How Riot Can Easily Fix Mobility Creep

Mr Crowstorm··6 votes·1,238 views
Mobility creep,what is it, what caused it, how do we fix it?

Anyone who has played DOTA knows that the game is balanced because of how consistently "unbalanced" the heroes are. They also know RIOT has stolen many champion concepts and skills from it (nothing bad about that except unfortunately not some of the more fun ones). But all Riot needs to slow the curve on the mobility creep are new champs with mobility punishing skills SUCH AS Bloodseekers Ultimate from DOTA which causes champions to lose health based on the amount of distance they travel while the debuff is on them, causing escapes to do massive amounts of damage. Enough of little mobility punishing skills like this would easily balance out the mobility creep problem in high elo and competitive play. There are many ways to do this, such as skills that disable mobility skills, walls that cant be skilled through and even skills such as Kunkkas(DOTA champion) that make the enemy reappear at the same spot they were at a few seconds ago. Any thoughts or counter arguments with this idea? Even thoughts on why I am stupid are welcome! ^_^Katarina PS. I've been abusing Kat in ranked for years now simply because of how overpowered the mobility on her Shunpo is if you're skilled enough with ward jumping.

Also if you're going to just down vote it at least give the reason why

9 Comments

WhatsASmurph2 votes

Sounds logical to me. Bump for others input.

bad arcade kitty2 votes

bloodseeker ult would be great

SLangedEdge2 votes

Bloodseeker can only exist with the existence of TP scrolls. If you introduce bloodseeker to LoL, it would be a 1st pick ganking machine.

A better example would be like glimpse from disruptor.

Mr Crowstorm2 votes

Here's another article where people claim riot supports mobility creep by nerfing Veigars stun. Rito is this true? Should we all just stop wasting our time and hop on the mobility bandwagon? http://boards.na.leagueoflegends.com/en/c/gameplay-balance/qmEb08pb-fuck-mobility-creep

Mr Crowstorm1 votes

I agree with the Disruptor glimpse, I disagree with Bloodseeker ulti not being able to work, they could balance the damage or even make the champion unable to jungle. Also this would encourage the play of less mobile and more stand your ground playstyle champions if he was 1st pick.

SLangedEdge1 votes

[{quoted}](name=Mr Crowstorm,realm=NA,application-id=3ErqAdtq,discussion-id=x7chzbIw,comment-id=0003,timestamp=2015-03-20T00:48:37.072+0000)

I agree with the Disruptor glimpse, I disagree with Bloodseeker ulti not being able to work, they could balance the damage or even make the champion unable to jungle. Also this would encourage the play of less mobile and more stand your ground playstyle champions if he was 1st pick.

If blood seeker got to a good start he could kill squishy on the map, the ultimate in ganking tools. You can't mobility/flash escape...the only way dota players combat it is if u get Tp scrolls once you are ulted (easy/cheap counter). He then usually has to build a counter item (basher) to stop this tp away tactic. In LoL since no one can recall, he can chase most squishies down and beat their face in.

67chrome1 votes

Well, for Rupture, Zileas has stated: I've been asked a few times, "Why don't you do stuff like Rupture (from DOTA Bloodseeker) in LoL?" I usually respond -- Rupture contains several basic design 'anti-patterns'. I thought I'd post for the benefit of those who are interested what strong anti-patterns I am aware of.

Literally the first anti-pattern one of Riot's chief designers points to as bad design. Linked the resk of his post in that quote.

For Kunkkas's ultimate - that's thing's pretty awesome, but it's also crazy powerful, and you're significantly more dead if he lands that on your than taking a rocket grab to the face.

It's also worth noting a solid ~1/3rd of the champions in LoL are pretty mobile, and if mobility is king you have a solid 1/3rd of the roaster to choose from. If anti-mobi skills like the 2 you mentioned become useful for keeping mobile champions in check: you're narrowing the field from 1/3rd is a problem to 12 champions are a serious problem - which is not ideal for encouraging champion diversity or countering a vein of problematic choices. You're just bashing the same problem with a worse version of the problem.

As for mobility being an issue - I really don't see this mobility-creep issue everyone's clamoring about.

First - the most mobile classes in the game are the best public game stompers. When you'll only eat ~25% of your HP mid-dash, you're a rockstar in 1v1 scenarios yoloqueue constantly throws your way. In a team-fight, eating 25% of your HP from 5 guys mid-dash is nowhere near as fun. Defense, range, and crowd-control are better defensive tools in a team-fight, and team-fights usually decide games. Anyways - considering the sodium levels mobile champions squeeze out of the type of players that QQ, mobility being a problem is incredibly suspect right here. Cool beans the community thinks the ~47% win-rate Akali and Yasou and Lee and LeBlanc are broken and the ~55% win-rate Janna (that was 90% win rate in qualifiers and 85% win rate in worlds) is poor and helpless. But really guys - this is the internet we're talking about, and the intellect of people on the internet. When a lot of people are clamoring thing X is happening, it's probably a safer bet it's not and the internet is being the internet.


Secondly - for mobility creep (power creep involving mobilty) to actually exist, the relative power mobility offers to new champions should be phasing out the relative power mobility granted to older champions. Essentially - new champions should be getting faster and faster. As Kassadin is one of the original 40 champions, has maintained being the most mobile champion in the game until quite recently, and has been phasing out newer champions due to his mobility - that's the exact opposite of power-creep, the exact opposite of mobility creep. The fact his mobility was recently hit (quite hard) is also the exact opposite of mobility creep. Mobility creep states champions where slow before and faster now, where making a champion fast then, slow now is the exact opposite. It's also worth noting the mobility of new champions has more to do with the archetype they inhabbit requiring mobility as one of their core strengths rather than having it just slapped on classes that weren't mobile before. I'm not sure I'd really call Khazix and Zed more mobile than Shaco and Kassadin , Corki and Tristana slower than Vayne and Graves , Janna and Zilean slower than Nami and Thresh , Jax and MasterYi slower than Riven and Yasuo , Malphite and Rammus slower than Hecarim and Zac, Nidalee slower than Jayce. Considering Kalista needs to turn around and AA something within 550 range to evade things and Ezreal can leap over walls and out of a rocket-grab that hit him whenever he feels like it, I'm not even sure I'd call Kalista contributing much to mobility creep (though she is pretty mobile).

Anyways - are champions really getting more mobile? Or is the internet just using the buzz-words mobility creep to make their QQ seem like an objective thing?


Katarina is the only champion the OP mentions by name, and she's one of the original 40 champions (her mobility skill hasn't really changed in it's mobility from LoL's beta to now through her reworks).

Katarina being useful now is the exact opposite of mobility creep being a thing, what with: mobility creep = newer champions are more mobile and thus better than old champions Katarina is one of the original 40 champions the game launched with.

She's also been QQed about when I started playing when Pantheon and Poppy were new releases, and her appearances at the pro-level have mostly been pretty questionable in the half a decade from then to now (while her QQ threads have remained more prevalent than most of the top tournament picks).

Finally - I'm not saying mobility isn't a problem and can't be a problem, but from what I've seen - the problematic champions within any level seem to have a stronger than usual early/mid/late game, defenses, cc, range, vision control, aoe, utility, speed, and mobility. If anything, it seems solid champions have everything (including mobility) rather than just being mobile. Super-mobile champions have certainly not been top-tier just from a mobility metric and mobility metric alone.

I mean - look at LeeSin Nidalee Gnar Lulu The common trend there isn't mobile, it's they have pretty much every capability ever what with essentially having 7 spells rather than 4, and you'll tend to notice a lot of top-tier picks trend more to a jack(or jill) of all trades, unusually masterful of a few of them dynamic. Rather than just "is mobile" or "is not mobile".


TLDR

Katarina being strong is not mobility creep.

Raptamei1 votes

{quoted}

Literally the first anti-pattern one of Riot's chief designers points to as bad design. Linked the resk of his post in that quote.

And meanwhile we have a ton of champions with MUCH MORE burden of knowledge/false choice issues.

The Aqua Snake1 votes

{quoted}

And meanwhile we have a ton of champions with MUCH MORE burden of knowledge/false choice issues.

What's even more Ironic is that LoL has been out for 5+ years and being able to read enemy ability tooltips IN GAME has still not been implemented yet.

Valve had this since the start of the Dota 2 beta!

Hell, you can't even look up your ALLIES abilities!

So in Dota 2, the anti-pattern discussion becomes null and void because when you die, you can read on the kill card what did damage to you and read what it does.

While Zilean's post was in 2010 before Dota 2 was in beta and was more likely talking about Dota 1, you could read enemy ability tooltips in Dota 1 as well. So him making the comment that you would have to go online and find out what the move does is false.

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