New Item to Help Immobile Melees

DreamReaper123·2/23/2015, 4:20:39 AM·2 votes·918 views

Immobile melee champions usually cannot compete with mobile or ranged champions, because they cannot catch them and will be kited. This problem could be solved and increase the viability of many champions if an item allowed them to limit kiting and catch their opponents (item 3800 tried but it's kinda bad).

New Item: Kalista's Bane +40 Armor +400 Health UNIQUE Passive: Upon enemy champion mobility spell movement away from your champion or upon damage from an enemy champion ranged basic attack your champion has 20% increased movement speed towards that enemy champion and can move through units.

Cost: 2200 (450) Can only be purchased by melee champions with no mobility abilities

Sorry the phrasing is kinda long on the passive, but there could be many unintended effects otherwise. This would be any immobile champions first item, which would limit build options but at least make those champions viable.

13 Comments

SmokingPuffin2/23/2015, 5:20:43 AM5 votes

The basic problem with this sort of thing is that mobile melees will get much more use out of it than the immobile ones you're trying to help.

DomainSpecific2/23/2015, 5:48:10 AM2 votes

Instead of adding "can only be purchased by melee champions with no mobility abilities", you can add this:

"Passive: Holder cannot use non-summoner mobility spells".

Also: " Upon enemy champion mobility spell movement away from your champion" will be hard to detect.

ModThe Djinn2/23/2015, 7:41:52 AM2 votes

{quoted}New Item: Kalista's Bane

I do like the fact that you're attempting to find a potential solution to high-mobility champions within the item system instead of asking for game-wide mobility nerfs. I'm not sure there is a clean solution to the problem, but this is definitely a more proactive avenue of discussion than calling for a culling of mobility from the large number of existing champions.

That said, I don't think this is necessarily the right direction.

Your item effective gives 20% increased movement speed in a large number of situations, and is so complicatedly worded that I'd suggest just putting "+20% movement speed" on the item, as the only time this won't trigger is in lanes against other non-mobile melee characters or teams composed entirely of initiation: i.e. when it won't be considered for purchase.

I'm also hesitant about the "can only be purchased by melee champions with no mobility abilities" clause. What classifies as a movement ability? Does Garen's Q? Does Udyr's E? Does Shyvana's W? They all allow for increased movement. What about abilities that result in movement from proper use, like Amumu's Q or Nautilus's Q? They're not reliable movement but, if played well, they can cover vast distances quickly. There's a lot of edge cases here, and you need to make sure your mechanics both function and read clearly: this one functions decently, but it does NOT read clearly when determining who can and can't benefit from an item.

Finally, I don't think extra movement speed is really the right approach. We have very fast-moving characters (like Garen and Udyr) who are still incredibly vulnerable to being kited by higher mobility characters. It's going to be impossible to deny those characters their movement abilities alone in a way that retains clarity, so we might need to explore other options.

Something like a tank item that gives a targeted, zero-damage ranged stun on a decently long cooldown might be worth considering: it could potentially lock a target down and give you a chance to close and execute your combo. An item that creates impassable terrain could be worth exploring, as might one that gives you a flash-like effect--but only when targeting an enemy champion. *Note that these are just spit-balled ideas: it's entirely possible that none of them might be good for League's overall health, but looking in different directions often helps kickstart discussion.

You're still going to have an issue where mobility-heavy characters would be able to pick up these items, but I'm not sure there's really a good solution to that issue, save potentially trying to position these items in a slot where they're contested by other solid tank/bruiser items like Randuin's, Spirit Visage, or Guardian Angel.

GaleWinUnleashed2/23/2015, 5:23:37 AM2 votes

There's nothing in here to stop it from being more heavily abused by mobile melees. Or any mobile champion, really.

Dreadlocks2/23/2015, 7:50:48 AM1 votes

WE NEED MORE item 3044 UPGRADES!!! SPECIFICALLY A TANKY ONE.

Leti the Yeti2/23/2015, 5:08:26 AM1 votes

how bout we just make a tanky item with a built in flash active on it?

we can make some champs or an item... say .. movement speed steroids that reduces incoming ranged attacks kinda like a simpel charge you would see in other games would help people atleast reach squishies while remaining somewhat healhy

we could rework godam icy mallet so people who hit you get slowed and not the other way around.. or both.. i dont curr make mallet a decent item

we can make special armor scalin items, akin to how zzort scales ooff of the champion's armor we could give taks all this special shit that squishes would not benefit from

and.. shit tons of things man ;/

DreamReaper1232/23/2015, 5:57:26 AM1 votes

I'm interested as to why you think it could use buffs. Can someone elaborate?

BluePolarizer2/23/2015, 4:37:03 AM1 votes

Just have it be on ranged attack. That makes kiting harder, while an ADC simply running away is fine - they aren't in the fight.