... it could be bad for trying to handle a adc or a really good solution to spam stuns. Let me know if you feel the same or give me a reason why you think it would be a bad idea!

I will admit that the stun/root chain exploitation gets a little annoying, especially when a team might emphasize heavily on hard CC (like ARAM Accounts cough) and just plain team roam to constantly lock down and kill spree feed that way and counter out any pushers with that stale strategy, though it might be better to simply apply a global 'tenacity' effect which will reduce repetitive disables (Root, Stun, Knock up, etc.) duration by say half its amount to not utterly ruin its use, but make it a bad idea to save it for just one specific champion in the enemy team just because they are the only one who can utterly ruin your team and your team can likely just mow the rest. Very sure alot of people know those feelings when a Malphite runs in and ultimates, Galio or Amumu flash and ultm locks you, Yasuo gets his tornado to land on 2, 3 or even your entire team and he proceeds to utterly massacre damage you all with the ultimate and then applies bonus armor penetration to all if you which he will likely E thru you several times and throw in some Qs to finish it of.

Most of the time it feels like 'Tenacity' barely serves any purpose, since the only item to grant it is Mercury treads and Elixir of Iron in regular mode and likely no one picks up elixirs in 'regular' mode, while the more effective item, Moonflair blade is basically a item that only shows its face in 3vs3 mode aka Twisted Treeline map, which means the abilities for it is very scarce and maybe having the effect show up more might help curve back the use of CC spam.

Especially if they make knock backs and knock ups ALSO be affected by reducing its respective durations, which the latter would indirectly give Yasuo a 'nerf' since Tentacity would reduce his window to ultimate and likely make a bad decision to jump in if his team ain't ready to help out or the allied team was ready with shields to mitigate his damage. While the Former could apply to gimmicks like Vayne's knock back, making it harder for her to wall pin targets for the stun because the 'knock back' wearing sooner means placing the champion with the tenacity 'upgraded' effect at a much closer distance then where they would of been placed by the knock back.

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