Lets talk about - Shields
So first of...let us take a look at Shields as they appear in the game currently:
- there a roughly two categories: self-shielding (active+passive) and supportive-shielding
- I will list primary scalings of the shield + potential uptime (40%cdr)
1. Self-Shields:
1.1a occurance in the game
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: scales offensively+defensively with ap (dmg+value) / potential uptime: 166% -
: scales with ability-lvl only (slow+value), value increases as more opponents are around / potential uptime: 70% -
: sclaes off+def with ap (dmg+value) / potential uptime: 30% -
: scales off with ap/ def with hp / potential uptime: ~90% -
: scales defensivly with an offensive stat (ad)+offers mobility / potential uptime: ~40% -
: scales defensivly with a stat the champ seldom uses (ap)+ offers a little dps/en-reg / potential uptime: 100% -
: scales defensivly with a stat the champ seldom uses (ap)+ offers mobility / potential uptime: ~90% -
: scales defensivly with a stat the champ seldom uses (ap)+ offers utility / potential uptime: ~100% -
: scales off+def with ap, can offer mobility (augmented) / potential uptime: 100% -
: scales defensivly with a stat the champ seldom uses (ap) + offers lifeleech/ potential uptime: ~150% -
: scales off+def with ap / potential uptime: 4,8sec guranteed downtime -
: scales defensivly with an offensive stat (ap) + offers mobility / potential uptime: 0,55% -
: not really a primary shield-spell in function, but has the same scaling-mechanic as J4/ potential uptime: once a fight
1.2a summary:
- most self-shields offer either dmg or mobility on top of the shield-value, there´s no spell that is purely a shield
- the potential Uptime for most Champs is ~100%, only exception seem to be CHampions that have been seen as too strong during laning
- there´s no real consistency in scaling
1.3a conclusions:
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Shields that offer def+off scalings on the same stat have a history of snowballing out of control fast (e.g. Diana had been very oppressive when released, Riven aswell, Victor still is a huge lanebully) -> The Nautilus-model seems the most healthy pattern for me...getting more tanky by building tanky and getting more dmg by building dmg seems appropriate and doesn´t snowball as much
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pure Shields seem to not offer enough gameplay -> might be because shields seem to be balanced as +effective health mostly with very high uptimes, so there´s no gameplay in the shield themselves, you just press it for extra-health infight...not reactively
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Most of the Champs have the shield to go in the midst of battle, yet J4 is the only one with a shield-mechanic that really adapts to this pattern -> I feel like J4s/Eves scaling with opponents is really the best way to balance out Shields - otherwise they get out of hand fast in 1v1 Situations or the 3v3 Map...as they tend to be either useless to survive in a 5v5 clash or to strong to be fought in a 1v1.
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Effects coupled to the Shield cause it to snowball too harsh against the Champions ->Champs like Shen, Sion+Nauti that really suffer a lot from having their shields exploded too fast once they fall behind -> more consistency here would be needed
1.1p occurance in the game
: scales with a stat defensive only cause of itemization: mana / potential uptime: ~9%, though it´s fair to assume it´s basically up once every clash later on
: sclaes with health / potential uptime: once per clash
: scales with offense (more dmg->more/faster shield) / uptime: unlimited
: scales with health/ potential uptime: ~35%
: sort of scales with mobility / potential uptime: at least twice a fight (1prefight+ult refresh)
1.2p summary
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Most passive shields just grant some bonus-survivability on Champions that need them ->basically just an improvement of defensive scaling, quite alright on tanks though a bit lacking in terms of gameplay
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some passive-shields need the Champion to be active to contain them ->good idea, but the execution seems to not work out to well, as it still basically just proccs in fight when it procc without 2nd thought about it (though ok, it´s a passive yea)
1.3p conclusions
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The Shields work alright as sort of defensive-scaling-amplifier
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The more active Shields tend to be somewhat oppressive ->like with the active-selfshields, having off+def scaling on the same ability doesn´t seem like a healthy pattern for gameplay and leeds to binary feast or famine scenarios (morde) ->mobility already is a huge tool to survive/attack...coupling a shield with it just enhances that even further (Yasuo)
2 Supportive-Shields
2.1 occurance in the game
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: def+off (bonus ad)scaling with ap / potential uptime: ~80% -
: scales defensivly with a stat the champ seldom uses (ap) + offers mobility + shields himself aswell / potential uptime: ~100% (though in reality Lee won´t go for 40%cdr, so 60-70 seems more realistic) -
: def+off scaling with ap (passive dmg) / potential uptime: 100% -
: def scaling with an offensive stat, can protect up to 5 targets for a basevalue of 1800+3,5ap scaling (!!!) / potential uptime: ~80% -
: def scaling with an offensive stat+ offers cc-immunity (!!!) / potential uptime: ~55% -
: scales defensivly with a stat the champ seldom uses (ap) + offers mobility for the shielded ally / potential uptime: ~40% -
:scales defensivly with an offensive stat (ap)+ offers mobility / potential uptime: ~67% -
: scales off+def with ap, offers defstats on top, moves the ball / potential uptime: ~74% -
: primarly a Heal, scales defensivly with an offensive ability, AoE-potential / potential uptime: 25%
2.2 summary
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again, the only shield in the game that is purely a shield is Lux W - which offers gameplay through beeing a sort of skillshot + has incredible oppressive basevalues/scalings -> Shields per se don´t seem to offer any gameplay, as they are always coupled with additional effects -> Shields that focus more on the additional effect like Morgana and Thresh have a much lower uptime
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the uptimes of Shields still tends to be ~100%
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again, we see that many shields scale off+def from the same stat...leading to a more snowbally game-pattern
2.3 conclusions
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Shields that focus more on the additional effect like Morgana and Thresh have a much lower uptime -> I think the pattern here is kinda right, especially for Thresh you often forget about the shield and focus just on the good use of the lantern-grab -> I feel like the uptime/duration is still to long to really offer sort of reactive gameplay, often the abilities still get used just in case/with a very forgiving time-window
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Again, Shield-uptime is very high...so instead of timing it to clutchly save an ally they just offer more effective health over the course of a fight, not adding much gameplay there (and thus needing additional effects to be somewhat interessting)
3 TL/DR...or final conclusions
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In general shields don´t offer much gameplay at all due to very high uptimes (and therefor get coupled with additional effects most of the time) ->so basically, shields just add effective health in fights an can be spammed on important charackters without much attention -> I think it would be a lot healthier for gameplay if especially supportive-shields would get a more reactive character...meaning much less duration, so you would have to time them depending on the fight to effectively block dmg instead of just spamming them, as they will absorb the dmg anyway ->~100%uptimes don´t offer gameplay for either side...as attacker your only option is to bruteforce through the shield, as shielder you can just keep it up anyway
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I feel the J4-Shield actually has a healthier design than most shields ->it scales with the number of opponents you face, so it´s not as oppressive/snowbally in 1v1 fights and still protects you well in a 5v5 ->I feel like this pattern should be used on other shields aswell
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Shields that scale offensive and defensive the same time tend to snowball a lot ->Naut is a great example of a shield that gains survivability as you build survivability and dmg if you go for an offensive stat ->that pattern offers a lot more choice for the player/buildpath and is a lot more healthy for the game I feel
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Shields that have the additional effect tied to the shield-uptime tend to snowball (in both directions) aswell -> A good example here is the old "no counterplay" Skarner...if he got ahead and his Shield couldn´t be exploded fast he just ran at you and then beat you up mercilessly, but if he ever fell behind the shield exploded before he had been half-way towards you and you could kite him for years without problems -> that pattern leads to very snowbally gameplay and should really be avoided ->effects that are really important for a champion to be strong should never be tied to their shield-uptime, but last for the full duration of the spell weather the shield gets destroyed or not...good examples here would be Shen (he really gets energy-starved incredible fast if the shield dies quick) and Naut (just no dmg whatsoever once he falls behind)
So basically I think there is a lot of potential to improve the gameplay of Shields, as right now they are mostly just spammy snowball tools (+same can be said about heals for the most part)