Allow Enemies to take Thesh's Dark Passage

The Yetii Rider··8 votes·612 views

Edit:> [{quoted}](name=ERROR 1404,realm=NA,application-id=3ErqAdtq,discussion-id=wRrmKzyv,comment-id=0003,timestamp=2016-01-02T14:02:23.853+0000)

I think Thresh requires some knowledge of the champion and skill to appropriately use. Making him harder doesn't seem better for anyone tbh. Down voting this.

I don't think Thresh is no skill or anything like that. I think Thresh's lows are largely unnoticeable while his highs are very high.

You get moments where you drag an opponent under turret, or pull your jungler over a wall for a surprise gank, or save your allies from five man collapses. Those highs feel incredibly satisfying and that's why so many people play Thresh.

And his lows? Usually it's just that you play too passive, miss a few hooks, and lose the game. This is because Thresh is SO safe he often doesn't feed or die much unless he is going in on a bad hook.

We need to make stronger low points, to create the feeling of "I fucked up and died for it, that might have cost us the game" on Thresh. These lows will lower players' overall satisfaction with him, emphasizing how bad they really are, and thus lower his pick rate while increasing his win rate (because the only ones who will stop playing him are the ones who are bad at him).

It's no secret that Thresh is a popular support, and his Dark Passage already has some counterplay. The ally cannot click the lantern if they are hard CC'd, and slowing them does make it more difficult to grab the lantern from far away.

You can also stand on top of it and be a jerk, but I think enemies should just be able to grab the lantern themselves.

My reasoning for this is that Thresh suffers from similar problems to Lee Sin. He has very strong mobility (for his allies) that is very difficult for enemies to punish.

Stopping an ally from taking Thresh's lantern only denies Thresh a cooldown, it doesn't punish him for just tossing it out and hoping his ally might be able to get to it. Having enemies be able to get in Thresh's face if he isn't careful with his lanterns would increase the skill required to play this champ, which would decrease his pick rate overall.

We've had nerfs that specifically targeted the skill required to play a champion before, with both Shen and Jarvan IV having the width of their E and Q respectively lowered so you had to be very precise to hit that taunt or knock up. Both resulted in lower play rates but didn't hurt those who mained that champion since they were already careful with their skills.

8 Comments

Lauricella32 votes

that would be hilarious +1

FadedFreezy2 votes

I think Thresh requires some knowledge of the champion and skill to appropriately use. Making him harder doesn't seem better for anyone tbh. Down voting this.

The Yetii Rider1 votes

[{quoted}](name=ERROR 1404,realm=NA,application-id=3ErqAdtq,discussion-id=wRrmKzyv,comment-id=0003,timestamp=2016-01-02T14:02:23.853+0000)

I think Thresh requires some knowledge of the champion and skill to appropriately use. Making him harder doesn't seem better for anyone tbh. Down voting this.

I don't think Thresh is no skill or anything like that. I think Thresh's lows are largely unnoticeable while his highs are very high.

You get moments where you drag an opponent under turret, or pull your jungler over a wall for a surprise gank, or save your allies from five man collapses. Those highs feel incredibly satisfying and that's why so many people play Thresh.

And his lows? Usually it's just that you play too passive, miss a few hooks, and lose the game. This is because Thresh is SO safe he often doesn't feed or die much unless he is going in on a bad hook.

We need to make stronger low points, to create the feeling of "I fucked up and died for it, that might have cost us the game" on Thresh. These lows will lower players' overall satisfaction with him, emphasizing how bad they really are, and thus lower his pick rate while increasing his win rate (because the only ones who will stop playing him are the ones who are bad at him).

mirAcIe2 votes

Or just make lantern targetable so it can be destroyed

Valor Bot1 votes

Kind of like Bard's Magical Journey? I can see it working.

The Yetii Rider1 votes

[{quoted}](name=Valor Bot,realm=NA,application-id=3ErqAdtq,discussion-id=wRrmKzyv,comment-id=0000,timestamp=2016-01-02T13:43:07.510+0000)

Kind of like Bard's Magical Journey? I can see it working.

They are inherently different because A) taking Bard's journey doesn't close it for everyone else like Thresh's lantern and B) Bard has a skill specifically designed to punish enemies next to walls. Thresh has his E, and he could use his lantern to bait enemies into his entire team if they grab it with no vision of him, but if he's by himself his E R won't be enough to stop most bruisers from killing him.

Valor Bot1 votes

I understand they're different abilities, I was just referring to the fact that with this change Thresh's lantern would become a mobility tool that the enemy team can take advantage of, like Bard's portal. I think it would add a nice bit of counterplay to Thresh, and also a new way for him to bait his opponents into nasty situations

Ryùuzaki1 votes

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