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I personally dont think its too much as it is on an ultimate and if you hit someone at the edge of your ability they know its coming and can get away, so yes it was meant to be cc chained but ideally you want to do that with all form of CC.
To be honest half the reason i made it this way is that i feel this worked well thematically for Malza, and the knife would get some use.
The best minimum amount of change to the ult would be:
Range: 700 Tether Range: 900
Active: You mark a target, after a short delay if the target is within tether range they are suppressed for 1.5 second and dealt magic damage every 0.25 second.
A Null Zone is opened beneath the target that lasts 5 seconds, dealing magic damage every half-second to all enemies within.
This way the cc is not so oppresive, QSS only removes the cc the damage stay intact, the enemy has a way of getting out of the damage(Its not easy but it doesnt have to be) and yes Malza would not be suppressed with his own ult so you can Q while your ult is going on but that doesnt really change the damage as you would combo it either way(yes the combo is easier but the ult damage nerf validates that, i believe).
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What about the if damage stays the same with null zone and all so, the only real change is the shorter suppression and the tether based pull?
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So if it refreshes it when the pull was succesfull and when the damage is done the duration will effectively stay the same.
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Currently the "counterplay" to the ult is to manage your distance(which is already easier with mobile champs) and buy/or QSS, thats not changing.
I already stated why i put the knock-up in there, its a secondary thought the suppression is more than enough.
I didn't touch MV the q and the r would refresh it, so in that 1.5 sec suppresion time MV and the voidling would still do DoT.
A lot of things would not change in how you use it and how you play against it, that is intentional as the main focus of this is to give a chance outside QSS to do something, make it so QSS is not just a complete deletion of your ult and shorten the 2.5 second suppresion without it being a simple nerf.
The only thing that is essential in this is the tether based pull, all the numbers can be balanced, basic idea is that if you mark someone they cant just walk away, but yes if they are already CC-d or you hit them with q its almost guaranteed as it is already now.
Summary, the ult is already a mind game more than a skill game, but now one wrong step is not a guaranteed unwanted kiss of death.
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The whole tether range thing where if Malz just puts the mark on you at 900 and you can walk or dash or flash away you dont get suppresed?
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For the glory of Teemo, of course!
Jokes aside, the goal is to give the ult some counterplay while keeping the feeling of it and not nerf it to the ground.
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Honestly the airborne part is because the animation i though of is the enemy helplesly lifted in the air until Malza stabs them.
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That is why i was thinking for a counterplay option for the enemy, as for the extra fed champs, in my opinion at that point its already a team fight so the 1.5 sec is enough to focus a carry out and the teleport helps so their team cant get to you that easily.
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