Skip to content

A simple glacial change

Wasabi Kitty··5 votes·708 views

Glacials right now are pretty frustrating to go up against. I've lost rounds early game simply because of a 1 star Braum permastunning my main carry.

A think a pretty simple solution would be to change it to something like:

Glacial : Glacials' basic attacks have a chance to stun their target for 1.5 seconds on-hit. After being stunned, a champion cannot be stunned for 0.5 seconds.

This keeps glacials in a good spot, they can still provide a lot of crowd control. And you might not think it's even enough of a change. But one thing I've noticed in a lot of my games is having a champion with a full mana bar never able to cast because they get perma stunned. This change would at least let them get their ability off before being stunned again.

2 Comments

GravenFear1 votes

Would seem we have the same solution (because it's the best solution). This is from one of my posts: https://boards.na.leagueoflegends.com/en/c/teamfight-tactics/eUvTY6nV-1-small-change-that-could-fix-every-cc-issue-now-and-in-the-future

{quoted}

  • When a champion is hit with cc (glacial, sword-breaker, etc.) count that as the first cc of that type.
  • While a champion has 1 cc of a type, prevent any more cc of that type being applied (which I believe, currently this just refreshes the cooldown of the existing cc).
  • Once a cc expires, prevent that same cc from being applied again for 1 to 0.5 seconds (this allows the champion with a full mana bar to get a cast off).

I'm a programmer and I know even without seeing the code that this would only require 10-30 lines of code to implement (which isn't a lot considering the entire game is probably upwards of 1000 lines of code)

This would still allow stacked cc to disabled a champion (glacial + sword-breaker) but at least let the champion cast so they're not a wasted unit for the entire round duration. I'm sure your entire player base would appreciate this change, TFT Dev team, because no one enjoys having their entire team (or just a single unit) be completely useless the entire round.

We all know Olaf is a problem now but even without him you have cleaving glacial from voli... or just put a sword-breaker + hurricane on sivir and now you get the pleasure of wasting 10 seconds as your entire team stands still and dies.

Ariel the Cruel1 votes

[{quoted}](name=Ariel the Cruel,realm=NA,application-id=RaE1aOE7,discussion-id=A1jgiHob,comment-id=0001,timestamp=2019-11-15T08:36:12.059+0000)

"Stuns are an outlet against damage heavy teams, otherwise the player with the biggest sword wins." ~ Riot ... Or something along that line. Not an exact quote.


Basically, Riot kept Glacial because it was an alternative to having "tons of damage!" See also, Wardens and Light.

Of course, It also flies in the face of their decision to minimize hard-counters in set 2. Since the near perma-stun nature of Glacial is able to hard-counter some comps while soft-countering every comp.

Glacial wouldn't even be so bad, if Riot had taken into account how Proc chance interacts with high attack speeds. Maybe if they gave it a per-target cooldown or something along that line?

Glacial: Attacks have a 50% chance to stun for 2 seconds on-hit. Each target can only be stunned by Glacial once every X seconds (Starting when the stun ends). 2 Glacial: 15 second cooldown. 4 Glacial: 10 second cooldown. 6 Glacial: 5 second cooldown.

Heck, at that point, we could even make it a team-wide buff to open up more comps!

Glacial: all allies' attacks have a X% chance to stun for 2 seconds on-hit. Each target can only be stunned by Glacial once every Y seconds (Starting when the stun ends). 2 Glacial: 10% chance with 15 second cooldown. 4 Glacial: 20% chance with 10 second cooldown. 6 Glacial: 30% chance with 5 second cooldown. 9 Glacial: 50% chance with 3 second cooldown. (Because someone will pull it off eventually)

Joining in on the fun!

More from Teamfight Tactics

More by Wasabi Kitty