@Morello: What would you think of a CC effect that disables movement abilities?
So this thought came to me earlier today in the middle of an exam and it kind of screwed over my score.
There's been a lot of talk about mobility creep lately with the coming release of Kallista, arguably the most mobile AD carry in League of Legends history. At the same time, we've experienced the recent release of Azir, whose ultimate prevents enemy movement from passing through it.
What if we added a mechanic on thematically fitting champions that would prevent enemies from using any spell that causes them to move, Flash exempted?
What this would do would provide some counterplay for less mobile champions to more mobile champions by allowing them to restrict the mobile champion to their normal movement rate. This would allow the team with less mobility to either prevent enemy engagements at inopportune times or make it easier for them to catch out a group of enemy mobile champions.
#Mechanics
This CC would require some interactions to be programmed in order for appropriate counterplay to be maintained.
- Flash, Teleport, and Recall are NOT considered to be movement spells for the purposes of this CC. You may Flash while unable to use your Champion's gapclosers, and if this CC is applied to you by a non-damaging ability while you are recalling, you would be allowed to finish the Recall so long as you did not take damage.
- "Unstoppable" spells are NOT affected by this CC. For example, Malphite's ultimate, Jarvan's ultimate, and Vi's ultimate would all still be castable during this CC.
- If this CC is cast on someone while they are mid-gapcloser, their gapcloser will be allowed to finish as normal. For example, you couldn't cancel a Leona E with this CC once she was already in motion.
- This CC is cleansed by Mercurial Scimtar, Mikhael's Crucible, and Cleanse like a non-displacement CC, and is reduced by Mercury's Treads.
- This CC does not affect displacement spells cast by unaffected champions. For example, somebody who has this CC applied could still click Thresh's Lantern, be pulled in by Kalista's ultimate (but be unable to dash until the duration of the CC ends), and be knocked back by an Alistar headbutt or pulled by Blitzcrank.
Let's see what this effect would have when added to a few particularly-fitting champions:
(Frost Shot)
This addition requires a small change to Frost Shot's mechanics in order to retain counterplay:
Frost Shot Toggled On: Autoattacks slow enemies by X% for Y seconds. Additionally, the champion Ashe has most recently attacked with Frost Shot active cannot use movement abilities. (Does NOT proc on Volley)
With this change, Ashe would gain a massive buff to her kiting ability in the mobility metagame. Currently, Ashe can kite immobile champions like Udyr but has no way to deal with champions like Zed, Jarvan, and Vi by herself. With this change, Ashe would become able to prevent one assassin or bruiser who is within her range from jumping onto her, but she would still be unable to protect herself from multiple attackers or attackers who get the jump on her.
(Mega Adhesive)
By preventing enemy champions from dashing out of Mega Adhesive, Singed would gain a much needed buff that would help him survive in top lane against the likes of Renekton and Lee Sin. Placing Mega Adhesive on top of the enemy laner would give Singed time to poison minions and potentially escape before his opponent leaves the spell's area of effect. Additionally, this change would buff Singed's late game as well by making him easier to engage with in the late game. Counterplay to this kind of engage still exists because of Mega Adhesive's poor cast range and the potential to escape the area of effect before Singed reaches an enemy for a fling.
(Cutthroat)
Talon was toxic as hell with a full silence because it was impossible to trade with him or escape from his burst. However, having only a massive, miniscule duration slow on his E left much to be desired. Giving him the ability to prevent gapclosers on his E instead of the slow would make him more effective at his role while still allowing enemies to fight back when he jumps onto them.
(Permafrost)
While Sejuani packs amazing teamfight initiation and ganking, her damage potential leaves much to be desired. Her main source of damage comes from her W, which requires her to stick to targets for an extended duration to deal its maximum damage. With so many enemy gapclosers and her Q's long cooldown, Sejuani must choose between using Q to get in range, or using Q to stay in range, neither of which bodes well for her in a meta where almost no other jungler has to make that choice. If the Permafrost active prevented the enemy from using gapclosers for as long as the increased slow lasted, she would have a much easier time getting her W damage off.
(Bear Stance)
Bear Stance Activation: Udyr gains X% bonus movement speed for 3 seconds. While Active: Udyr's autoattacks stun enemies for 1 second and prevent them from using mobility spells for 2 seconds afterwards. This effect cannot occur more than once every Y seconds.
Udyr's problems have grown as the game has grown more mobility-based, because while his damage in melee range is extremely high, his ability to actually reach melee range is limited at best and he has no way to stay in melee range while DPSing. This ability would increase Udyr's ability to deal his damage after catching an enemy while not actually making it any easier for him to catch enemies.
#Counterplay
Obviously, with any CC effect that limits movement, counterplay is a concern. This type of CC would have more counterplay than most because unlike a full silence, the affected target is free to fight back, and unlike a full snare, running away is still an option. Instead, this type of CC allows the target to choose to use Flash/Cleanse, run away without the ability to use gapclosers, or fight.
For gameplay reasons, some spells would have to be nerfed in order to compensate for the addition of this mechanic. However, I feel that the benefits of adding this mechanic outweigh the risks that come with adding it to the game.
If you made it this far, thanks for reading. I know this idea sounds a little weird, but I'm confident that it could be really effective at curbing mobility creep if implemented well.
What champions would you like to see this effect on?
(someone else mentioned him) I don't think J4's ult needs this. Being able to escape his ult gives rise to strategic gameplay for both teams.
Adding this effect to her vacuum ability (and maybe increasing its range) could open her kit for other changes, and allow for some interesting tactics.
This might be interesting to add to her rappel, if she rappels onto an enemy champion.
Maybe on her ult? This is more of a food for thought suggestion, I don't really think she needs it.
Putting this on his Wall of Pain could be interesting.
Put this on Wither, and increase the cooldown to compensate.
Vault (as Quinn only)