Boots are like nuclear bombs.
I'd rather spend the money on something else, but once one person gets them, everyone has to get them.
_#PedalDislegament _
I'd rather spend the money on something else, but once one person gets them, everyone has to get them.
_#PedalDislegament _
I wonder what the game would be like if, instead of boots, champions had movement speed growth in the same way as any other stat. There are a few powerful boot effects that are either unique or extremely hard to acquire (e.g.
's roaming power,
's slow resistance,
's Tenacity, in particular), along with enchantments, but at the same time there is nothing to the concept of boots themselves that is truly interesting. The movement speed is necessary in speeding up games later on, but that in itself is not an effect that needs to be intrinsic to itemization, and the interesting effects attached to boots could have a lot of potential as bonuses on other items (
might be an interesting effect on
, for example). Looking at how far we've gone with tailored itemization and stat implementation, boots feel like a relic of older design.
I never thought of boots being removed from the game, but after reading this, I'm rather excited about it. (If it would ever happen). I think removing boots would have an impact on a lot of things that need a lot of consideration. For example end game builds are more powerful and people get their big items faster. (Usually you upgrade your boots after your first big item, sometimes second.)
One thing I personally don't like about boots is that you almost feel trapped into getting certain boots depending on your role.
?
and
, but will be encouraged to go Sorc Shoes.On the one hand, when you are facing a lot of CC, boot selection actually becomes a meaningful choice. Do you keep your damage high, and accept fate when you get CC'ed? Or do you give up some damage for more safety?
On the other hand... it feels like the meaningful choice is only meaningful because of a lack of items. Want flat magic pen? You can get
or
. Don't have good cc to utilize
? Well, you either go further out of your way to get
or you are stuck with the boots. You wanted Tenacity? As a mage? How dare you! You must now give up your only source of flat pen to get
. The choice hurts because you can't escape it.
BUT WHY, why do we need to have a choice about every little thing in the game. Sure once you've mastered everything you do in the game then having more and more options is nice. But isn't it also nice to just be able to buy something without having to put tons of thought into, which one is going to be better? This helps people learning the game (that learning curve is already pretty dang steep) and for picking up a new champion. It means I don't have to go look up a build guide every time I try a new adc, I can just know, "I'm an adc, I'm gonna get
".
Diversity is nice (there are a number of options), but diversity to the point where every champion has multiple options, how big do you want the store to be?
BUT WHY, why do we need to have a choice about every little thing in the game.
Because choice is what makes games interesting. If there is no real decision-making going on, why even create the illusion of choice in the first place? If anything, this would be a trap for new players, who would think that multiple choices would be valid (e.g. "Boots of Lucidity would let me fire more
arrows") when only one or two options would actually work.
I also feel the store should be as big as the number of interesting gameplay and niche options it offers. In the case of removing boots/enchantments and either shifting their effects onto other items or creating new items entirely, the total number of choices would likely not increase (it would likely decrease, even).
Choice = counterplay.
ADC? How could you pick anything other than
?
Sorry to be nitpcky, but didn't
use to get
or is that outdated now?
It was a general rule for ADC's, I'm sure you could make an arguement for playing Lucan as an AD Caster and getting CDR boots. I've seen pros take Sorc Shoes on Corki, so there are exceptions, but still, when was the last time you saw Ninja Tabi on an ADC? Despite them being in the lane with the most auto-attacks being traded back and forth?
True. And my mistake on taking it as absolute instead of a rule of thumb :)
Except that is part of the point. Even once a new player learns what the "right" boots are, there are tons of exceptions to learn. Sorc shoes are better on Corki, because of the large amount of magic poke damage he does throughout the game. He can't justify building any other magic pen. as an ADC, and he doesn't really want the attack speed because Triforce makes him want to cast between shots pretty often.
Boots are just an uninteresting item overall, but they are entirely required. Simply having a movement speed growth stat would be superior.
URGOT! <3
you aren't, adcs like corki get
. rengar and other assassins like him get
will assassins like kha get
. i agree, people assume you have to get this boot for this role, but in reality, you don't. this is shown a lot in high elo play where they understand this. and its a simple concept that you don't need to be high elo to understand. I'm b1 and i understand
"adcs like corki get
"
Corki is the only adc who gets
. It's not adcs like corki. Just corki.
ez adc gets lucidity
and luc as well sometimes
ez adc gets lucidity
and luc as well sometimes
Sick double post.
I was not saying and never said that all adcs get the same boot or even that all adcs but corki get the same boot. Just pointing out that statement that adcs like corki buy sorcs is categorically false. Corki is the ONLY adc who gets sorcs. And tbh labelling corki as an ADC doesn't make sense and is the reason why he gets sorcs and also part the reason why rito have reclassified the role to marksman, NOT adc. In corki's case he's a mixed damage (he deals all three types of damage naturally and afaik he's the only champ who does) poke champ with reasonably strong sustained damage. The label ADC doesn't fit what he does or how he builds.
for example, my Viktor build drops boots because he can kit well with a Rylai's and his Q augment, and without boots he easily hits +850 AP). Tanks without boots would not be that much harder to kill than now, unless of course you were all AD and they were able to build an extra 100 armor item to ruin your day.
if not having boots in a six item situation on viktor and relying on your Aug Q for mobility is something you can actually pull of in a 6 item situation, you're playing against people who are way below your skill level. Auto attacking on viktor on a remotely frequent basis that late in the game is a dicy prospect at best. Good players will punish you hard. And lethally. Also having low base MS on vik makes all of your skills harder to land. (q and E moreso than the others but your other two spells as well).
Your tanks example is also not too great for two reasons.
The point of a tank is not just to be a damage sponge. Its to apply pressure (engage, cc, peel, etc) while not getting melted. Most tanks are vulnerable to being kited already. It's the main way you counterplay against them. By not having boots on a tank (no item except for boots are even capable of giving you tank stats and %MS unless you count zephyr's tenacity) you will often eliminate your own ability to exert pressure on crucial targets.
In most cases where 100 more armor on a 6 item tank would ruin your day, ninja tabis grant a similiar level of protection to aforementioned armor.
So those are the specific reasons why your arguments against OPs interpretation of of the nuclear boots situation are not so great.
Here's the more general and frankly more damning one. You're talking about situations where people would get rid of their boots which implies they did or had to buy them at some point. And the reason they had to is because their targets or the people they had to stay away from had them. Mutually assured boots purchase already happened in the scenarios that you are describing. The OP isn't saying that no one can sell boots or that selling boots is never ok. The OP is saying that the reason why everyone has to buy boots is because everyone else buys boots.
If you're a six item Cassiopeia and your team is dedicated to protecting you and your adc you can sell your boots for more damage. At that point you've gone beyoned the mutually assured movespeed/nuclear itemization level and you are now a deathstar. That doesn't mean you didn't have to make a boring boots aquisition because everyone else did. It means that you reached a late enough fully grouped phase of the game where you can sell your nuke because instead of being able to blow a small country you can blow up a planet and arriving at this analogical planet quickly is a reduced concern at that point.
You get what I'm getting at?
I don't entirely agree, since more DPS essentially gives them a certain degree of burst which can rival even that of mages, so marksmen end up having the equivalent of mage nukes on every autoattack, especially with 6 items.
That really depends heavily on both the mage and the marksman in question. A 6 item MM with boots and say a mercurial as a defensive is gonna be hitting for 4-600 on noncrits and critting for around 1-1.3k. These numbers obviously change upward for say, draven and downward for say ezreal or corki or urgot. But they are approximately accurate across the board
TF for example is capable of throwing a card for 1.2k damage whilst also having boots and a say a zhonyas which is more or less the mage equivalent of mercurial. And on top of that he is also capable of providing fairly relable hard CC and a powerful, long range AoE nuke while having great utility. TF gains a higher spike on his nuke from another AP item than a MM typically would from +80 ad. And TF is a far cry from the hardest nuking mage in the game. He effectively has 2.5 damaging abilities
A comparision between APCs and marksmen like this doesn't even make sense TBH, but there are plenty of APCS who can deal both similiar amounts of practical DPS to marksman and also plenty who nuke harder than marksman crits. There's even a few who do both! (karthus anyone?)
The strong parts of marksman late game isn't their nuking from high crit damage btw. It is the quadratic scaling. AD AS CC CD. They scale offensively off of 4 stats allowing them to put out substantial sustained dps as long as they can stay safe.
Boots exist to help with kiting and skill-shot avoidance. Annie vs Xerath for instance, skewed heavily into Annie once both get their boots. Even Xerath gets their boots, he barely gets extra advantage over Annie who doesn't. These choices benefit diversity and strategic builds.
Are you seriously suggesting that once annie gets boots xerath is gonna have a hard time landing his skillshots? Because it's still pretty easy outside of really long rage/bad angles and quite frankly xerath has an easy time with annie in general. Let's do a brief analysis on this matchup.
Since we're talking about mobility here Xerath has higher base MS than annie naturally so that's already in his favor. His shortest range spell (an uncharged Q) is already longer range than ALL of annies spells and a charged Q and ALL of xerath's other spells has a considerable range advantage on annies entire kit. So Xerath has a pretty solid kit for poking annie (and her team) at all stages of the game. Xerath also has a fantastic kit for stopping annie from closing distance on him which she must do to deal any damage at all. And to further exacerbate his lane advantage he also has some of the best mana sustain of any midlaner. So its pretty heavily in Xeraths favor with what we've covered so far. But there is one major factor that we have yet to cover. Summoner spells. When Annie has flash VS Xerath and is capable of all inning him or at least getting him caught out with some kind of flash stun, she has a decent edge. BUT a xerath into annie lane played even remotely well/correctly should result in xerath getting an advantage off the laning phase. And Annies window of opportunity on Xerath that is granted by flash (a 300 second CD) is severely diminished when there is any sort of zoning being done by xerath's team. I think you need to play this matchup a few more times.
The way people in this thread come up with examples reminds me of the way a slinky climbs a staircase.
Also fear my wall of text. Fear it.
LOL. labeling corki as an adc is false? You know what adc stands for? attack damage carry? just because some marksman don't rely solely on auto attacks doesn't make them an adc, lol
LOL. labeling corki as an adc is false? You know what adc stands for? attack damage carry? just because some marksman don't rely solely on auto attacks doesn't make them an adc, lol
I want you to read what you wrote. Think about it, Then try to write it again. Cause I'm pretty sure you're missing at least two words in addition to just being wrong.
No
No
K
Excellent typical "I'm not actually capable of expressing a real idea" response. I'm glad we got that cleared up. Well I guess that was already pretty clear to me. So i'm not even sure what happened. It's not like you made it more clear. I guess you've made it redundantly clear.
That would be assuming champions would gain massive movement speed per level. Assuming the average gain over 17 levels is 45 movement speed, the movement speed afforded by Tier 2 boots, you'd be gaining about 2.7 movement speed per level on average, so even with a 3-level lead (which is pretty huge) you'd have less than 10 movement speed over your opponents. This is also not counting in the fact that all growth is significantly reduced at early levels, so you'd have even less of a lead early on. By the same rationale, getting
or any item with bonus movement speed as a stat would turn you into a perma-Powerballing
versus everyone else, which is clearly not the case, nor is getting a level lead going to cause you to automatically out-duel everyone just because of the increase to your AD, attack speed and health/resists.
While I see your point and yes MS per level scaling could be tame enough to not be a really big deal, that doesn't mean that's a good reason or a good argument for it to scale per level. There are other possible solutions that exist so I don't think there's incentive to hop on that bandwagon. (and I'm pretty convinced that even if i haven't come up with or come across something that there is something more meaningful and interesting that could be done about how boots/movement work in this game. Mobas in general for that matter.)
And I don't think league of legends needs to snowball any harder. Not even by 2.7 (a laughably insignificant amount) MS more per level.
no i just don't feel like arguing over petty shit lol
no i just don't feel like arguing over petty shit lol
K
A simple way to implement it could be changing it to work like attack speed. Every character starts with a flat base amount, and everything you add is calculated by percentages. You almost wouldn't need a soft cap anymore with that system. the average champ would gain between 1 and 1.5% AS per level with that model (18-27% at level 18) which could be tuned for each champion.
It would be a massive change over live but could allow for some really cool new itemization and build styles since Boots wouldn't be a mandatory item in every build.
I really like that idea. Mobility as a system has a lot of old features that need updating, including its archaic cap system (which is no longer really necessary, considering how slows can't stack anymore), and I think there are a lot of clarity issues surrounding movement speed boosts (some percentage boosts stack additively and others stack multiplicatively, which changes how they increase movement speed, and those stacking methods tend to be pretty arbitrary). I'd personally be more in favor of flat movement speed growth rather than percent growth, as it would keep the synergy with movement speed multipliers, but that's a minor technicality relative to the core concept here.
I also like that you mentioned variable movement speed growth, and I think that would be one of the benefits of giving movement speed a growth stat, since it would allow different champions to have different mobility both relative to each other and throughout the game. Champions who'd be broken if they had strong early movement speed (
, for example) could have strong growth to make it to the late game, and champions whose low movement speed is meant to be a constant weakness (such as
or
) could have very low growth. It would also allow for more nuanced power expression, too:
, for example, has amazing roaming power thanks to Strut, but poor in-combat mobility, yet becomes slightly better at moving around in general with boots. One way of emphasizing that dichotomy could be to give her low or zero movement speed growth, but instead have Strut scale over time to give her increasingly better roaming strength, perhaps even to far greater levels than anyone else could achieve now.
The only thing that happens is now everyone saves 1000+ gold and gets to fight ANOTHER item into their kit.
Which sounds like another balancing nightmare.
We've had bigger changes before, though, like the whole stat shift at the beginning of this season. In theory, that should have destroyed every early game champion by dampening their advantage, but as it turned out it didn't have too much of an effect besides limiting cheesy early power spikes.
There's also evidence that 6 full items wouldn't be too horrible to bear. A
who trades off boots for a
will have similar overall amounts of movement speed and be a fair bit more powerful, for example, but doesn't become much more difficult to handle than if he had 5 items, despite scaling incredibly well. Similarly, marksmen like
and
will occasionally trade out boots for Zephyr,
or
/
in the late-late-game for comparable movespeed (in the case of the first two, anyway) and much more power, yet despite having tremendously good scalings they don't become overpowered, at least not that much more compared to their average late-game state.
The difference is they reach those 6 items sooner. They dont need to spend gold in the early/mid game on boots.
Not to mention you are only listing ADCs, what about tanks and mages that cant already do this? We just going to ignore their potential power as well?
I listed marksmen because they have the best late-game scaling out of any role. Basically, if they don't go too nuts with a 6-item build, nobody will.
Except as Junglerboy16 already said, it wouldnt be ADCs that would be a problem. They already can reach critical mass with only 5 items, they dont need any more power to kill things.
But another item for mages is a HUGE damage increase. Another item for tanks is a big toughness boost. Another item for bruisers is either even more toughness or more damage, neither of which is a good thing.
ADC being the only class that can viably switch out boots makes them the worst example to use when talking about the removal of boots.
Except as Junglerboy16 already said, it wouldnt be ADCs that would be a problem. They already can reach critical mass with only 5 items, they dont need any more power to kill things.
I don't entirely agree, since more DPS essentially gives them a certain degree of burst which can rival even that of mages, so marksmen end up having the equivalent of mage nukes on every autoattack, especially with 6 items.
But another item for mages is a HUGE damage increase.
It's a huge increase to their burst, but then again, a late-game mage's combo will be enough to kill a squishy with either 5 or 6 items, so it's not as big of a difference as it might seem.
Another item for tanks is a big toughness boost. Another item for bruisers is either even more toughness or more damage, neither of which is a good thing.
Fair enough, but that pales in comparison to the amount of power marksmen can get, which even with 5 items allows them to DPS down tanky targets no matter how many defenses they have.
ADC being the only class that can viably switch out boots makes them the worst example to use when talking about the removal of boots.
Why? If anything, they'd be the best example, since they give the clearest indication of what they could be with a 6-item build and similar levels of mobility. Few other champions would be able to do the same without the constraint of significantly reduced mobility (or flat penetration, in the case of mages, which is more difficult to obtain than attack speed).
Gaining movement speed per level would make fed champions absolutely infuritating to deal with as they could outrun your entire team simply by virtue of already having a combat advantage. I don't really think that would be a good path to go down.
[{quoted}](name=Aych Pii,realm=NA,application-id=3ErqAdtq,discussion-id=wjLdlPYl,comment-id=00010004,timestamp=2015-07-17T22:16:14.993+0000)
Gaining movement speed per level would make fed champions absolutely infuritating to deal with as they could outrun your entire team simply by virtue of already having a combat advantage. I don't really think that would be a good path to go down.
This is very true. MS per level would be a bad system. Boots are however still boring and exist only to counter boots. And I have yet to see a good argument for why this is a good system.
That would be assuming champions would gain massive movement speed per level. Assuming the average gain over 17 levels is 45 movement speed, the movement speed afforded by Tier 2 boots, you'd be gaining about 2.7 movement speed per level on average, so even with a 3-level lead (which is pretty huge) you'd have less than 10 movement speed over your opponents. This is also not counting in the fact that all growth is significantly reduced at early levels, so you'd have even less of a lead early on. By the same rationale, getting
or any item with bonus movement speed as a stat would turn you into a perma-Powerballing
versus everyone else, which is clearly not the case, nor is getting a level lead going to cause you to automatically out-duel everyone just because of the increase to your AD, attack speed and health/resists.
they should have a slot specifically for boots. like they have trinkets so people had a vision game without buying a sight stone late game and if u dnt buy boots then your not getting places. Make them cost the same but have a slot just for the boots.
[{quoted}](name=404Kat Not Found,realm=NA,application-id=3ErqAdtq,discussion-id=wjLdlPYl,comment-id=0000,timestamp=2015-07-16T07:55:20.426+0000)
they should have a slot specifically for boots. like they have trinkets so people had a vision game without buying a sight stone late game and if u dnt buy boots then your not getting places. Make them cost the same but have a slot just for the boots.
Zephyr gives movespeed so you can replace boots.
10%. Same for ludens. But 10% i dont even think matches up to the base tier 1 boots. Lol
[{quoted}](name=404Kat Not Found,realm=NA,application-id=3ErqAdtq,discussion-id=wjLdlPYl,comment-id=000000000000,timestamp=2015-07-16T08:02:36.681+0000)
10%. Same for ludens. But 10% i dont even think matches up to the base tier 1 boots. Lol
Wait so if i was Kayle and i got ludens and zephyr no boots id be k? xD
then that is two item slots and i dont know if they stack honestly. still dunno if 20% is more then a tier 2 boot.
Edit: Please before responding look at OTHER RESPONSES to this comment. to many of you keep repeating the same thing that has already been answered. Yes buying both items is more then a tier 2 boot but buying both is LESS then a tier 2 boot PLUS one of those items. (aka ludens is core on some champions so it would be impossible to catch them if you have 0 boots)
[{quoted}](name=404Kat Not Found,realm=NA,application-id=3ErqAdtq,discussion-id=wjLdlPYl,comment-id=00000000000000000000,timestamp=2015-07-16T08:32:57.449+0000)
then that is two item slots and i dont know if they stack honestly. still dunno if 20% is more then a tier 2 boot.
Oh it wouldnt matter if you had the extra ats ap and other stats :P
On a 335 MS champion (kayle), 10% MS would give you 33.5. Tier 2 boots give 45 so with Luden's and Zephyr you'd be at 402, which is faster than someone with just tier 2 boots. However... If you had boots + a 10% MS booster, you'd have 380 + 38 = 418 MS.
Boots are cost efficient, but I suppose you can sell them. Also Lich bane gives MS. A bit less, but still enough if combined with Luden's.
[{quoted}](name=404Kat Not Found,realm=NA,application-id=3ErqAdtq,discussion-id=wjLdlPYl,comment-id=000000000000,timestamp=2015-07-16T08:02:36.681+0000)
10%. Same for ludens. But 10% i dont even think matches up to the base tier 1 boots. Lol
Most champs start at 3xx ms, 10% = 3x ms which is definitely higher than tier 1.
You can get rid of boots with Lichbane + luden combo, or phantom + Zeph
[{quoted}](name=404Kat Not Found,realm=NA,application-id=3ErqAdtq,discussion-id=wjLdlPYl,comment-id=000000000000,timestamp=2015-07-16T08:02:36.681+0000)
10%. Same for ludens. But 10% i dont even think matches up to the base tier 1 boots. Lol
Math really that hard for some people? 10% of a number larger than 300 is smaller than 25?
Na. I just buy boots. i didn't know the exact value of MS they gave.
[{quoted}](name=404Kat Not Found,realm=NA,application-id=3ErqAdtq,discussion-id=wjLdlPYl,comment-id=0000,timestamp=2015-07-16T07:55:20.426+0000)
they should have a slot specifically for boots. like they have trinkets so people had a vision game without buying a sight stone late game and if u dnt buy boots then your not getting places. Make them cost the same but have a slot just for the boots.
Slots are not the real problem though. The problem is being forced to buy them just for the heck of catching up with your opponent. Low move speed is a heavy leash on the rest of your play. So if your opponent has it, you need to get it.
once one person gets them, everyone has to get them.
would like to have a word with you.
Gangplank no longer has persistent bonus movespeed in his it.
Janna no longer gets the bonus movespeed from her passive, meaning her speed is quite a bit lower than before until you max her W.
Kalista gets eve more out of boots than others considering it lengthens her dashes (or did they remove that and I missed it somehow?).
And I don't know what you're thinking about with Anivia...
if your building ap on janna (which in most games why wouldn't you?) with tier one boots mid game you can hit around 450 movement speed.
I think gp is more for the slow then the speed.
and anivia is because even with mobi boots you're slow :P
{Jann} Or just buy Ardent Censor and Twin Ghosts.
{GP} Update isn't live yet.
{Anivia} Yep.
they buffed jannas W speed by 5% to compensate, with some ap and a ms item like ardencenser, you easily float around with over 400ms without any boots. till you use W that is...
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would like to have a word with you.
Why the fuck is Anivia here..she's one of the SLOWEST CHAMPIONS in the game.
She's so immobile that boots won't make any difference. It's a joke.