Displacement/Airborne Crowd Control Rework Idea

Shadowphoenix·11/23/2018, 9:12:02 PM·3 votes·17,754 views

I've been thinking for a while about a way to rework move blocks, which is the movement part in knock ups, knock asides, knock backs, and pulls (aka airborne crowd control which is also referred to as displacement crowd control) so that they aren't as frustrating, and I also wanted to make them work in a way that makes more sense.

Current Airborne: A unit that is made airborne is moved in a specified direction or to a specific point. For the duration, the unit is also stunned and cannot move, attack, cast abilities, activate items, or use the summoner spells summoner 4 Flash and summoner 12 Teleport.


Reworked Airborne: A unit that is made airborne is moved towards a specified direction or towards a specific point. The distance moved is based on the duration of the move block calculated by the strength of the ability and the stats of the target. For the duration, the unit is also stunned and cannot move, attack, cast abilities, activate items, or use the summoner spells summoner 4 Flash and summoner 12 Teleport.

Basically how the move block would work is that each ability that has airborne would use different numbers in some algorithms to decide what the move block would do before it does it. The numbers are based on the champion's ability and their target's stats to decide how it would change.

Here is what the algorithm for the duration would look like:

Move Block Duration = X second(s) - Y second(s) - Z second(s)

where X = the Ability's strength, Y = some constant multiplied by every 1000 Health the target has, and Z = some constant multiplied by every 10% Tenacity the target has

This algorithm can be broken down into saying that:

  1. The duration of the move block would start out at a certain number of seconds, and that number would be based on the strength of the ability itself (and so leveling up that airborne ability can increase its duration).
  2. That number is then decreased by some amount (a small amount) based on how high the target champion's maximum health is (because a 4000 health Cho gath should not be able to be knocked up the same way by the same ability as a 1000 health Lulu at least in my opinion).
  3. The number is then decreased again by some amount (a medium amount) based on how much tenacity the target champion has.

Here are some examples of the algorithm: Blitzcrank's E at level 2 on a 4k Hp Cho gath with Mercury Treads - 1 second(s) - (0.05 x 4) second(s) - (0.1 x 3) second(s) = 0.5 second knock up V.S. Blitzcrank's E at level 2 on a 3k Hp Cho gath with no Mercury Treads - 1 second(s) - (0.05 x 3) second(s) - 0 second(s) = 0.85 second knock up

Blitzcrank's E at level 1 on a 1k Hp Lulu with Mercury Treads - 0.75 second(s) - (0.05 x 1) second(s) - (0.1 x 3) second(s) = 0.4 second knock up V.S. Blitzcrank's E at level 1 on a 900 Hp Lulu with no Mercury Treads - 0.75 second(s) - 0 second(s) - 0 second(s) = 0.75 second knock up

Next is the algorithm that decides the distance moved (and moved back for knock ups) based on the move block's duration:

Move Block Distance = Move Block Duration x Z number of units

where Z = the Ability used

This algorithm can be broken down into saying that:

  1. The distance the target moves is based on how long the move block will last on the target.
  2. The number of units used in calculating the distance the target moves is different per ability. This would work this way so that knock ups (which would have a longer duration since the duration is what is important to knock ups) do not move as far up and down as other move blocks like knock backs (which would have a shorter duration since the distance is what is important to them).

Here are some examples of the algorithm: Vayne's E at level 3 on a 4k Hp Cho gath with Mercury Treads - 0.35 second(s) x 1800 units = 630 unit distance moved V.S. Vayne's E at level 2 on a 4k Hp Cho gath with Mercury Treads - 0.3 second(s) x 1800 units = 540 unit distance moved V.S. Blitzcrank's E at level 2 on a 4k Hp Cho gath with Mercury Treads - 0.5 second(s) x 800 units = 400 unit distance moved (meaning 200 units up and then 200 units back down)

In conclusion, I feel like this would be a good solution for making displacement/airborne cc feel less over powered. I do not know exactly how this cc is currently calculated, or what exactly prevents Riot from changing it, but hopefully this could offer some guidance in balancing the crowd control with ever growing popularity and abundance.

8 Comments

The Bad Touch11/28/2018, 9:57:21 AM3 votes

I'm fine with full distance displacements... but I think knockup duration needs to be effected by tenacity. Been saying this for 7 seasons now.

If you are only being moved on the Z axis then tenacity should come into play. Gets really old running into Yas/Alistar/Kalista, Wukong//Sion/Galio, J4/Nami/Velkos, or Aatrox/Nunu/Fizz levels of pure knockup cheese.

ModUlanopo11/25/2018, 1:42:47 PM1 votes

Approved

painkills11/27/2018, 12:58:21 PM1 votes

The issue becomes, like has been mentioned before, abilities that depend on moving a certain amount. Imagine Blitzcrank grab leaving them half-way to you instead of pulling them all the way in. Or Nautilus' anchor, moving him only a fourth of the distance... do you then move 3/4 the distance to compensate?

I mean, I guess it could work, and would make sense, and would make tenacity more useful since you dont land UNDER blitz's grab or you get some more leeway in case you do get grabbed.... but it would be a little weird, imo.