Follow-up on Mobility Discussion

4nth0l0gy·2/22/2015, 6:59:25 PM·4 votes·392 views

There's a larger thread right now http://boards.na.leagueoflegends.com/en/c/gameplay-balance/uRv66Z91-i-love-immobile-champs-the-last-years-have-been-the-worst in which Riot Sotere has been discussing mobility with the community. I wanted to discuss a specific subtopic of that conversation: that many mobile champs have reliability on damage and crowd control equivalent to or better than that of immobile champions.

Part of this is due to positioning: whereas a champion like Brand or Viktor can only walk up to a target to accurately land their skills, a Leblanc or a Zed can gapclose, making the possibility of dodging their skillshots minimal. This is also true of crowd control spells, such as Kassadin's E or Leblanc's E.

However, some mobile champions have much more reliable crowd control in their kits, even without the added bonus of their dashes or blinks. Zed E slows instantly in an AOE. Kassadin E slows instantly in an AOE. There are no qualifiers to these abilities. Brand? You've gotta hit at least 2 spells for a single-target stun. Veigar? With the rework, he has to wait .75 seconds for a stun that can be described as inconsistent.

Let's look at some of the immobile champions (specifically midlane champions, since I've been discussing them primarily) that get played in the LCS: -Syndra: E with a near-immediate AOE knockback/stun, great burst damage, strong poke. -Xerath: E with a near-immediate Stun, great damage, crazy range. -KogMaw: E with a strong, long-lasting AOE slow; crazy range. -Cassiopeia: R with an immediate Stun/slow, high damage. -Orianna: Ult with a near-immediate AOE knockup/pull-in, great AOE damage, near immediate AOE speed boost/slow on a 9 second cooldown (with 0 CDR).

The immobile champions that are played in the LCS are selected either because they have strong, fast CC, or because they're so safe due to range that it doesn't matter. This is how, in the eyes of professionals at the game, immobile champions compensate on a competitive level for a lack of mobility: with either strong crowd control, or awesome range.

Crowd control is the batter's bat to the pitcher's baseball of blinks and dashes. Without a reliable bat, you have little to no chance to hit the ball. If you give the pitcher both a baseball and a bat to throw at you, that's just not playing fair. This is why a matchup between, say, Mordekaiser and Leblanc sucks: you gave the bat to the pitcher. There's no play/counterplay here, because Leblanc holds all the cards (engage, CC, disengage), and Mordekaiser holds none.

I believe that to honestly balance the game in a way that makes immobile champions both fair and fun to play with and against, without negating the advantage of mobility, we have to limit the amount of crowd control entitled to mobile champions, and congruently make the crowd control of immobile champions more reliable. Just as immobile champions are not entitled to dashes or blinks, mobile champions should not be entitled to anywhere near the amount of crowd control an immobile champion has. Conversely, a mobile champion should be able to stop a mobile champion if they play their cards right. This just makes sense.

This is obviously a large change that would have an effect on many champion identities (Leblanc's E might be a prime suspect, for example, as might Ahri's E). However, as Kassadin may remind us, "Balance above all else." With balance, we gain variety and more engaging, back-and-forth gameplay.

tl;dr: I think balance of immobile champions is best achieved not only by giving them better teamfight damage potential, as has seemingly been the tenet of balance in the past, but also ensuring them more reliable CC. I think conversely that mobile champions should not have access to the same tier of reliable CC.

5 Comments

4nth0l0gy2/22/2015, 8:33:53 PM1 votes

Oh, really? Nobody? I figured this would at least get a downvote or something.

Kitten of Evil2/22/2015, 11:36:32 PM1 votes

I think this is completely accurate. I love playing immobile champions, personally, but I feel I give up a lot by being immobile, so my champion must make up for it some other way --

Anivia is incredibly immobile, but offers utility and teamfight presence, very reliable damage with R+E combo, and a passive which (when it's up) completely counters DoTs and dives.

Malzahar is also immobile, but can easily turn the tables on a ganker with his W+E+R. He can also push very safely with E and his voidlings.

Fiddlesticks is immobile (except his ultimate blink) and only survives because of his CC and drain.

Frankly, there are a lot of immobile champions who just don't make the cut anymore, in my opinion. Brand is outranged by both Ahri and Leblanc's Es, not that they need those to dive in on him. His only CC is conditional on 2 spells. Lux was viable before the mana-regen changes, as now she cannot continually zone enemies, and her waveclear relies on her also landing AAs on minions. Missing your Q means you die. Zyra , like Lux, relies on landing a snare in order to survive, though at least her plants are pretty spammable and help her to poke from a decent distance away.