Mobility Creep'd

Stacona··2 votes·540 views

So obviously League of Legends is very mobility creeped with the amount of dashes, jumps, and instant teleports in the game; but I believe we can add anti-mobility to spells on non-mobility champions and make certain effects once again strong even against dashes and jumps like slows which fell off in favour tremendously because of all the dashes and jumps (instant teleports are even on a worse scale; no one likes playing against the likes of Kassadin, Leblanc, Zed, Katarina, Ezreal, etc. who all have instant teleport, with Leblanc being initiatially dash that becomes an instant teleport on second cast).

I believe instant teleports need a majour rework similar to how the stealth needed a majour rework which happened all the way back in season 1 same with dodge removal which Jax kept but as a active moment rather than a luck passive; but besides instant teleports we will discuss more on dashes and jumps this post!


Some individual quality of life buffs for champions would be:

Anivia's Crystallize (W) the ice wall will stop Dashes/Jumps if they attempt to go over the wall; similar to Veigar's Event Horizon. This will bring Anivia back into play without granting her any direct power within her kit; just bring power back to the wall like how it used to be back in season 1 and 2; despite this being a buff it does not grant Anivia actual power, but brings her back into the meta.

Malzahar's and Skarner's ultimates will take priority over dash/jump spells. These are ultimates and a basic spell should not take priority over an ultimate; should be common sense here.

Skarner's Fracture (E) will reduce the effectiveness of dashes/jumps by the same slow %.

Zyra's ultimate gains a new anti-mobility effect of reducing dashes/jumps distance by 50% if they were used within her ultimate before it knocks them up; but the thorns will also stop the movement of the dash/jump if the dash/jump would have fully exited the thorns meaning you have to walk out of her ultimate just like an immobile champion has to or Flash out of it.

Ashe's Frost Shot (Q) the chilling slow will reduce the effectiveness of dashes/jumps by the same % as the slow strength [slow strength goes up by rank]; so this helps Ashe greatly in a mobile world especially the % value really lowers the strength of more majour dashes and jumps by a lot more than short range dashes like Vayne's Tumble.

Evelynn's damaging spells mark struck champions for 1.5 seconds and if a marked champion dashes or jumps then Dark Frenzy's (W) cooldown refreshes.

Fiddlestick's Terrify (Q) will cause Fiddlesticks to move 50% faster towards Feared champions (mainly only useful if a target dashes/jumps/instant teleports at the same time as Terrify was used; other scenarios this is not entirely useful since the target is already CC'd but it grants a way for Fiddlesticks to deal with mobility champions in certain conditions)

Jinx's Flame Chompers! (E) once already FULLY set up if a champion tries to dashes or jump over them then the chompers will stop and snare the champion in place (there is roughly a 0.75 second set up delay remember).

Mordekaiser's Mace of Spades (Q) becomes a placement skill shot with a range of 850 units; AoE ~250 units; damage is the same; isolated damage is the same. (Remember this skill shot will travel so getting closer means an easier to land skill shot; but a skill shot instead of a modified basic attack means mordekaiser can get off his damage as an immobile melee mage in a mobile world without changing the master of metal at all.)

Twitch's Venom Cask (W) will reduce the effective of dashes/jumps by the same % as the slow strength.


These are the champions that can get anti-mobile buffs without affecting their power levels, but at the same time helps them into the mobile meta while staying as immobile champions as they should be (even though I understand some of these champions have speed boosts). Other champions either needs rework / gameplay updates or are very strong currently and don't need anti-mobility buffs; even though these champions I listed may be strong there is still the immobile and mobile discrepancy and these buffs will helps the champions in a mobile world. Even though this is not an end all solution these changes will help reduce mobile creeping; there is still direct nerfs needed for the really mobile dominant champions like Zed, Leblanc, Katarina, Kassadin, Nidalee, Irelia, etc. but a start is a start; and you need to start somewhere.

5 Comments

Lord Dusteon2 votes

First, reducing dashes by a % is VERY bad design; it takes a normally static and played around distance (such as Renekton's E being 450 range) and messes it up (I'm slowed... so is my E now only going 225? 113? Still 450? Can I still wall hop? Can I actually reach a creep for the 2nd E now?). Additionally, it gives rather extreme power to champions if you limit it (great, so now if Skarner E's me I can't walk OR dash away) and MASSIVE power to some champions if you don't (so now you literally can't escape Sejuani or Nautilus. Or Nasus).

It's the same reason there will almost never be a cooldown increasing skill (like if I Q you all your cooldowns are increased by 1). You can't see the effect of how strong it is (Did my Q make the mage unable to do a 2nd Q and kill my adc? Or was their Q already on cooldown and it didn't matter?) and it's extremely unfun for the opponent (great, now my combo takes an extra second before I can even use it. Great, now I can't use my vital CC because it was put on cooldown).

Second, several of these skill changes would be almost entirely useless (I'm sure Skarner cares that you dashed when you were already ulted. Not like you'll get pulled back instantly) or broken (I'm sure Eve loves your only method of escape being a brisk walk while pissing yourself).

Stacona1 votes

The point is to lower the power of mobility champions so why not give anti-mobility effects to lower the mobility strength because of how overpowering mobility is right now; there still needs to be direct nerfs to mobile champions, but anti mobile buffs will place immobile champions in a state like how they once were back in the day within this mobile world

and dash/jump reduction is not bad design; think of a dash/jump as more of a super quick speed boost if you move X distance with a speed boost and if you are slower then you move to Y distance instead of X distance ; a dash/jump reduction mechanic will perform the same rite

Lord Dusteon1 votes

{quoted}

The point is to lower the power of mobility champions so why not give anti-mobility effects to lower the mobility strength because of how overpowering mobility is right now; there still needs to be direct nerfs to mobile champions, but anti mobile buffs will place immobile champions in a state like how they once were back in the day within this mobile world

and dash/jump reduction is not bad design; think of a dash/jump as more of a super quick speed boost if you move X distance with a speed boost and if you are slower then you move to Y distance instead of X distance ; a dash/jump reduction mechanic will perform the same rite

And that is why it is a problem. All dashes (and skillshots, and skills) have a max distance that is set. You always know for example that Ryze can't hurt you outside of his 625 or so range. You always know Renekton has a 450 (900 range with minions ) dash that goes X distance. Suddenly having that be a variable messes up the entire flow of a champion for something that the user of the slow probably won't notice (you won't notice Lee Sin suddenly only dashed 200 instead of 700 if it's over a wall, or that riven only dashed 75 instead of 150 when almost out of range). The user of the spell gets miniscule amounts of satisfaction, since they have almost no feedback on how useful or strong their spell was, and the person the spell was used on has their entire area of influence suddenly shrink by an amount they don't know.

For example, say Nasus's Wither also slowed dashes by the same amount. Sure, he gets some feedback they are slowed; he already sees them almost walking in place, know he sees their dashes utterly fail. That's kinda fun for Nasus due to nobody being able to escape him. For the person trying to escape, that's completely horrible. Their dash/flash/blink suddenly went from a nice 400 range to 20 range; they become unable to do a single thing for the duration slowed.

So no, it's horrible design. You mess with every single mobile champions kit in a way they have NO control over that is also incredibly variable. A 5% slow is barely going to effect them and probably won't be noticed, while a 50% cripples them.

Also, what are you going to do as Akali/Diana/Kalista/Lee Sin/Vi? You'd make any single slow invalidate them and their kit when they are already balanced around HAVING THOSE DASHES. If you suddenly allow dashes to be slowed, you are going to need to buff mobile champions for making their main perk (being mobile) nonexistant.

Stacona1 votes

Akali/Diana/Kalista/Lee Sin/Vi these are a part of the mobility creeping - besides certain spells wouldnt be affected because they cant be if they are point and clicks; it would be free cast dashes and jumps that be reduced and treated as if they were movement speed buffs --- but making the game fair for mobility and immobility is the way to go instead of keeping the immobile dominant

aaronautumn1 votes

Mobility Crept.

More from Gameplay

More by Stacona