mcknight said:
As for Flash, I could definitely see an argument against whether it should have been in the game to begin with. I've been on both sides of it through my history with the game. Surely you aren't arguing towards removing it now though? *That* argument is kind of laughable.
Well, Riot have been looking at it.
Honestly the effect on the meta would be minimal, as there are very few tactics which rely on Flash (Maybe Fiddle and Kata would need balancing again?). As I said before, it's a 'get out of fail free' card, no matter how undeserving the player is.
I'll disagree that untargetable attacks raise the skill cap, because there is no skill involved in using them. It's not fun being unable to attack the enemy (I'm not a great fan of Karthus' passive, but being dead + unable to move render it less annoying). There was a reason they removed the projectile-cancelling effect of flash (it seems to have reappeared, but that may just be individual circumstances), and this is the same issue.
mcknight said:
As for Fiora, I really wouldn't count that in, given it's an actual Ultimate, damaging ability and is not used for the purposes of being untargetable. It's a direct copy of an Ultimate in Dota infact.
By that logic, all melee DPS should have untargetable ultis?
I don't have an issue with being able to hit 5 people with the ulti, but the lack of skill to use the ulti effectively does bother me. Couple that with not being able to stop it under any circumstances, makes it
not fun.
DOTA was not balanced. The meta was 4 stunners 1 DPS for a long time. League of Legends is better than that.
The potion / ward slot has been requested by some of the community since day one, so I would hardly call it 'retarded' (unless that was directed at me?). You seem to be under the impression that the balance of the game, and by proxy the metagame, is static and unyielding. It's not. Tactics would immediately adapt to take advantage of the slot, and potion / ward usage would increase in late game. You're taking the slot efficiency and turning it into another gold efficiency variable, there is no net loss, only a change. It pains me to think anyone would be so bombastically foolish to not understand that.
Perhaps as a constraint, potions and wards could no longer occupy another slot, forcing the bottom lane to split potion and ward purchasing equally between the two players? Again, not mind-blowingly improbably.
Xerath's initial limitations have mostly disappeared (deployment time etc.), making him an extremely powerful caster. You would be hard pushed to find anyone who finds Annie preferable over Brand, although both are extremely powerful burst casters. Gragas has excellent crowd control and harass, beyond the level of Annie and Brand, coupled with his terrain dash, I personally think he is under valued. AP Sion is one of the best hybrid tanks, which isn't really what we're discussing.
My points still stand, and they are why I don't play any more.
tals said:
Strange - I always viewed the stuns as worse than the dashes. 5 stuns on a team (AOE even better) really make it a hard game for a non stun team to win.
They are. That's why there are no stun items in the game. See: Dota Voidwalker / Berzerker + 2 Bashers.