Targeted projectile rework (very tentative)

Fefnil·10/7/2017, 11:42:51 AM·1 votes·285 views

So, we've reached the point where most of the things were given counterplay (switching targeted to skillshot, etc...) except two classes, marksmen and enchanters. The problems come from the former, since the latter is supposed to be reliable, because its major form of damage (autoattacks) has technically no counterplay besides a few champions with special mechanics attached to them. So I was thinking, how to resolve this situation? Well, I had an idea, which is very game-changing and will probably be too much, but still. What if all the targeted projectiles (including spells, maybe with a couple of exceptions) didn't magically followed the target through space and time, but headed to the location were they were sent? To explain better, if I right click an enemy and the auto projectile goes off, instead of following the target, it may splat onto the location where the target was when I clicked. If then the enemy hitbox is still there he will be hit, otherwise he will evade it. This mechanic would have many implications:

  • Flash would become even more powerful than how it is now, being able to evade most of the projectiles
  • Bigger champions would have a harder time evading, but because bigger champions are generally the ones who want to or can take hits, it will not be a problem
  • Projectile speed could become a true stat, since it would increase your "accuracy", maybe adding items or runes that increase the projectile speed
  • Special ranged champions like Azir or Thresh would have a more valuable feature, having instant and thus not-evadable autoattacks Things will definitely need be tweaked to make up for the change, but there is another, last implication I want to talk about: marksmen could have by design a better projectile speed or improved autos as compensation for it. This would actually give them a true natural affinity at autoattacking besides kit scalings and steroid, so they can be made less dependant on items (still maintaing the status as the most item dependant class though), on top of a natural counterplay by design: they can now specifically counter big and slow champions, becoming true tank counters, but finding a more accentuated counter in smaller and faster champions like assassins and divers that can completely evade their damage without someone locking them down, and maybe there will be a time where marksmen will stop becoming mandatory (but, as explained, only necessary as a counter to beefy teams). Maybe too much?

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