[new item] mobility creep + top lane fighters + immobile mid mages fixer

Brownie Loco·7/23/2014, 12:26:27 PM·2 votes·463 views

Firstly, i noticed that there are items that cover most aspects of the game but there are no items that do hard CC, nor items that add real mobility

there are strong slow items like botrk, but i think slow % is not being handled well 10% slow seems to "really" hurt pretty similar to 50%.. and 50% to 90%.. meaning all slows are pretty much the same atm, if you build lots of speed, how strong is the slow that affected you is indifferent. all of them cripple you hard... which adds a lot of gold value into the lower slow values, and substract a LOT from "i get my mobility from my speed" champions in my view, all slows should be a fixed-amount-of-speed debuff and never a % debuff I dont know who decided to go for % but is just plain wrong and nobody seems to notice...

besides, those items that added mobility, like dancer and triforce got totally destroyed, like 15% speed >> 5% speed bonus.. while new items seem to have forgotten about this (ardent censer? 8% speed bonus just "because".. to add mobility to healers / shielders?..)

so was thinking, MAYBE the fighter problem AND the immobile mid-mages AND mobility creep itself, could be fought with an activatable flash-like item. this item should give "redundant" stats, like armor, cdr, mana.. and be in the "cant build it as my first item, but building it for late game maybe only works thanks to added mobility" so the price should be around 2600. The problem i can foresee is trying to match price with "ok, gonna reset the cooldown by getting a new one" which can be offset by just placing a fairly low cd on it.

as a side bonus, this item would probably make must-have summoner spell Flash to not be that "forced", as you have an itemization path that covers it.

a different approach, but i think an even funnier one, can be a "super fast" Teleport item it works with a speed more similar to flash than actual teleport, and it doesnt have the global range of that spell. BUT you should be able to channel it onto fellow live champions.

this way, you can counter wall jumping by warding or jumping into a fellow champion that CAN wall jump and is in the same area as you are. working pretty much as a mock up lee sin's ability

it also has a cast speed closer to flash, but not quite, so is easier to cancel the channeling, and while having a longer range than flash, if you "jump" into a fellow champ, the end point is not ON the champ, as with shen's/lee's abilities, but "where the champ was when the channeling started", so its less usefull for chasing, but can help you make interesting plays and jump walls when its important. again, its for armor guys, so you can be beefy enough to use it to scape, but most of the time you just want it in order to make plays (i.e. jump into barons pit, get out of tower range after diving, etc) (mm i.e. cast speed a bit shorter than fiddles ulti)

ofc, all variables mentioned for the previous item stick here.

AND bonus bonus, having lee sin as jungler means that there will be more wards in the map (at least in lower ELOs) so if this is a regular item in the game, there will be more vision in all games, which is nice and helps new players to learn about its importance

what do you think? the latter i guess is the less "op" item, and the more fun too, making a more enjoyable experience for spectators and players, while also removing most of the impotence rage for non mobility champs. it would add a lot of movement for top laners and make overall mobility creep problems go down in a serious way. Ofc, in both cases the active may be unique.. but.. if its not.. what then? XD would it be good or bad? i dont know..

3 Comments

Knight SoIaire 7/23/2014, 12:51:30 PM

mobility creep exists because ppl get multiple flashes (jumps, dashes blinks, and the summoner spell) which are very potent when compined with terrain (flash over a wall) and cover much distance if insanely low time, and the next thing that creates the mobility creep is the fact that riot doesnt notice it ,ahrri having 3 flashes on quite a low cooldown is not something special cause almoust any champ has its jump, so riot ballances game around that and champs who dont incorporate mobility and insane cc at the same time aka darius, olaf, sion, gp etc.,. cant be ballanced propertly, for their weakneses they should get a lot of stats which would make them a one man army, which dies to kiting, but that cant be implemented cause flash exists. adding even more mobility to all of the champs who could buy this item wont help cause amount of mobility that your champ can combine with this item would become the measure of its usefullness

when you speak about removing mobility creep i think that removing summoner spells would do, riot has to ballance every kit based on how does it scale with summoner spells so immobile guy cant get enough stats to survive a kiting jumper, cause he can flash and kill him this is kinda weird situation cause flash took the role of all the other spells in this game, is saves you better than heal or barrier, allows for being more mobile than with ghost, allows to execute running opponents like ignite, it combines iwth every kit better than anything else so its a given power that riot needs to always consider when ballancing their champs