I'm surprised Riot hasn't don't more with charged abilities

FancyKiwi·10/9/2017, 2:33:27 AM·6 votes·495 views

They embody stuff Riot loves as they give both the user and the enemy precedent in the situation along with the every important counterplay. Specifically Sion Q and Vlad E. Both give Sion and Vlad a risk reward and the enemy a clear zone of danger. Does Sion charge up longer and try for the knock up at the risk of the enemy getting out of the zone or does he pop it early for the guarantee slow.

4 Comments

LordGeovanni10/9/2017, 11:18:22 AM1 votes

because they can only put them on melee champions really. Vlad is special as a mage but not a mage. but things like that are clunky and riot will do what ever that can to make tanks and fighters clunky but if adcs or mages have to wait half a second or more to do damage or ally an effect boards gets filled with this feels bad that i cant get my damage out faster i miss out on so many kills posts as if the same isnt true for tanks and fighters who get everything that is shit passed onto them

Stars Shaper10/9/2017, 11:21:12 AM1 votes

Varus Xerath

I think we could do with a circulare shaped (not centered on the character) one now.

Teridax6810/9/2017, 4:02:18 PM1 votes

I think many champions could definitely benefit from abilities on a sliding scale between power and reliability. Champions with a steep learning curve, such as Azir, Kalista or Lee Sin, could definitely use at least some measure of power that could guarantee better success at lower mastery, while presenting more counterplay at the upper tiers of play. On the complete flipside of this, giving this sort of power to super-easy champions like Annie, Garen, Sona, etc. could allow them to scale up to higher tiers of competitive play without needing to overbuff them in lower divisions. This could happen with charged abilities, but also any other sort of ability that has a reliable use case that differs from an optimal use case: Sion and Warwick's ults, for example both provide damage and crowd control that can be used reliably up close, but that also have a lot of their power placed into their range, even if ulting from a distance is significantly riskier and more difficult. As important as it is to set clear success and failure cases for champions and their kits, it also helps to give them some measure of reliability at lower skill levels, even if that disappears as those champions are pushed to play more optimally and more skillfully. Conversely, every champion needs to be able to express skill, though that should also not make them completely ineffective in the hands of newcomers.