URF Canon shouldn't exist.

BoIa strike··4 votes·1,631 views

Please Add the option to play URF without the canon in it. while i agree it's cool to add an option to TP back to lane if you are losing. You are also giving free mobility with no counter play.

Do you know how that will impact URF? yes all the champions without a reliable escape are going to be murdered.

You are further limiting the already limited viable champion pool in URF.

  • And before anyone says it's a fun mode, it's not fun dying over and over again.
  • TP had counter play at least, it has 4 seconds of channelling compared to 3s with canon **at the furthest distance ! **Plus you can manage entities and clear wards to prevent a TP to that point, with the canon you cannot.

thoughts?

Edit : the downvotes from angry zed players.

5 Comments

dead men waIking1 votes

This, i don't want a zed to randomly spawn behind me when I'm playing a marksman in URF.

Oleandervine1 votes

The cannon is better than TP. TP was flat out cancer in URF, because it didn't matter how well you cleared, wards or minions were always going to pop up everywhere. And god forbid your team had Teemo, because there's no way you'd be able to clear all of his warp pads mushrooms. There is plenty of counterplay to the cannon, and it's reach isn't remotely as far as TP's was. TP allowed you go literally anywhere and it gave you way too much strength trying to push points.

BoIa strike1 votes

Teemo, that's 1/145 champions we are not going to balance the game mode around that.

Not everyone spams wards strategically, which makes TP a less of an instant brain-dead decision.

it doesn't reach as far as TP yes, but the closer you get the least reaction time you have, TP has a 4seconds channelling which allows for counterplay.

Oleandervine1 votes

You CLEARLY did not play URF before TP was removed. You didn't need to make strategic positioning of a ward. You needed to dunk a ward somewhere and people could TP to it. Your wards refresh so rapidly that it didn't matter that someone might have cleared it, and you were frankly setting your team massively behind if you didn't have the yellow ward simply because of how powerful TP was in conjunction with it. It was far more effective for you to just dump a ward for your team to join you at than clear wards and all that.

Furthermore, the cannon has counterplay. People can see where the landing zone will be, if it's in their vision. They can easily set up to kill you on the spot when you land.

Brutalitops011 votes

The problem with Teleport and why they put the cannon in was the fact that Teleport/Flash was what you took on everyone in every game. Their goal of adding it was to add variety to what people took, and it also limits the mobility to being used from base only. Not to mention the fact that the last time they had URF with teleport in it, it WAS still a 3 second channel. While I do think that the duration of the cannon jump should be longer, there is also a lot of things shifted around in it compared to teleport. Because the duration is shortened as the distance fired gets shorter, defending pushes becomes easier. Also, using it becomes more skillful because of the slight stun it gives both you and anyone you landed on upon landing.

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