We need another champion who can interact with enemy dashes. It can either be 1. Has a skill that deals damage if an enemy unit moves (like Bloodseeker's ult from Dota) or 2. Skill CD reduces each time an enemy champion dashes.
My issue with rampant mobility is these champions dont seem to be losing anything for it, and the immobiles are gaining nothing for being immobile. They do just as much damage as immobiles, they have just as much if not more cc than immobiles. Their survivability is often just as good if not better than immobiles. Like, being immobile is THE second worst thing you can be in modern league, yet their kits dont reflect that insane weakness.
Yeah riot likes to pull out the "power budget" argument not to buff imobiles, but if Swain has the power budget of a mom and pop shop, Yone Ambessa etc have power budgets equivalent to Jeff Bezos
> my issue with rampant mobility is these champs don’t seem to be losing anything for it Correct, because they’re melee champs and melee champs kinda need mobility to exist in modern league
At first I thought Ambessa was fine like you covered in her initial release. Then…I learned. Her movement is crazy, even when I used her. Once she got on top of you unless you had something like Tristana ult or a Leblanc warp it’s hopeless. That’s without getting into her insane shielding. It’s like Sett with mobility and damage.
And heaven forbid you have the patience and skill to read there movements and realize that a dash typically goes a fixed distance. I’ve been accused of hacking so many times because the person blindly dashes straight at me and I dump everything on the spot they dash to.😅
@andreas3904 In an ideal world your suggestion would be valid, but we are in too deep into the mobility creep. I doubt the monkeys over at Riot would change more then half of the champion pool. Especially the money making ones.
hard disagree, i hate the insane amount of mobility in the game as much as the next guy but honestly giving somebody an option and then taking it away is just very annoying for the player... taking agency away from the player is just annoying and frustratiing to deal with in general so honestly i really dislike the amount of cc in the game overall lol (agency being the control the player has over their character btw).
Anivia is my favorite example of this She is designed for area control but that role is not that important in modern league cus the enemy can just gap close to her ignoring her ult what makes this worse is that she needs to stay close to her ult while only having above average to average self peel with a pitifully low amount of hp
What do you mean? Anivia has pretty strong self peel, i mean 3 out of her 4 active abilities can be used for peeling. And even if its not that strong, her passive can be a self peel tool too in a teamfight.
@@marshallneff1631 her passive is not a self peel it's a distraction (that doesn't even last longer in a tf, anivia passive works better in 1v1 or 3v3 at best), her w is good but you can dash through it, the q is semi trash unless you cast it mid range, and If anivia casts that mid range that means she can be easily gap closed, so is an ability that is both trash and good, so if anivia casts it max range you can either dodge it with good movement or dash through it, and her r is countered by Swifties so the slow doesn't feel that potent, also the area of the ability is small so you can, ehem, dash through it
Yes, Anivia is outdated, but she's not as helpless against new characters as Ashe is for example. Yes, there are a lot of characters who can jump over a wall, but there are fewer who can jump past Anivia's ultimate. Yone can, of course, but that's a fucking chancer that shouldn't exist in the game. There was a funny game recently when Anivia single-handedly defended the base against five opponents, including tanks and Yone and Ambessa. They decided they could run the base against Anivia without Baron. No, you can't ))))
@@mantraki The reason i said her passive is not strong is because wheter the egg survives long enough depends on how well your teammates deffend it. But its actuallyy a pretty good psychological self peel tool. Cause a lot of assasins and rushdown characters wont be brave enough to engage onto you in a 5v5. And why would her p only be good at midrange? We are talking about peeling. You know you can recast her q instantly in close range too right? Also, you forget the part that her w can interrup dashes. Doesnt come up often, but its a use case too. And her ult slow combined with her q and w makes an incredibly good disengage
ngl, mobility creep wont be as big of an issue if there were actually tools to combat mobility. enemy is cc heavy? there's cleanse, certain champion abilities like gangplank, olaf etc. quicksilver sash and tenacity can help enemy has lots of healing? ignite, grievous wounds items exist to tone them down what do you build to counter mobility? unless your name is cassiopeia, singed or poppy, the only real way to counter them is hope your CC ability hits
i really like this comment, made me think of what could be a great addition to the game, an item (most likely a tank one) that has an active that silences an enemy, we never got a silencing item if i'm not wrong.
@ThundererR64T If you want to counter mobility you could have the item apply grounded instead (which only disables movement abilities) A silence item would be incredibly powerful as silence removes all tools the champion has except moving with their movement speed and auto-attacking (which doesn't really do much for a lot of champions) It is as close to hard cc as possible without being hard cc (though less so for auto-attackers)
Theoretically, the answer to mobility creep is crowd control, but the damage creep of the game also means that any significant amount of crowd control is basically insta-death
As someone who primarily enjoys playing enchanters this is my bane, along with damage creep making fights so much shorter because you just can't heal a someone being one-tapped. Then when the enchanters find a way to start dealing damage THAT is obviously the problem for Riot and they nerf it into the ground.
@@DraphEnjoyer Or maybe Riot should give half a shit about balancing their game and not neglecting an entire class of champions. I'm capable of playing virtually any support (and do so) but my long time main has always been Sona and right now it just feels bad. No survivability, late game scaling and incredibly item dependent, works best with a tank in the party which is increasingly rare itself, AP ratios repeatedly nerfed so even early chip damage is reduced and healing overall (for enchanters, not items) nerfed. It feels awful. Add to the mix supports like Pyke and Senna who are told 'go ahead, do damage' and get extra gold to facilitate it while not being so item reliant themselves.
@@chillchinna4164 I never had much of a problem even after Seraphines release, but yeah Sona is the second squishiest champ in the game and the squishiest doesn't count, that being Yuumi.
Man we need more grounded abilities like Poppy, Singed, or Cassiopeia. In addition, there should also be abilities that interrupts mobility like Vex too.
Riot very mucg put themselves into that corner, mobility is their only answer to skillshots while skillshots were their only answer to everything else. From fun new champion to skill expression, to counterplays to easing outpicking to damage creep. If Riot hadnt been solving everything with skillshots the mobility wouldnt be that much of a problem.
what do you think of this change to yone: his E working like illaoi's test of spirit whereas he leaves a body behind and the enemy can damage it to force him to return to his body forcefully and and get them out of their face
Idk why they don't add grounding/knock down to existing champions like have Karma's w ground while attached so the champ has to walk out of it or have Viktor W have a ground that's instantly applied to champs in the zone, but the stun still takes the same amount of time to apply
Because this would make these champs stupid overpowered and they’d need extreme nerfs elsewhere in their kit to make room for this? Do you have any idea how awful it’d be for mobile and immobile champs alike if they couldn’t flash out from a karma that flash W’d them?
@TaconIStenen then Karma used her flash which is a 5min cooldown??? That's like saying "you know how broken it is for a Malphite/Hecram to flash + R. Fiddle flash + Q is undodgable too, take that out? Flash + ability is going to be broken because the point is that its going to be hard to dodge if not impossible, but why would we balance everything around how something combs with flash? Either way you can turn on her if she wastes her flash or if you have high movement like a Garden or Hecram you run out of it? You could also use that excuse on how broken it is for a poppy to flash on someone because they couldn't flash out of that. We just watched a video about how all these dashing champs get so much other stuff from those dash abilities, but adding knockdown/grounding to other champ's abilities would make them broken? Also those are just suggestions, there's other champs you possibly give those effects to for balance, try imagining that instead of dismissing the option all together.
@@ShadowCrossFoxflashing onto someone to stop them from dashing away is considerably stronger when you consider that Karma W is point and click and in this case would be completely non-conditional compared to Poppy W. Grounded effects are rare for a reason, they’re extremely strong because they nullify the biggest thing a mobile champ needs, their mobility. Champs aren’t just given mobility for the hell of it, they’d given mobility because they need it to fundamentally function in a game where range is the single best stat in the game to have Also, the comparison to Malphite flash+ult or Fiddle flash+Q is hilarious considering those abilities still have travel times where someone can actually react with a flash of their own, and their duration actually ends as opposed to a grounding Karma W that would ground you for the tether duration then root you afterwards Get better, mobility is not that big of a deal
@@TaconIStenen Grounding isn't broken. You act like you can't just turn on Karma and kill her or just play a champ with high movement speed, get better dude. Your complaint is literally "this counters high mobility champs that I like playing" . Don't play dash champs against those who counter them then. Would love to see a Karma Flash+w on a Darius or Garen,see how well that turns out. But here are better examples:malzahar flash+r or pantheism flash+w, try dodging that. Sorry I didn't mention them before because you lack any imagination to think of how nearly if not completely impossible it is to dodge them yourself. I'm sure you always dodge Malphite R with how easy you make it sound, nvm the tech for using flash+r is to shorten the distance to make the travel time near instant for Malphite ukt
remember: velkoz is the last champion that didnt have any mobility boost at all, that was February 27, 2014 (mobility boost meaning a dash or movement speed bost)
I’ve been playing a lot of velkoz and it feels like with certain high mobility chances I need to play significantly better than them to be able to hit my skill shots compared to how they need to play against me to do my skill shots
Nah it's been out of control. That's why we see so much mobility on a kit now and just say 'ok'. Same with boring damage and damage reduction mechanics such as True Damage and 'Damage reduction'. It all compounds to the same boring direction.
Whenever Kennen is in pro play, it is incredibly hard for the Kennen to have any value if their flash is down due to their lack of mobility. Also speaking of Kennen (and other champions), remember how necessary items like Rocketbelt or Stridebreaker (when it had the dash) were for those champions. It's been considered invaluable to have as much mobility as possible unless you have enough tools around that issue which often means you just have lots of mobility already.
Mobility has been grossly undervalued across the board in the calculations of the power budget of champions since at least Retardsuo's development. And presenting Vex as the answer to mobility creep was clear evil. They knew what they were doing and that what was needed was not a single champion to counter mobility but half a dozen items (for AP, AD, Tank, and support coverage, with a few extras in case some are understated and never bought)
We need to make slows affect dash and teleport ranges, or about 30× more grounding abilities. Maybe an item that damages someone everytime they dash, maybe a tank item that does it like a thornmail replacement
Mobility in old characters still massive, but look at less because of the new champs having more bullshit. Yasuo's theorical infinite dashes, riven AOE damaging dashes, kallista's dash on AA. But now, since that mobility have some weakness, it feels less powerful than ambesa, belveth or yone's mobility
One of the big issues I have about dashes and mobility is that any dash a champion has adds to their potential zone of interaction. And if their zone of interaction is greater than yours, it makes it really hard to effectively fight them because they effectively outrange you at all times. But in terms of defense, it becomes nigh impossible to catch something that has the ability to dash away so easily. If you’re playing someone immobile, it’s impossible to keep them off you and impossible to close the distance without high investment
Riot could just buff towers, so ppl couldnt dive you as easily and scale due to tower posing no risk to them, as they can just dive in and out. and make minions more aggro
I think the idea of a “defensive” stat against mobility is an interesting though. Like how frozen heart cuts enemy attack speed. Maybe if there exist a set of counter items That reduces dash/blink frequency or distance or speed that is less effective eachtime you’ve dashed/blinked recently, then it will be easier to balance
Yeah that is how you instantly kill a game lol. Dashes are fun to use, mobility is fun. It is already frustrating to be interrupted by Poppy or Cass, but I can respect it because it is a character ability. Being able to build "anti dash" makes to game less interactive and fun
1 item i propose is: Temporal restrictor After a blink or a dash (maybe just dash not blink) dash user is affected by a slow that decays in 1 sec. This item would make a dash not as a gold escape tool since you dont make distance away and would make it so that AFTER you dash ypu are easier to hit giving a more or less fixed area you are. You can still dodge skills with a dash and have it be usefull. But using a dash in neutral makes you easier to hit afterwards.
@@waluigit-poses7767Bruh fk is this logic? It's like saying building Armor to counter PhysDmg makes the game unfun. You sure having fun dashing around 10 times in 3s, for the opponent that relies solely on skillshots? Not so much isn't it?
@@waluigit-poses7767heh, meanwhile in dota one can buy root stick Rod of Atos with a upgrade to Gleipnir (also comes with AoE root now), a straight-up stun (but in melee range) Abyssal blade with passive bashes too (because you need a Skull basher to buy, passive bash item before it), a silence stick Orchid Malevolence and its upgrade Bloodthorn and finally, Scythe of Vyse aka sheepstick, an item which turns a targeted enemy into a harmless and slow pig to be slaughtered.
Hearing you talk about this really reminded me of when you spoke of stat checkers, it is always polarized and never strictly fair, you either have the absolute advantage, or absolute disadvantage. And yes, it is possible to surpass it but... Is there a need t be this way to begin with? But also, I believe a BIG reason on why mobility has become so diverse and common, is because they needed new ideas for champions. If you take out the new mobility options, half the newer champions fall apart or become too similar to existing champions, it became an "easy" way to be creative in new champions, and the more there is, the more new champions need to stay at least useable.
In most games with some form of combat, a character's strength is decided by its combat attributes: 1-Damage output 2-Mobilty 3-Resistance That's it, there aren't other relevant traits. If a character has all three of those, we can agree they're, more often than not, overpowered. If they have only one trait, they usually suck, with some exceptions. If they have two, you're good. I heard Thor (PirateSoftware) call this the golden triangle of combat design or something like that. It's common for older champions to have only one of these traits because champ design in earlier days of LoL was more one-note, not so dynamic. E.g. Annie, no mobilty, basically just damage considering her shield doesn't do much. Classes are derived by mixing these attributes: - Damage and resistance (no mobility): fighter/dps -Damage and mobility (no resistance): assasin -Mobility and resistance (no damage): tank/healer If a character does have all three attributes, it is important to not give it too much of any one thing. "Much" meaning, how often they can output a unit of measure for that attribute. Ambessa/Yone/etc can feel overpowered becasue they have too much mobility and also decent damage and resistance, although conditioned. Most players, aka low elo, we never really get used to playing the mind games that come with these conditions, so we feel like some champions don't have weakneses. Some other time, our character choice doesn't give us the tools to counter. Good design is making it as easy for the opponent to identify and work around those conditions as it is for a character to engage on them. For simplicity, it's best to stick to only two of the traits above. Skill expression comes from making the right choices, so if a character has plenty of choices, so should their oponnent, regardless of their kit. Say, if dodging isn't an option, blocking should. In League, this isn't always posible because options are built in a character's kit. Another example, Xerath. Damage, no resistance. In a very technical sense, he does have "mobility", because he can hit you without getting up from bed, do he's balanced but, when playing him, most of us don't know how to keep distance from opponents nor we keep track of all sides, which is harder and less intuitive than stepping away if things go south. That is why he feels annoying but not op, figthing him gives you plenty of time to react, whether you move out of his way or you cc him, you have plenty of options and they're more evident than they would be against other characters, and when playing him you can't just move around without thinking. Azzap describes Vel'Koz in a similar way. Dr. Mundo: He can walk up to anyone, take a beating and walk away, mobility and resistance, good so far. Problem is when he can also take half your hp bar, if not all. Another "balanced" mundo is one that can kill you while sucking up all your damage output, but he's slow, so that only happens if he reaches you, which he won't. I'll stop giving examples here.
I agree, imo they could fix a lost of these issues with just 2 items: 1. Galeforce back 2. Item that grounds Now every1 has some possiblity too be mobile or deny enemies mobility
I just hate how they completely killed orbwalking and gliders, partly because everyone can just teleport right on top of you. Twitch is completely pointless and even when he ends up being better, attack speed is such a pointless stat for ADCs, why bother when as a character everything can just walk at you and kill you? Go all in on doing a billion damage a hit and screw having skilled movement, just blow people up. Real healthy.
Funfact about Bel'veth's dashes. The tail swipe returns dashes based on your proximity to the enemies when they're knocked up. So if you press W then flash into the middle of a 4 man knock up it'll restore your dashes in all four directions.
I still remember when Yasuo came out and we were all saying "there is no reason to play Master Yi anymore". Some champions just have more of everything.
I haven't played League in a long time, but when i was younger i remember how crazy zeds mobility was back in the day. I mean it really felt like he was special but also that he paid for that with his power budget. Now it seems every new release that people complain about has dashes when it makes no sense. A bunch of tanks having great mobility is just... Weird
I think most frustration with mobility is not the mobility but the an other thing in the champs kit. Ambessa‘s mobility feels fine to me as well as rivens or Aatrox, it’s Frustrating on champs like Sylas, fiora, camille, gwen bcs it feels like they don’t need it to do their job. Ambessa shure has a lot but without it shes more clunkier than garen
This is a sorely needed video considering that Riot doesn't think before they release new or update old champions... At least the new Viktor doesn't have a dash, but then again he didn't even get reworked, it was just a visual update.
Ambessa can be left as it is, Talking about the stats and how her abilities work, she just need 3 changes. 1.- Take away 50 points of energy 2.- Her abilities use no resources, her dashes in the passive does. 3.- Take away the range boost in her passive With this change it leaves her with lots of damage and you can still dash a lot, but if you are left with 0 energy you cannot dash, in this case you are forced to do an attack to get 25 energy and keep dashin leaving you with a window to punish her if she is trying to hit you, and if she is dashing to catch you or all in you, she cannot dash away if she doesn't auto again giving you another window to burst her, hit her with cc, or at least think iwhat can you do to get away with a dash or flash.
I think more dash cancels / knock down effects would be a good way to solve this. Jinx chompers and Veigar cage having a dash cancel makes them much more reliable forms of self peel compared to say a slow. Poppy W and Taliyah E are also have way more gameplay to them than grounding or silence.
As An Akali Main Who Always Bans Malzahar, You Are 100000% Correct. Akali Is USELESS If She Does Not Move. 4 Dashes, Movement Speed Buff, AND Invis. I Could Solo Carry Games And Will Totally Feed If Hard CC Exists AND ONLY. It’s Crazy How Much Akali’s Kit Can Give Enemies The Run Around.
Speaking of old mobility, I wish they’d change Tristana’s rocket jump. The number of times I get hit by stuff that shouldn’t hit me is crazy. It’s like Tristana exists at point A until the ability ends
August actually talked about this recently, which you can see in a video on HeWhoQuacks channel. YT will probably cook the link, so I'll throw it in a comment replying in case, but it's called An Increasingly Mobile LoL.
It got out of hand when Lee Sin was added to the game. Ever since then mobility has been insane and almost every new champ has high mobility. He was the first champion (I think) that had 2 dash abilities.
the problem is most anti-mobility spells/items like Nasus "W" and Rylais, are worse for Champs that have no mobility than for Champs that have unlimited dashes. e.g. kiting Darius with Rylais almost means instant win if u watch ur spacing, but using an anti mobility Item against Irelia/Akali/Ambessa is like a water drop on a hot stone. They have so much mobility that reducing it by 30% for 1sec is almost nothing when u can either engage or disengage with a dash. Meaning u can't get "chain-slowed".
The problem with the discussion of stat checkers is rarely do people actually understand stat checkers. Stat checkers mean the champions that can only truely win if they have more stats than you. But if you have means to sneak stats in besides pressing your buttons that makes them not stat checkers. Garen is no longer a stat checker. He cheats out extra stats with infinte healing on passive and running away alot. If he can actually win by smashing his stats into your face hes fed. Mundo on the other hand is a stat checker. This is because ironically having his q be current hp means his best bet is to smash his stats into you. The static amount of health that his ult gives means he just has one stat to check you with as well. Olaf on the other hand has the ability to infinitely use ult. This means he is incapable of stat checking a champion as his stats are entirely determined by if hes hitting someone.
its not just mobility but also adding so many things to basekit , i mean look at old champions and new ones for example ; ashe : sum slow and 1 cc ( not great at close distance ) akshan : can do infinite range boomerang, infinite swing , shield , infinite invis , revive , swing cd returned on kills , ult that can be casted while moving , passive either does more damage or gives speed boost. and its becoming worse with each release at some point we will have a champ that has healing , true damage, dash execution , also can be played both ap and ad,, block , cc, invisibility .
There's a video of a developer on youtube essentially saying it's not a real issue and only NA is whining about it. They imply it's a skill issue and use yas as an example.
Absolutely agree. I’m an OTP Neeko, so I have more passive mobility than most other champs, but it genuinely has gotten impossible to play against hyper mobile champs as they can easily dodge out of my R given I don’t have flash, or they can easily catch up if I use it for peel. My main issue with mobility is that it defeats the entire premise of some champs. Ie tanks and brawlers should be the most immobile characters in the game. Strong yet tanky; but have difficulty staying on top of a target. The issue is that isn’t even remotely accurate to what we have in game. Tanks and brawlers tend to be some of the most mobile champs (mundo, ksante, voli, Zac, Rell, Shen, Galio) yet all can easily stay on top of you without that mobility in the first place. It makes it so that there is 0 counterplay to fight these champs when they can just walk on you regardless of CC, you can’t kill them, and they kill you insanely fast (tanks dealing damage is an entirely different form of BS rn) It’s not very fun when I get out chased by a tank as a mage running symbiotics, celerity, relentless, with CC and speed buffs. Fights like Yone, Shaco, Yasuo, and Ksante are some of the most absolute cancer matchups in the game on the basis that I have no counterplay to get them off of me, cause they have dashes and CC, more than what any other character can really fight against unless they are tanky.
what really shows the state of the game regarding mobility creep is, in this 15 min video talking about characters with dashes there weren't any clips of akali
Having an Item option that adds Groudning effect on your AOE spells like Anivia R, Morganna W could be good counter opportunity against all the dashes nowadays
I don't mind gapclosing abilities that place a champ in danger. Ambessa quite literally just shuts down some spells where it becomes impossible to land certain abilities because she nearly always has a dash off cooldown. I had similar complaints about Qiyana on release, but ambussy takes it to a new level.
It also doesn't help that, unlike movement speed buffs, slows don't do anything to champs with dashes. So that leave you with *only* point and click and/or hard cc abilities to combat them
I think that another attribute of this that nobody really talks about it the fact that adding more Champions with mobility inherently increases the amount of mobility you can match up against- which isn't to discredit everyone's complaints, but to basically say that some amount of this was always unavoidable. To loosely mirror August's words, we had "too many Champions" like 10 years ago.
Do you think it's possible to put a "gold value" on champions' spell kits and their stats? It would require a colossal amount of work for not much, but to take the example of "cost analysis" for items: if the only item that grants a dash is Hexteck Rockbelt and is worth 2600 gold, could each dash of a champion in his spell kit be considered as 2600 gold for each dash? We could then see the gold gap from one champion's spell kit to another with this value, but I don't know if it would be useful.
an overload of mobility is one of the reasons traditional adcs feel so bad to play imo (especially but not limited to auto attackers)... wish they would've cared more about the integrity of the balance in the game rather then just the thing that's the flashiest and will draw in the most eyes and players, tho i guess it is kinda hard to balance a game with 150+ games, i do wish they made an effort in at least some aspects mobility certainly being one of those.
I don't like that mobile champions nowadays often have some sort of Unstoppable. Ambessa has Unstoppable on R. Aurora has Unstoppable on R. Briar has Unstoppable on R. K'santé has Unstoppable W and R. Naafiri doesn't have Unstoppable nowhere, and that's why people think she's fair. She's an assassin with a clear counter. The Unstoppables on the others mean they always can outplay you. They always have an answer.
I played Caitlyn. I use a dash away from Ambessa, also used blink, but she catch up with me without ult anyways, so what the point? Oh, and also she killed me with 4 attacks and i deleted like 30% of her HP bar, but we had same item count, like 2.5 items.
maybe not about mobility creep, but I do think it's really funny that ambessa and kalista have near identical passives, however they would both absolutely hate it if they swapped passives.
NGL as a asol and Lillia player I love the macro mobility those champs have, simply because I can farm much more efficiently than with someone who has to slowly walk around or rely on short burst movements.
There's so little counterplay to dashes. Unless you pick up a champion with grounding (Casseopia or Singed), or champions like Poppy or Taliyah that punish dashes, you HAVE to bring someone who can match the mobility. I used to play a lot of Soraka, I pretty much one-tricked her for 2 years, but I've dropped her this year because her equinox isn't enough to deal with mobility, and she is as squishy and threating as a Yuumi who's just lost her ally. There are zero items that deal with mobility, no runes, and no summoner spells. You have to bring anti-carry champions, and those champions are niche. You're unlikely to find a Casseopia, Taliyah, Malzaha, Cho'Gath, etc. main who can reliably deal with mobility. There's a bunch of champions who have been indirectly nerfed due to mobility creep such as Anivia, Vel'Koz, Taric, Braum, and Xayah to name a few. Similar to the overabundance problems of healing and shielding in the game, there needs to be some removal/limitations of mobility, and some items/runes made. Mobility is great and ultimately necessary, but there seems to be little to no restrictions in what mobility can do. Lillia's W is a good ability and states that she can't use it to dash over walls, plus the wind up animation being long makes it balanced (which is needed considering her entire passive is about running fast!!). In summary: MAKE COUNTERPLAY ACCESSIBLE!! The good players will still outplay others easily, and the less good players will be punished for making bad plays. Give champions with zero mobility a fighting chance.
We need an item that can inflict Grounded somehow. Probably on a decent cooldown and not for too long but at least enough for champs to fight mobility heavy champs for a bit. And before you go 'nuh that would break them too hard' there's literally a counter item for everything else. It would at the very least give non mobility champs a chance against hyper mobile ones.
I can't stand Yone. I basically just have to play back a lot, because he can press a button and close the gap, toss me up, do a bunch of damage, AND get a free bail before I can return any damage.
League will never be balanced in a champion vs champion sense but you always need to have clear counterplay even if it's the most minor example. Dodging an important ability is counterplay enough or baiting out a single ability of a stat check champion. These things used to matter so much but are now completely irrelevant due to low cooldowns and over complicated damage numbers to a point where you feel like there is less counterplay today than it was 10 years ago when everything was so simple and point and click based.
There's also a big difference between the nature of the mobility. For example, Briar seems to have huge mobility, but she's not annoying at all because her dashes work predictably. It's possible to play against them. If you have one thing that could ruin Briar's life, you easily throw it on preemptively and hit Briar. For example, Caitlyn puts a trap where she flies and gets a chance to win. But it doesn't work against Abmessa. She jerks in all directions, and even if you hit her with something, she'll be out of control in a second and keep jerking around like a seizure. And freakin' Yone is purely the cancer of this game. Why the hell is a super mobile character allowed to be an ADC with double crit, an Assassin who kills Mages, ADCs, and Supports in a single skill rotation, a Bruiser who chokes on autoattacks and devours tanks, and an Initiator who bursts into the crowd from behind the screen, keeping everyone in a chain СС? And all at the same time, in the same generic item build for every occasion!
As an anivia player i dont think mobile champs would be so bad if you just had effective ways to stop them. Not stun per say but halt there dashes. Simply put most super mobile champs dont go down the first stun which means as soon as there out of it there right back in your face killing you with their wild burst damage
The problem with dashes/blinks is nothing disincentivizes stacking them. opponents can be punished for too many AD champs by stacking armor, too many crit champs by building randuins, too much DoT mages by building force of nature. in fact, abilities like J4's or Aurora's ults punish enemy comps with too many IMmobile carries. there are more abilities that punish immobile champions than there are abilities that punish mobile ones. mobility is incentivized at every turn. where are the items and abilities that punish the opposing team for having too many dashes? there are no items that reduce damage taken from or increase damage dealt to champions that have dashed/blinked in the last x seconds. the only abilities that punish dashes outside of poppy w and vex passive (which is more of a soft counter) are on singed and cassio, two champs that are very rarely played. as it stands, teams have no reason to consider NOT stacking as much mobility as they want, because even a team that can counterpick poppy and vex isn't threatening enough of a punish. maybe start by giving the "grounded" effect to more abilities: for example, morgana w (tormented soil having a grounding effect makes sense to me), anivia R, even reworking yorick w into having grounded instead of being a terrain-like effect that currently punishes immobile champions. i'm sure there are plenty of places that grounded could be fittingly applied to. then add in or rework current items to punish dashes/blinks (maybe at the cost of also punishing the user if they themselves dash or blink). voltaic sword actually rewards the user's dashes, so the technology is there.
You can't say mobility and dashes are getting out of control and then not have an issue with phase rush turning garen and sion into 3000+ hp assassins!
Call me crazy but I kind of miss having champion releases be heavily underpowered from time to time. These days it just feels like every single release is overtuned. And as I read/hear from DevBlogs, that is entirely intentional too.
my friends list in league died a couple years ago. I got new league friends, and now its dead again. Hard to recommend someone a low stress immobile champ to learn the game while everyone is running around with 10 dashes. Its not the end all be all, but with everything else I can't get excited for league of legends the game when riot doesn't seem to know what to do with it. I'll watch and see if this 2025 brings any change that gives hope.
Yeah, as soon as ambessa came out i "Noped." my way out of league, can't play this game anymore, and if you are someone like me who likes the old champions that don't have a lot of mobility, ambessa's a literal nightmare.
I'd take mobility any day over things like malphite, nasus, and garen. My least favorite champions to face are ones where their whole identity is preventing you from being able to function and then just rolling over you with their damage, walking away and doing it again after healing the damage you did 5 seconds later. At least with amumu, Leona, or even warwick you can at fight back and there's some risk involved. I think that's why K'sante is so aggregious is he essentially combines two playstyles that should never have been combined
It’s comical how bad old mobility champs (teemo, MF, vi, etc) are against 90% of new champs. I like teemo (the ambusher style) in concept and just wish they’d make a mix between him and heimerdingers play style. Teemo useless against somebody like akshan who can snipe me from a quarter of the map and there’s nothing I can do. Akali is able to just wipe the back line and leave with no consequences, wheres someone like khazix can actually be outplayed.
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It really says a lot when Hwei, a champ that can do it all but dash, is the most balanced of the new releases
In dire need of commas. But I agree with the statement
@@АнненковАртемийcalm it down in dire need of a job
He has a massive skill ceiling and kinda difficult to pick up.. alot to manage
And even hwei can speed up entire team… give velkoz more movement
Now hweis we should just be “hwei dashes forward into his pool of water and becomes invisible :D
We need another champion who can interact with enemy dashes.
It can either be
1. Has a skill that deals damage if an enemy unit moves (like Bloodseeker's ult from Dota)
or
2. Skill CD reduces each time an enemy champion dashes.
We already have Poppy and Vex kinda being anti-dash champions
Not enough imo
Taliyah e stuns dashing enemies
No we need an anti-dash item (or several), so everyone can deal with dashes
I think more grounding abilitys would be cool like miasma idk would be a good counter
Vex being the dasher counter has a counterpick with alot of dash saying alot of thing about current mobility issue
My issue with rampant mobility is these champions dont seem to be losing anything for it, and the immobiles are gaining nothing for being immobile.
They do just as much damage as immobiles, they have just as much if not more cc than immobiles. Their survivability is often just as good if not better than immobiles.
Like, being immobile is THE second worst thing you can be in modern league, yet their kits dont reflect that insane weakness.
Yeah riot likes to pull out the "power budget" argument not to buff imobiles, but if Swain has the power budget of a mom and pop shop, Yone Ambessa etc have power budgets equivalent to Jeff Bezos
Imagine you at least try to tank their attacks but they build Liandras
Hmm what would you consider to be the worst thing you can be?
> my issue with rampant mobility is these champs don’t seem to be losing anything for it
Correct, because they’re melee champs and melee champs kinda need mobility to exist in modern league
@@YanYanicantbelievethistakenffs the worst thing you can be in this game is squishy, followed by immobile, followed by short range.
How dare my fyp hide this from me for 6 seconds
At first I thought Ambessa was fine like you covered in her initial release. Then…I learned. Her movement is crazy, even when I used her. Once she got on top of you unless you had something like Tristana ult or a Leblanc warp it’s hopeless.
That’s without getting into her insane shielding. It’s like Sett with mobility and damage.
is Ambessa on par with K'sante's, worse or more OP? in your opinion
git gud
@@abogmus8904 not even close to release ksante, worse than him in his current form.
@@ASMRDevourer She’s worse than release ksante
Me laughing in Cassiopeia when they get close and can't dash anymore. Since Cassio out dps them hard, they die 😂
Xerath gets nerfed every patch without a single decrease of his base numbers or ratios.
And heaven forbid you have the patience and skill to read there movements and realize that a dash typically goes a fixed distance. I’ve been accused of hacking so many times because the person blindly dashes straight at me and I dump everything on the spot they dash to.😅
As a Vel’Koz main, I feel your pain
this is basically every immobile mage
What we need is more anti mobility abilities/items. More Poppy W please.
Or just not insane mobility champs in the first place.
@andreas3904 In an ideal world your suggestion would be valid, but we are in too deep into the mobility creep. I doubt the monkeys over at Riot would change more then half of the champion pool. Especially the money making ones.
Mordekaiser when they buff crystal Sceptre
Let there be counterplay, Cassio's W, Poppy W, Taliyahs antidash stun, hell give us items@andreas3904
hard disagree, i hate the insane amount of mobility in the game as much as the next guy but honestly giving somebody an option and then taking it away is just very annoying for the player...
taking agency away from the player is just annoying and frustratiing to deal with in general so honestly i really dislike the amount of cc in the game overall lol (agency being the control the player has over their character btw).
Anivia is my favorite example of this
She is designed for area control but that role is not that important in modern league cus the enemy can just gap close to her ignoring her ult what makes this worse is that she needs to stay close to her ult while only having above average to average self peel with a pitifully low amount of hp
What do you mean? Anivia has pretty strong self peel, i mean 3 out of her 4 active abilities can be used for peeling. And even if its not that strong, her passive can be a self peel tool too in a teamfight.
I literally play hers as a battle mage now and it works
@@marshallneff1631 her passive is not a self peel it's a distraction (that doesn't even last longer in a tf, anivia passive works better in 1v1 or 3v3 at best), her w is good but you can dash through it, the q is semi trash unless you cast it mid range, and If anivia casts that mid range that means she can be easily gap closed, so is an ability that is both trash and good, so if anivia casts it max range you can either dodge it with good movement or dash through it, and her r is countered by Swifties so the slow doesn't feel that potent, also the area of the ability is small so you can, ehem, dash through it
Yes, Anivia is outdated, but she's not as helpless against new characters as Ashe is for example. Yes, there are a lot of characters who can jump over a wall, but there are fewer who can jump past Anivia's ultimate. Yone can, of course, but that's a fucking chancer that shouldn't exist in the game.
There was a funny game recently when Anivia single-handedly defended the base against five opponents, including tanks and Yone and Ambessa. They decided they could run the base against Anivia without Baron. No, you can't ))))
@@mantraki The reason i said her passive is not strong is because wheter the egg survives long enough depends on how well your teammates deffend it. But its actuallyy a pretty good psychological self peel tool. Cause a lot of assasins and rushdown characters wont be brave enough to engage onto you in a 5v5.
And why would her p only be good at midrange? We are talking about peeling. You know you can recast her q instantly in close range too right? Also, you forget the part that her w can interrup dashes. Doesnt come up often, but its a use case too. And her ult slow combined with her q and w makes an incredibly good disengage
ngl, mobility creep wont be as big of an issue if there were actually tools to combat mobility.
enemy is cc heavy? there's cleanse, certain champion abilities like gangplank, olaf etc. quicksilver sash and tenacity can help
enemy has lots of healing? ignite, grievous wounds items exist to tone them down
what do you build to counter mobility? unless your name is cassiopeia, singed or poppy, the only real way to counter them is hope your CC ability hits
Silence, but there isnt much silence on lol
lol they got rid of half the tenacity in the game
i really like this comment, made me think of what could be a great addition to the game, an item (most likely a tank one) that has an active that silences an enemy, we never got a silencing item if i'm not wrong.
@ThundererR64T If you want to counter mobility you could have the item apply grounded instead (which only disables movement abilities)
A silence item would be incredibly powerful as silence removes all tools the champion has except moving with their movement speed and auto-attacking (which doesn't really do much for a lot of champions)
It is as close to hard cc as possible without being hard cc (though less so for auto-attackers)
does aurora ult disable mobility abilities? if it doesn't it's such a missed opportunity...
Theoretically, the answer to mobility creep is crowd control, but the damage creep of the game also means that any significant amount of crowd control is basically insta-death
Also cc creep might be even worse than mobility creep. (And that comes from someone who mains Thresh.)
As someone who primarily enjoys playing enchanters this is my bane, along with damage creep making fights so much shorter because you just can't heal a someone being one-tapped. Then when the enchanters find a way to start dealing damage THAT is obviously the problem for Riot and they nerf it into the ground.
Facts, and all the high mobility champs go after you first because they know there's jack sh*t you can do about it
"enjoys playing enchanters"
You're on the other side of the problem coin. Play an mmo
@@DraphEnjoyer Or maybe Riot should give half a shit about balancing their game and not neglecting an entire class of champions. I'm capable of playing virtually any support (and do so) but my long time main has always been Sona and right now it just feels bad.
No survivability, late game scaling and incredibly item dependent, works best with a tank in the party which is increasingly rare itself, AP ratios repeatedly nerfed so even early chip damage is reduced and healing overall (for enchanters, not items) nerfed. It feels awful.
Add to the mix supports like Pyke and Senna who are told 'go ahead, do damage' and get extra gold to facilitate it while not being so item reliant themselves.
@@StonedDragonssona never recovered being hobbled just before Seraphine’s release.
@@chillchinna4164 I never had much of a problem even after Seraphines release, but yeah Sona is the second squishiest champ in the game and the squishiest doesn't count, that being Yuumi.
Man we need more grounded abilities like Poppy, Singed, or Cassiopeia. In addition, there should also be abilities that interrupts mobility like Vex too.
Aatrox CC's himself everytime he presses Q.
Riot very mucg put themselves into that corner, mobility is their only answer to skillshots while skillshots were their only answer to everything else. From fun new champion to skill expression, to counterplays to easing outpicking to damage creep. If Riot hadnt been solving everything with skillshots the mobility wouldnt be that much of a problem.
what do you think of this change to yone:
his E working like illaoi's test of spirit whereas he leaves a body behind and the enemy can damage it to force him to return to his body forcefully and and get them out of their face
Idk why they don't add grounding/knock down to existing champions like have Karma's w ground while attached so the champ has to walk out of it or have Viktor W have a ground that's instantly applied to champs in the zone, but the stun still takes the same amount of time to apply
Adding Grounding to Viktor’s empowered W would make much better sense than the current 1 second slow
Because this would make these champs stupid overpowered and they’d need extreme nerfs elsewhere in their kit to make room for this? Do you have any idea how awful it’d be for mobile and immobile champs alike if they couldn’t flash out from a karma that flash W’d them?
@TaconIStenen then Karma used her flash which is a 5min cooldown??? That's like saying "you know how broken it is for a Malphite/Hecram to flash + R. Fiddle flash + Q is undodgable too, take that out? Flash + ability is going to be broken because the point is that its going to be hard to dodge if not impossible, but why would we balance everything around how something combs with flash? Either way you can turn on her if she wastes her flash or if you have high movement like a Garden or Hecram you run out of it? You could also use that excuse on how broken it is for a poppy to flash on someone because they couldn't flash out of that. We just watched a video about how all these dashing champs get so much other stuff from those dash abilities, but adding knockdown/grounding to other champ's abilities would make them broken? Also those are just suggestions, there's other champs you possibly give those effects to for balance, try imagining that instead of dismissing the option all together.
@@ShadowCrossFoxflashing onto someone to stop them from dashing away is considerably stronger when you consider that Karma W is point and click and in this case would be completely non-conditional compared to Poppy W.
Grounded effects are rare for a reason, they’re extremely strong because they nullify the biggest thing a mobile champ needs, their mobility. Champs aren’t just given mobility for the hell of it, they’d given mobility because they need it to fundamentally function in a game where range is the single best stat in the game to have
Also, the comparison to Malphite flash+ult or Fiddle flash+Q is hilarious considering those abilities still have travel times where someone can actually react with a flash of their own, and their duration actually ends as opposed to a grounding Karma W that would ground you for the tether duration then root you afterwards
Get better, mobility is not that big of a deal
@@TaconIStenen Grounding isn't broken. You act like you can't just turn on Karma and kill her or just play a champ with high movement speed, get better dude. Your complaint is literally "this counters high mobility champs that I like playing" . Don't play dash champs against those who counter them then. Would love to see a Karma Flash+w on a Darius or Garen,see how well that turns out. But here are better examples:malzahar flash+r or pantheism flash+w, try dodging that. Sorry I didn't mention them before because you lack any imagination to think of how nearly if not completely impossible it is to dodge them yourself. I'm sure you always dodge Malphite R with how easy you make it sound, nvm the tech for using flash+r is to shorten the distance to make the travel time near instant for Malphite ukt
remember: velkoz is the last champion that didnt have any mobility boost at all, that was February 27, 2014
(mobility boost meaning a dash or movement speed bost)
wasnt yassuo the next release?
@vorkarb2825 i think so
I’ve been playing a lot of velkoz and it feels like with certain high mobility chances I need to play significantly better than them to be able to hit my skill shots compared to how they need to play against me to do my skill shots
Whats more skill in hiding under turret and poking them?
He used to be such a good pick but nowdays you just throw e and ult and they all dash away
At this point they could make a summoner spell that just grounds an enemy
Nah it's been out of control. That's why we see so much mobility on a kit now and just say 'ok'. Same with boring damage and damage reduction mechanics such as True Damage and 'Damage reduction'. It all compounds to the same boring direction.
Whenever Kennen is in pro play, it is incredibly hard for the Kennen to have any value if their flash is down due to their lack of mobility. Also speaking of Kennen (and other champions), remember how necessary items like Rocketbelt or Stridebreaker (when it had the dash) were for those champions. It's been considered invaluable to have as much mobility as possible unless you have enough tools around that issue which often means you just have lots of mobility already.
Mobility has been grossly undervalued across the board in the calculations of the power budget of champions since at least Retardsuo's development.
And presenting Vex as the answer to mobility creep was clear evil. They knew what they were doing and that what was needed was not a single champion to counter mobility but half a dozen items (for AP, AD, Tank, and support coverage, with a few extras in case some are understated and never bought)
this game was never the same after yasuo.
We need to make slows affect dash and teleport ranges, or about 30× more grounding abilities. Maybe an item that damages someone everytime they dash, maybe a tank item that does it like a thornmail replacement
Mobility has been out of control for ages, arguably since before the durability update. The gap between older and more modern champs is astronomical.
Mobility in old characters still massive, but look at less because of the new champs having more bullshit.
Yasuo's theorical infinite dashes, riven AOE damaging dashes, kallista's dash on AA. But now, since that mobility have some weakness, it feels less powerful than ambesa, belveth or yone's mobility
i'd say yasuo dash IS OP just yasuo is really bad beside his windwall
@vorexin6201 a 0.5s cooldown dash IS OP. What keeps it balanced is the fact it have a long CD on each target
One of the big issues I have about dashes and mobility is that any dash a champion has adds to their potential zone of interaction. And if their zone of interaction is greater than yours, it makes it really hard to effectively fight them because they effectively outrange you at all times. But in terms of defense, it becomes nigh impossible to catch something that has the ability to dash away so easily. If you’re playing someone immobile, it’s impossible to keep them off you and impossible to close the distance without high investment
Riot could just buff towers, so ppl couldnt dive you as easily and scale due to tower posing no risk to them, as they can just dive in and out. and make minions more aggro
and also nerf scalers base stats so they cannot hide under turret 24/7
also make towers do split damage so that armor isn't the end all be all for turrets
I think the idea of a “defensive” stat against mobility is an interesting though. Like how frozen heart cuts enemy attack speed. Maybe if there exist a set of counter items That reduces dash/blink frequency or distance or speed that is less effective eachtime you’ve dashed/blinked recently, then it will be easier to balance
Yeah that is how you instantly kill a game lol. Dashes are fun to use, mobility is fun. It is already frustrating to be interrupted by Poppy or Cass, but I can respect it because it is a character ability. Being able to build "anti dash" makes to game less interactive and fun
1 item i propose is:
Temporal restrictor After a blink or a dash (maybe just dash not blink) dash user is affected by a slow that decays in 1 sec.
This item would make a dash not as a gold escape tool since you dont make distance away and would make it so that AFTER you dash ypu are easier to hit giving a more or less fixed area you are. You can still dodge skills with a dash and have it be usefull. But using a dash in neutral makes you easier to hit afterwards.
@@waluigit-poses7767Bruh fk is this logic? It's like saying building Armor to counter PhysDmg makes the game unfun. You sure having fun dashing around 10 times in 3s, for the opponent that relies solely on skillshots? Not so much isn't it?
@@waluigit-poses7767heh, meanwhile in dota one can buy root stick Rod of Atos with a upgrade to Gleipnir (also comes with AoE root now), a straight-up stun (but in melee range) Abyssal blade with passive bashes too (because you need a Skull basher to buy, passive bash item before it), a silence stick Orchid Malevolence and its upgrade Bloodthorn and finally, Scythe of Vyse aka sheepstick, an item which turns a targeted enemy into a harmless and slow pig to be slaughtered.
Hearing you talk about this really reminded me of when you spoke of stat checkers, it is always polarized and never strictly fair, you either have the absolute advantage, or absolute disadvantage. And yes, it is possible to surpass it but... Is there a need t be this way to begin with? But also, I believe a BIG reason on why mobility has become so diverse and common, is because they needed new ideas for champions. If you take out the new mobility options, half the newer champions fall apart or become too similar to existing champions, it became an "easy" way to be creative in new champions, and the more there is, the more new champions need to stay at least useable.
In most games with some form of combat, a character's strength is decided by its combat attributes:
1-Damage output
2-Mobilty
3-Resistance
That's it, there aren't other relevant traits. If a character has all three of those, we can agree they're, more often than not, overpowered. If they have only one trait, they usually suck, with some exceptions.
If they have two, you're good.
I heard Thor (PirateSoftware) call this the golden triangle of combat design or something like that.
It's common for older champions to have only one of these traits because champ design in earlier days of LoL was more one-note, not so dynamic. E.g. Annie, no mobilty, basically just damage considering her shield doesn't do much.
Classes are derived by mixing these attributes:
- Damage and resistance (no mobility): fighter/dps
-Damage and mobility (no resistance): assasin
-Mobility and resistance (no damage): tank/healer
If a character does have all three attributes, it is important to not give it too much of any one thing. "Much" meaning, how often they can output a unit of measure for that attribute.
Ambessa/Yone/etc can feel overpowered becasue they have too much mobility and also decent damage and resistance, although conditioned. Most players, aka low elo, we never really get used to playing the mind games that come with these conditions, so we feel like some champions don't have weakneses. Some other time, our character choice doesn't give us the tools to counter.
Good design is making it as easy for the opponent to identify and work around those conditions as it is for a character to engage on them.
For simplicity, it's best to stick to only two of the traits above.
Skill expression comes from making the right choices, so if a character has plenty of choices, so should their oponnent, regardless of their kit. Say, if dodging isn't an option, blocking should. In League, this isn't always posible because options are built in a character's kit.
Another example, Xerath. Damage, no resistance. In a very technical sense, he does have "mobility", because he can hit you without getting up from bed, do he's balanced but, when playing him, most of us don't know how to keep distance from opponents nor we keep track of all sides, which is harder and less intuitive than stepping away if things go south. That is why he feels annoying but not op, figthing him gives you plenty of time to react, whether you move out of his way or you cc him, you have plenty of options and they're more evident than they would be against other characters, and when playing him you can't just move around without thinking.
Azzap describes Vel'Koz in a similar way.
Dr. Mundo: He can walk up to anyone, take a beating and walk away, mobility and resistance, good so far. Problem is when he can also take half your hp bar, if not all. Another "balanced" mundo is one that can kill you while sucking up all your damage output, but he's slow, so that only happens if he reaches you, which he won't.
I'll stop giving examples here.
I agree, imo they could fix a lost of these issues with just 2 items:
1. Galeforce back
2. Item that grounds
Now every1 has some possiblity too be mobile or deny enemies mobility
I just hate how they completely killed orbwalking and gliders, partly because everyone can just teleport right on top of you. Twitch is completely pointless and even when he ends up being better, attack speed is such a pointless stat for ADCs, why bother when as a character everything can just walk at you and kill you? Go all in on doing a billion damage a hit and screw having skilled movement, just blow people up. Real healthy.
Don’t you love wanting to play a traditional adc bot just for the enemy to go tk and a mage to just shut you down when you try and glide :/
Funfact about Bel'veth's dashes. The tail swipe returns dashes based on your proximity to the enemies when they're knocked up. So if you press W then flash into the middle of a 4 man knock up it'll restore your dashes in all four directions.
I still remember when Yasuo came out and we were all saying "there is no reason to play Master Yi anymore". Some champions just have more of everything.
So in theory, if all champions had the same mobility options, and were all ranged, then mobility in general would be more balanced
Kinda like Deadlock
I haven't played League in a long time, but when i was younger i remember how crazy zeds mobility was back in the day. I mean it really felt like he was special but also that he paid for that with his power budget. Now it seems every new release that people complain about has dashes when it makes no sense. A bunch of tanks having great mobility is just... Weird
The Viktor "Rework" missed the opportunity to have the stun field ground like the singed glue
I think most frustration with mobility is not the mobility but the an other thing in the champs kit. Ambessa‘s mobility feels fine to me as well as rivens or Aatrox, it’s Frustrating on champs like Sylas, fiora, camille, gwen bcs it feels like they don’t need it to do their job. Ambessa shure has a lot but without it shes more clunkier than garen
This is a sorely needed video considering that Riot doesn't think before they release new or update old champions... At least the new Viktor doesn't have a dash, but then again he didn't even get reworked, it was just a visual update.
Ambessa can be left as it is, Talking about the stats and how her abilities work, she just need 3 changes.
1.- Take away 50 points of energy
2.- Her abilities use no resources, her dashes in the passive does.
3.- Take away the range boost in her passive
With this change it leaves her with lots of damage and you can still dash a lot, but if you are left with 0 energy you cannot dash, in this case you are forced to do an attack to get 25 energy and keep dashin leaving you with a window to punish her if she is trying to hit you, and if she is dashing to catch you or all in you, she cannot dash away if she doesn't auto again giving you another window to burst her, hit her with cc, or at least think iwhat can you do to get away with a dash or flash.
11:15 erm actually Nilah has to target something for her dash
Yo what chroma is that for Syndra at 6:39-6:50 I needs that
World's 2022 spirit blossom event. They might bring it back if spirit blossom ever gets another rerun.
I think more dash cancels / knock down effects would be a good way to solve this. Jinx chompers and Veigar cage having a dash cancel makes them much more reliable forms of self peel compared to say a slow. Poppy W and Taliyah E are also have way more gameplay to them than grounding or silence.
As An Akali Main Who Always Bans Malzahar, You Are 100000% Correct. Akali Is USELESS If She Does Not Move. 4 Dashes, Movement Speed Buff, AND Invis. I Could Solo Carry Games And Will Totally Feed If Hard CC Exists AND ONLY. It’s Crazy How Much Akali’s Kit Can Give Enemies The Run Around.
Speaking of old mobility, I wish they’d change Tristana’s rocket jump. The number of times I get hit by stuff that shouldn’t hit me is crazy. It’s like Tristana exists at point A until the ability ends
August actually talked about this recently, which you can see in a video on HeWhoQuacks channel. YT will probably cook the link, so I'll throw it in a comment replying in case, but it's called An Increasingly Mobile LoL.
It got out of hand when Lee Sin was added to the game. Ever since then mobility has been insane and almost every new champ has high mobility. He was the first champion (I think) that had 2 dash abilities.
the problem is most anti-mobility spells/items like Nasus "W" and Rylais, are worse for Champs that have no mobility than for Champs that have unlimited dashes. e.g. kiting Darius with Rylais almost means instant win if u watch ur spacing, but using an anti mobility Item against Irelia/Akali/Ambessa is like a water drop on a hot stone. They have so much mobility that reducing it by 30% for 1sec is almost nothing when u can either engage or disengage with a dash. Meaning u can't get "chain-slowed".
I literally thought to myself “a vars video would be cool right now” and this video popped up at the top of my recommended
The problem with the discussion of stat checkers is rarely do people actually understand stat checkers.
Stat checkers mean the champions that can only truely win if they have more stats than you. But if you have means to sneak stats in besides pressing your buttons that makes them not stat checkers.
Garen is no longer a stat checker. He cheats out extra stats with infinte healing on passive and running away alot. If he can actually win by smashing his stats into your face hes fed.
Mundo on the other hand is a stat checker. This is because ironically having his q be current hp means his best bet is to smash his stats into you. The static amount of health that his ult gives means he just has one stat to check you with as well.
Olaf on the other hand has the ability to infinitely use ult. This means he is incapable of stat checking a champion as his stats are entirely determined by if hes hitting someone.
its not just mobility but also adding so many things to basekit , i mean look at old champions and new ones for example ;
ashe : sum slow and 1 cc ( not great at close distance )
akshan : can do infinite range boomerang, infinite swing , shield , infinite invis , revive , swing cd returned on kills , ult that can be casted while moving , passive either does more damage or gives speed boost.
and its becoming worse with each release at some point we will have a champ that has healing , true damage, dash execution , also can be played both ap and ad,, block , cc, invisibility .
There's a video of a developer on youtube essentially saying it's not a real issue and only NA is whining about it. They imply it's a skill issue and use yas as an example.
Absolutely agree. I’m an OTP Neeko, so I have more passive mobility than most other champs, but it genuinely has gotten impossible to play against hyper mobile champs as they can easily dodge out of my R given I don’t have flash, or they can easily catch up if I use it for peel.
My main issue with mobility is that it defeats the entire premise of some champs. Ie tanks and brawlers should be the most immobile characters in the game. Strong yet tanky; but have difficulty staying on top of a target. The issue is that isn’t even remotely accurate to what we have in game. Tanks and brawlers tend to be some of the most mobile champs (mundo, ksante, voli, Zac, Rell, Shen, Galio) yet all can easily stay on top of you without that mobility in the first place. It makes it so that there is 0 counterplay to fight these champs when they can just walk on you regardless of CC, you can’t kill them, and they kill you insanely fast (tanks dealing damage is an entirely different form of BS rn)
It’s not very fun when I get out chased by a tank as a mage running symbiotics, celerity, relentless, with CC and speed buffs.
Fights like Yone, Shaco, Yasuo, and Ksante are some of the most absolute cancer matchups in the game on the basis that I have no counterplay to get them off of me, cause they have dashes and CC, more than what any other character can really fight against unless they are tanky.
what really shows the state of the game regarding mobility creep is, in this 15 min video talking about characters with dashes there weren't any clips of akali
Having an Item option that adds Groudning effect on your AOE spells like Anivia R, Morganna W could be good counter opportunity against all the dashes nowadays
I don't mind gapclosing abilities that place a champ in danger. Ambessa quite literally just shuts down some spells where it becomes impossible to land certain abilities because she nearly always has a dash off cooldown. I had similar complaints about Qiyana on release, but ambussy takes it to a new level.
It also doesn't help that, unlike movement speed buffs, slows don't do anything to champs with dashes. So that leave you with *only* point and click and/or hard cc abilities to combat them
Yes, next question
I think that another attribute of this that nobody really talks about it the fact that adding more Champions with mobility inherently increases the amount of mobility you can match up against- which isn't to discredit everyone's complaints, but to basically say that some amount of this was always unavoidable. To loosely mirror August's words, we had "too many Champions" like 10 years ago.
On ambessa you can freedash after ultimate as well, making it 6
Do you think it's possible to put a "gold value" on champions' spell kits and their stats? It would require a colossal amount of work for not much, but to take the example of "cost analysis" for items: if the only item that grants a dash is Hexteck Rockbelt and is worth 2600 gold, could each dash of a champion in his spell kit be considered as 2600 gold for each dash? We could then see the gold gap from one champion's spell kit to another with this value, but I don't know if it would be useful.
Smooth transition into the sponsor Vars
an overload of mobility is one of the reasons traditional adcs feel so bad to play imo (especially but not limited to auto attackers)...
wish they would've cared more about the integrity of the balance in the game rather then just the thing that's the flashiest and will draw in the most eyes and players, tho i guess it is kinda hard to balance a game with 150+ games, i do wish they made an effort in at least some aspects mobility certainly being one of those.
Wow, what's with the sudden upload rampage?
I don't like that mobile champions nowadays often have some sort of Unstoppable.
Ambessa has Unstoppable on R. Aurora has Unstoppable on R. Briar has Unstoppable on R. K'santé has Unstoppable W and R.
Naafiri doesn't have Unstoppable nowhere, and that's why people think she's fair. She's an assassin with a clear counter. The Unstoppables on the others mean they always can outplay you. They always have an answer.
I played Caitlyn. I use a dash away from Ambessa, also used blink, but she catch up with me without ult anyways, so what the point? Oh, and also she killed me with 4 attacks and i deleted like 30% of her HP bar, but we had same item count, like 2.5 items.
can we get a video about Tiamat items? I've never heard your opinion on them!
maybe not about mobility creep, but I do think it's really funny that ambessa and kalista have near identical passives, however they would both absolutely hate it if they swapped passives.
NGL as a asol and Lillia player I love the macro mobility those champs have, simply because I can farm much more efficiently than with someone who has to slowly walk around or rely on short burst movements.
5:50 Meanwhile lucian E: just dash
(I know it lowers cooldown off passive)
Vars, you would lose your mind if you saw Shiranui and Yamakaze from Onmyoji Arena
Meanwhile Vladimir gets 0.5seconds of 10% move speed every 3rd Q.
There's so little counterplay to dashes. Unless you pick up a champion with grounding (Casseopia or Singed), or champions like Poppy or Taliyah that punish dashes, you HAVE to bring someone who can match the mobility. I used to play a lot of Soraka, I pretty much one-tricked her for 2 years, but I've dropped her this year because her equinox isn't enough to deal with mobility, and she is as squishy and threating as a Yuumi who's just lost her ally.
There are zero items that deal with mobility, no runes, and no summoner spells. You have to bring anti-carry champions, and those champions are niche. You're unlikely to find a Casseopia, Taliyah, Malzaha, Cho'Gath, etc. main who can reliably deal with mobility. There's a bunch of champions who have been indirectly nerfed due to mobility creep such as Anivia, Vel'Koz, Taric, Braum, and Xayah to name a few.
Similar to the overabundance problems of healing and shielding in the game, there needs to be some removal/limitations of mobility, and some items/runes made. Mobility is great and ultimately necessary, but there seems to be little to no restrictions in what mobility can do. Lillia's W is a good ability and states that she can't use it to dash over walls, plus the wind up animation being long makes it balanced (which is needed considering her entire passive is about running fast!!).
In summary: MAKE COUNTERPLAY ACCESSIBLE!! The good players will still outplay others easily, and the less good players will be punished for making bad plays. Give champions with zero mobility a fighting chance.
We need an item that can inflict Grounded somehow. Probably on a decent cooldown and not for too long but at least enough for champs to fight mobility heavy champs for a bit. And before you go 'nuh that would break them too hard' there's literally a counter item for everything else. It would at the very least give non mobility champs a chance against hyper mobile ones.
Meanwhile blitzcrank has a skill that debuffs his own movement.
I can't stand Yone. I basically just have to play back a lot, because he can press a button and close the gap, toss me up, do a bunch of damage, AND get a free bail before I can return any damage.
League will never be balanced in a champion vs champion sense but you always need to have clear counterplay even if it's the most minor example. Dodging an important ability is counterplay enough or baiting out a single ability of a stat check champion.
These things used to matter so much but are now completely irrelevant due to low cooldowns and over complicated damage numbers to a point where you feel like there is less counterplay today than it was 10 years ago when everything was so simple and point and click based.
If only Karma's W rooted and knockdowns instantly the moment the target dashes. It would really put value into an ability that is leveled last.
There's also a big difference between the nature of the mobility. For example, Briar seems to have huge mobility, but she's not annoying at all because her dashes work predictably. It's possible to play against them. If you have one thing that could ruin Briar's life, you easily throw it on preemptively and hit Briar. For example, Caitlyn puts a trap where she flies and gets a chance to win.
But it doesn't work against Abmessa. She jerks in all directions, and even if you hit her with something, she'll be out of control in a second and keep jerking around like a seizure.
And freakin' Yone is purely the cancer of this game.
Why the hell is a super mobile character allowed to be an ADC with double crit, an Assassin who kills Mages, ADCs, and Supports in a single skill rotation, a Bruiser who chokes on autoattacks and devours tanks, and an Initiator who bursts into the crowd from behind the screen, keeping everyone in a chain СС? And all at the same time, in the same generic item build for every occasion!
the solution is giving adcs an item that damages enemy champions that displace inside their attack range.
*They may be faster, but we have approach velocity*
We are at a point we are measuring mobility as jumps/second.
I’d like to agree but I can’t help but think about how Kalista came out 10 years ago and has dash on every auto
I love when my zeri goes through the wall then dies and flames me for not being able to randomly teleport to her as Lulu :)
They should bring back Prowler, Galeforce, Everfrost and perhaps introduce a root active item for tanks
We need more poppy’s.
Not damage tanks, but anti-mobility champs.
As an anivia player i dont think mobile champs would be so bad if you just had effective ways to stop them. Not stun per say but halt there dashes. Simply put most super mobile champs dont go down the first stun which means as soon as there out of it there right back in your face killing you with their wild burst damage
The problem with dashes/blinks is nothing disincentivizes stacking them.
opponents can be punished for too many AD champs by stacking armor, too many crit champs by building randuins, too much DoT mages by building force of nature. in fact, abilities like J4's or Aurora's ults punish enemy comps with too many IMmobile carries. there are more abilities that punish immobile champions than there are abilities that punish mobile ones. mobility is incentivized at every turn.
where are the items and abilities that punish the opposing team for having too many dashes?
there are no items that reduce damage taken from or increase damage dealt to champions that have dashed/blinked in the last x seconds.
the only abilities that punish dashes outside of poppy w and vex passive (which is more of a soft counter) are on singed and cassio, two champs that are very rarely played.
as it stands, teams have no reason to consider NOT stacking as much mobility as they want, because even a team that can counterpick poppy and vex isn't threatening enough of a punish.
maybe start by giving the "grounded" effect to more abilities: for example, morgana w (tormented soil having a grounding effect makes sense to me), anivia R, even reworking yorick w into having grounded instead of being a terrain-like effect that currently punishes immobile champions. i'm sure there are plenty of places that grounded could be fittingly applied to.
then add in or rework current items to punish dashes/blinks (maybe at the cost of also punishing the user if they themselves dash or blink). voltaic sword actually rewards the user's dashes, so the technology is there.
You can't say mobility and dashes are getting out of control and then not have an issue with phase rush turning garen and sion into 3000+ hp assassins!
Cool, never been this early.
Btw ur my most watched youtuber of the year. 🎉
The only good thing about too much mobility is, the more there is, the stronger Poppy gets, so it's a good thing for me
Call me crazy but I kind of miss having champion releases be heavily underpowered from time to time.
These days it just feels like every single release is overtuned. And as I read/hear from DevBlogs, that is entirely intentional too.
Poppy seeing the Ambessa trailer: 😈😈😈
my friends list in league died a couple years ago. I got new league friends, and now its dead again. Hard to recommend someone a low stress immobile champ to learn the game while everyone is running around with 10 dashes. Its not the end all be all, but with everything else I can't get excited for league of legends the game when riot doesn't seem to know what to do with it. I'll watch and see if this 2025 brings any change that gives hope.
Yeah, as soon as ambessa came out i "Noped." my way out of league, can't play this game anymore, and if you are someone like me who likes the old champions that don't have a lot of mobility, ambessa's a literal nightmare.
but me like my flashy anime flash step instant transmission dashes
I'd take mobility any day over things like malphite, nasus, and garen. My least favorite champions to face are ones where their whole identity is preventing you from being able to function and then just rolling over you with their damage, walking away and doing it again after healing the damage you did 5 seconds later. At least with amumu, Leona, or even warwick you can at fight back and there's some risk involved. I think that's why K'sante is so aggregious is he essentially combines two playstyles that should never have been combined
I know you didn’t just say Warwick is balanced. His healing is so lame in top lane
It’s comical how bad old mobility champs (teemo, MF, vi, etc) are against 90% of new champs.
I like teemo (the ambusher style) in concept and just wish they’d make a mix between him and heimerdingers play style. Teemo useless against somebody like akshan who can snipe me from a quarter of the map and there’s nothing I can do.
Akali is able to just wipe the back line and leave with no consequences, wheres someone like khazix can actually be outplayed.
“Rupaul’s Drag Race done f*ckd up drag” but instead it’s, “Mobility done f*ckd up League”