Counter Abilities - Are They "No Skill"? | League of Legends
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- Опубликовано: 23 ноя 2024
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Counter abilities are a subset of abilities in League that allow champions to respond against a certain type of class or attack just by activating them. Today I want to go over whether they're brainless or "no skill" abilities or healthy to have in the game.
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#LoL #Abilities #Counter
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Those prebuilts are awful
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Deadass considering unsubbing for that 3070 build as well...you're basically promoting a scam, that shouldnt be any more than like 2k at the WORST. Maybe around 1400-1600 at best in terms of prebuilts
I get u need to make money but doing it by practically scamming/scalping your viewers by $1000 ain't it chief
pc for 2700 dollars with 512gb ssd. If i had a pc for this much money i would be having 8gb ssd. Not only that. The parts cost half the price of the build at best....
Sett's W is a counter ability to enemies that deal damage by deleting them in a fight, best counter method
-Sett mains
death is the best counter
sett w is best counter cause it deals physical damage, true damage, and mental damage to the enemy.
@@sman7070 or be a speedy character and run around in circle with him 😂
xero has never played Sett before
Honestly sett's w is a really cool ability, I never played sett but playing against him always feels fair, no matter the champ am on or role
I think the most rage inducing part of windwall is that it works in both directions. You're fighting Yas as a ranged champ and he windwalls; instead of wimping out you decide to go fight him like a man and cross the wall, and he just sits in the middle of it where he relies on the wall's hitbox destroying whatever you throw at him no matter what direction, or he keeps walking to the opposite side that you go on. Or Samira's windwall, I feel, shouldn't block projectiles from hitting her if the projectiles originate from inside of it.
Oh so I was RIGHT about Samira's windwall
I had a game where I didn't land a hook originated inside the wall and everyone said I just missed that
That hook just got blocked immediately like I saw
Samira's one isn't a wall and she shoots the projectile that enter
@@cherno8336 yeah it's more of a range indicator
in slow motion you can see her shooting bullets at each projectile she's blocking, it's really cool
Yeah this, and that some spells are blocked entirely, when just 1 Pixels hits it.
Namis entire ultimate just disappears, when it even just hits the wind wall with 1 Pixel from the side.
For someone like MF Ult, all shots that didn't hit the Wall are flying further.
@@imStorm3r Royal Guard
It would be very interesting if windwall would block EVERY projectile including the one on your team. Of course, trolls would be delighted to counter their own team so it would be a super bad idea but it would be interesting to see it at high level of gameplay with serious player
Bard, Kalista, Tahm Kanch...
This or make his him only be able to ult off own knock ups or both and buff him accordingly
I think yasuo is fine right now as he is but if they gonna decide to nerf his windwall, they don't need any significant changes, just reduce the time of windwall's duration when casted, or have it scale up having lower duration lvl 1 than normal..
Yasuo's windwall isnt even that bad.. just look at ksante W
It's sad that yasuo counters half the champions in the game but then is counters by the rest. Would love being able to play the game aganist an olaf while not feeling bad for hard stomping a seraphine
I think a great example of a counter ability is Airblast in TF2. You can ruin someone's day with it and one shot them, but if they expect it coming they can punish you too. So it becomes a battle of skill rather than 'press button to win'
The only problem is you’re comparing a moba to a fps, fps allows far greater freedom in expressing skills, meanwhile mobas mainly focus on macro elements instead of micro elements like aim, it’s harder to make a “skillful” ability
i think its more about effort, they need to put more thought to play around the counter spell, but the person with the counter spell needs far far less effort to outplay enemy trying to play around your annoying skill.
@@nickblack9827 Most modes in tf2 are objective based and in competive you Play a mirrored matchup in 9vs 9 or Play 6vs6 and ignore useless classed Like Spy Pyro and Sniper in Most maps
I'm ok with counters when they aren't perfect parries, pantheon can only do it in one direction and it only stops the damage part so a root or slow still affects, I'm less ok with yas who can straight up remove ADCs from a fight if the area is anywhere in the jungle
not just adc's many mages too
Ive said this constantly on other videos but I still cant get over that it feels like Yasuo's W is a better Braum (you know, the guy who's whole schtick is shielding and protecting people) e. It isn't always better since Braum can move his shield, but COME ON.
It always struck me as completely insane that Yasuo as a manaless midlaner who can slaughter mages get to have his Windwall for free and has absolutely no way around it. While Braum as a dedicated support who has actual costs and HAS HIS ENTIRE IDENTITY BUILT AROUND BEING A SHIELD! Still can be affected by abilities and takes (admittedly much reduced) damage while he's using his shield.
Simple
Yasuo's passive is the most easy thing to proc, even as a melee champ
Yasuo is a melee ADC, with actually less defensive base stats than a lot of ranged champ
Yasuo is basically an immobile melee ADC if he is not in lane with a minion wave
His Windwall is often his only means to survive/outplay in the River/Jungle/Without a wave
And not to mention that Yasuo's W has 30 secs CD most of the game
Basically, if he counters your abilities with his W, wait 10 secs that your CDs are up, then engage again
@@OuhHey yasuo is way tanker than any ADC
@@OuhHey yasuo doesnt have to build 5 crit items like almost all adcs. He can get 2crit items and deaths dance and what not. Hes definitely not squishy.
@@OuhHey ah no mobility with with no minions and one of the highest if he is in a minion wave; convenient how you skip the last part
@@cherno8336 With his base stats, he is not
Yuumi is a hard counter to my desire to play the game, since i can't murder the parasite without destroying the host first.
message I approve
funny enough, i think Yuumi is countered the hardest by things that dont belong in the bottom lane. I have had astronomical success against yuumi playing things like Urgot support, Sett support, Sion support, things of that nature. i recommend giving it a shot.
As Cass and Viktor player myself, I never understood why Miasma grounds. Miasma chokes your lungs, so it should be silence, and Gravity field should ground instead.
Miasma has also been depicted in some games as some kind of toxic sludge that's also very adhesive, so I can see why Miasma in League grounds. Also, with that logic then Gravity Field can either knock a target airborn or ground them, which "stunning" is effectively what's happening.
@@Geheimnis-c2e id rather gravity field slow and ground, instead of slow into stun. Because slow immune champions cant get stunned by it, since what stuns is accumulation of gravity field slow stacks which they cant recieve.
There’s a reason I bound my laugh key as Singed. Walking right up to Fioras and laughing almost always seems to make the parry early, then I can flip them.
Shhh don’t tell the wholesome gigachad tank players about this, if they can’t just upfront do their Ornn 1-shot combo with no damage items and win they think its broken.
The problem with counter abilities is that it turns league into more of a team game. Which only the person who’s getting countered will realise.
maybe Yasuo W should only be usable when he has the passive stacked, making the ability much harder to use and giving the opponents some counterplay , but to compensate they could make the passive break a portion with dmg
The only problem is if you play yas you will notice that if he is not in lane he doesn't have any way to defend him self, he mobility is hight but situational, so if he has no w on Jung (70% of the map) he literally can do nothing, nado is to slow evey normal player can doged it and e even tho low cooldown has also low range and not the same cooldown has irelia's q or reset mechanic, so yeah his w is stronger by all means but you can not saying is kit is stronger because w most of the times is the only way of him surviving in situations without minions. Believe me you are not going to dash around on a TF like crazy because normal people focos you and a smart ADC would keep him self way from is 3q.
"Giving the opponents some counterplay"
So fucking funny thing to say when his passive is the most easy thing to proc, even as a melee champ
So funny thing to say when Yasuo is a melee ADC, with actually less defensive stats than a lot of ranged champ
So funny thing to say when the champ is basically an immobile melee ADC if he is not in lane with a minion wave
And not to mention that Yasuo's W has 30 secs CD most of the game
Basically, if he counters your abilities with his W, wait 10 secs that your CDs are up, then engage again
@raynaldo arlen k.eman Are you dumb ?Anything can proc his passive, a random AA, a random luden proc, even a jngl monster AA
@@OuhHey alot of the time outside of lane in a skirmish or fight, waiting is not an option. Fights are sometimes over in the early-mid game before the wall is even down. Not to mention he has passive to rely on for shielding that is actually gathered just as easily as it is taken. You can get passive multiple times in a fight easily if you ult. Add in his mobility through fights with E and his R and you have quite a fiend to try to deal with. Windwall can stay, but it definately needs tweaks on activation or maybe a durability meter so it can be taken down so that late game an ADC isnt completely out of s fight due to 1 button even if they position well
Thank god some of you idiots are not on the balancing team yas is a F tier champ his windwall is the only thing that keeps him from having mains going from 0/10 to 0/20
Honestly I think the better fix for Wind Wall would be to give it a cap to how much damage it can block, it's own little HP pool. It still sucks to deal with for a lot of ADCs but it gives you the option to chop it down rather than being useless for the whole fight. All in all I think the most egregious counter abilities kinda have that same problem, they're unlimited in their effectiveness, there's no "power through it" option that is accessible to every champion it could apply to.
I love that a small breeze is more durable than Braums shield.
"lets nerf a D tier sub 50% winrate champ because walking to the right hard"
@@jacket7241 Have you considered that wind wall is the reason he can't be buffed, and that a nerf to that would allow him to be buffed elsewhere?
@@jacket7241 when you lose the fight because your adc had no way to go around then dont cry kiddo. And judging by winrate says a lot about you
@@SlytherpuffHouse beat me to it.
I think no-skill counters are those that have a lengthy duration. If it doesn't last too long (fraction of a second up to a second max) it should be fine. Imagine if Yasuo's windwall was just one slash that breaks projectiles, or Samira's was similar but breaks projectiles on both activations only.
Yasuos windwall should be tied to his passive. If his passive is full, he can either use his windwall, which would consume his passive, or he can hold its passive to block some upfront damage
So fucking funny thing to say when his passive is the most easy thing to proc, even as a melee champ
So funny thing to say when Yasuo is a melee ADC, with actually less defensive stats than a lot of ranged champ
So funny thing to say when the champ is basically an immobile melee ADC if he is not in lane with a minion wave
And not to mention that Yasuo's W has 30 secs CD most of the game
Basically, if he counters your abilities with his W, wait 10 secs that your CDs are up, then engage again
@La Hire So... I presented my idea as an invitation for discussion and different ideas. The way I stated it was deliberately vague because I don't know how that ability would be balanced the way I described it, I just know it has the potential to be healthier for the game
@@thatguy_5240
And your idea is just shit, healthier only for you. For Yasuo, this would just gut him even more.
@@OuhHey I think you're a salty yas main honestly
@@OuhHey Yasuo is not healty for the game. We delete him or we change how that fucking wall work. Deal with it.
I always liked the way Dota handles counters, in the sense that the game revolves entirely around them, every hero counters someone and is countered by someone else, and every item is made to either patch up your own weakness, or counter something, which in return is countered by something else
Except Doom, its whole point is to counter everything
But doom plays off a timing, he is very weak early and late. Once enemy carry is fed enough they can man fight while doomed
The thing about counter abilities supposedly having no counterplay is that they are THE counterplay. Some are better designed than others.
Some are given extra effects to not make them dead abilities on situations they're not useful (Mordekaiser's R giving stats, Fiora's W inflicting an attack speed slow when she can't stun), which is where I give props to Windwall. It is great against projectiles, but projectiles is all it is useful against. Same for old Pantheon's passive. It blocked auto-attacks, but that's all it blocked and it was irrelevant against other things.
I think the issue is when some counter abilities provide pressure instead of providing a defense, what I mean is when a button completely nullifies a type of damage you take for a while and you're still allowed to maneuver with it or punish your opponent for not being able to get away in time; e.g. Jax W or Fiora W with her attack speed and movement speed debuff being excessive even if the W doesn't hit. Windwall and Miasma have more counter play imo as you are not directly punished with getting hard or soft CC'd.
I think Fioras W is the most problematic. It being an attackspeed movespeed slow that lets you win sooo many trades even if you misuse it completely makes no sense.
Wait if you miss the counter you still get most of the benefits that's crazy
it still has to hit, but you can still use it without blocking any damage or crowd control
it still has to hit, but you can still use it without blocking any damage or crowd control
Just avoid it… you acting like it’s point and click
@@onthedre That is not the point at all.... This is about ability power budget. Its a cc damageimmune attackspeed movespeed slow aoe ranged passive proc damage attack....
I'm not exactly sure why Riot made some abilities out-right ignore True executes when they are supposed to ignore resistances. Suppose it wouldn't be League without a lack of clarity.
I feel this too. as an Ornn Top main, getting countered every game by Fiora, Vayne, etc is annoying. Especially when my team wants me to pick first for my lane. The troubles of Top Lane island.
I used to main kayle, but.... first picking her is a death sentence.
@@grodkowski any first pick in top lane is a death sentence
if you’re not banning fiora as Ornn, who are you banning?
@@shaan2639, Vayne?
@@Кожуркаотпомидора fiora can completely deny Ornn in laning phase and throughout the entire game and will outscale him (despite Ornn being one of the strongest tanks), vayne can only do so much til level 9, but she is a lot easier to deal with than fiora if Ornn was to build thornmail/frozen heart to reduce AS(what vayne relies on) and healing. Yes both are good counters to Ornn but vayne is a lot bearable to beat imo compared to fiora since her true damage is at a cap, whereas fiora just scales till 6 items.
The best stuff you can to make a GOOD ability is to make conditions. Conditions turns "in any incomprehensible situation press x" or "well, deal with it now" ability into tactical tool.
Good example is, I'd even say, early reworked Panth's E, when he slowed himself.
Basically he traded ms for directional invulnerability. Thus he had to think of usage, retreat ways, etc. He had (and still has) no offense use of it (looking at your base damage of Parry, Fiora), like situation where Panth Es you to kill you or do damage to you is some exceptional stuff (and this is while summed ad scale of ability is quite high). And means of countering (walking around) were accesible to everyone, even slow champs (and that's without keeping in mind Panth can be cced, etc.). So you have that choice of fight or flight, and that choice is accesible basically to everyone, since everyone can move. You can either go away, or go full offensive, working with conditions of block. If that was not perfectly designed ability, than surely it was close.
And, yeah, it has quite a cd (22-15, e.g. Fiora's Parry has 24-15). But here we should keep in mind, that cd stuff works on other plane. Cd is about power budgeting. Not about direct fighting. Cd, mana cost, all that stuff do nothing in combat directly. Cd, who could thought, does NOT MAKE YOU INVULNERABLE by itself. Mana cost of ability DEALS ZERO DAMAGE by itself. Thus, while one can look at power of the ability when balancing it with cd, primary objective here is to balance it on that "quasi-economical level". Not on level of fights.
IMO the biggest problem with League's balance is not that extremely powerful abilities such as these exist, but rather that many champions (usually stat-sticks) don't have the right tools to play around them. Instead of making said abilities weaker and/or more situational, I'd rather give everyone else some way to deal with them. I understand it's hard with over 170 characters and only 4 ability slots each, but you don't need to tweak every single champion for every single matchup - you can also try to fix some issues with universal tools (e.g. items, runes and summoner spells). For instance, you could make a tank item (which would actually be built by bruisers, but we don't wanna give it too many offensive stats lest assassins start building it too) with an active ability that reduces your own damage for a few seconds, but then significantly increases your stats for a while. This way toplaners would have a way to deal with counters and other combat-stalling abilities. As for ADCs, I personally believe that class needs to be reworked as a whole in order to be more consistent, but that's a topic for another day
feed adc can win game with his support, this role is broken, no nees to rework
I wonder, is Gwen W a counter ability. I mean its a bs counter to all artillery mage and any long range projectile or target ability its like what Jarvans ult could be
I wonder if Zileon ult also a counter
I really like Pantheon's E, it's like perfectly designed for me
It's so wild that kayle now has to stop attacking to become inv meanwhile jax will kick your butt and you can do nothing about it
Kayle also used to be a Yasuo counter, before her rework
Kayle has a free auto reset that doubles as an execute free aoe. If you want to auto during your ult then atleast make your champ actually melee and not the weird hybrid thing that gets a ton of range just by reaching level 6.
@@Geheimnis-c2e That's if you are allowed to hit level 6
@@kevinwalker6840 very few unplayable matchups for kayle
@@tyrelltgoat2841 Just curious what matchups do you say is unplayable?
The idea of giving yasou‘s windwall a lower CD but it’s only useable when he has empowered q and his q will be used once he chooses windwall is crazy good
It's really not. It takes 2.66 seconds with 2 items or 8 seconds with no items to get 2 stacks of Steel Tempest, at which point you can cast the tornado (or can choose to cast windwall in our case). If he can't pre-emptively stack it, he can't fight anyone at any time, because until 2 items it takes 5-8 seconds to stack windwall, in 5-8 seconds he just straight up dies while trying to get to you if you are ranged, if you are melee windwall matters almost not at all. He also can't dodge auto-attacks with E so by the time he stacks up windwall he is propably on 200 HP.
And then we get to the fun part. He already is locked out of his ultimate for 3.99 seconds at best. If he had to CHOOSE whether he wants Windwall or Last Breath, he would need at least 6,65 seconds to get his full kit ASSUMING he lands the tornado and casts Windwall first. Having 2 abilities locked behind the SAME stacks would absolutely gut Yasuo and make him totally useless. I don't think this is the right way...
So fucking funny thing to say when his passive is the most easy thing to proc, even as a melee champ
So funny thing to say when Yasuo is a melee ADC, with actually less defensive stats than a lot of ranged champ
So funny thing to say when the champ is basically an immobile melee ADC if he is not in lane with a minion wave
And not to mention that Yasuo's W has 30 secs CD most of the game
Basically, if he counters your abilities with his W, wait 10 secs that your CDs are up, then engage again
@@OuhHey than just increase the rest, you gotta put your yasou bias aside and realize that windwall is way too strong like it is rn. Also as Long As he has that crit passive he will always be really strong. Because no matter how long his defensive stats are, due to his crit passive he is allowed to go really defensive after 2 crit items. If his defensive stats were anywhere near any other ranged champs, he would be the most broken champ in the game, because his build path negates all his counters and strengthens his strengths
@@musictovibewithsomany1212
Then, his windwall is useless or almost against 50/60% of the league roaster because they don't have projectiles or important ones
Basically, this video is just Mages and ADCs main crying over a champ 100 times more skilled than their champ
And also, wtf do you mean the champ is strong ?
Yasuo barely has 47% winrate on Plat +
Yasuo is only good in Iron/Bronze/Low Silver
@@The_WhiteI agree with this. It's just bad design imo to lock both abilities behind the same condition. That would mean Yasuo has just 3 abilities at a time when tornado is up, and 2 when it's not if my math is correct lol.
Honestly why don't they just reduce the width of wind wall? It gets bigger with levels--why does it have to be that way?
0:10 Veigars Ult was specified for a class many years ago... when it did Base Damage+AP+80% of the Targets AP :D
I just thought of a skill concept, but I think it might be too op.
Imagine a skill that the user can press a button to become in a similar state to Zhonyas, where no harm can get to it, not even Karthus ult, but they can keep using all their skills like normal. The bad side is that they need to be near an ally. More specifically, attached to them, while losing the ability to walk by yourself. But I guess that'd be still too op.
Yummi? 🤨
@@guilhermenunes7591 Yup, you guessed it.
@@Dyzinel 😎
Eh, not crazy enough. They need to multiply the attached ally's adaptive force.
This is why i like playing tank. I dont care if people stop my low cooldown base damage ability.
I think that Wind Wall should have a hit point amount that it blocks. It has, maybe a 15 second cooldown, but it can only block X number of things before it goes away.
I think Mundo's new W is one of the best designed counters in that it's relatively balanced in terms of its upsides and downsides. It bears many similarities to Fiora's Riposte, but unlike it, it:
- Does not negate damage, only converts it to grey health. Meaning that the lower your health gets, the less damage this ability can negate, and being cc'd to prevent a recast can also render it useless.
- Costs a substantial portion of your HP to cast. Meaning that, especially early in lane with your piss-poor regen and increased health costs, mistiming this ability is basically the equivalent of shooting yourself in the foot (literally).
- Requires you to hit an enemy with the recast to gain the full effect. If you're, say, blocking a full combo from a mage or assassin during a jungle skirmish, you likely won't be in range to recast on a champion, meaning you're only parrying around 40 - 45% of the damage of the inital burst, and only 12% of any damage after that. Still substantial, but nothing near the grand total of 0 that you would take if you had used Riposte instead.
- The counter can itself be countered by building grievous wounds or running ignite.
I feel like reactionary and consumable, like Sivir's spell shield, or stationary and delayed, like Fiora's are probably the ones that anger me the least. The ones that make me the angriest are things like Yasuo literally covering half the map for 5 seconds with his windwall and Pantheon being able to attack, defend and move at the same time with his counter. And I don't care you can attack him from behind, that is almost never an option. He just jumps at you, takes away 90% of your health, then he either retreats or engages while being immune depending on what he needs. It's so obnoxious.
maybe a good balance idea for Yasuos wind wall is him having to have max flow or his passive in order to activate it & yes it would also consume his flow so you'd miss out on the shield or another option is to cut how long the windwall lasts in half, 4 seconds is to long, if it only lasted 2 seconds, I doubt it would annoy people anywhere near as much
Fun fact about wind wall. If katarina throws a q or w, wind wall can eat it after it lands. This doesn’t make sense since it’s no longer a projectile, and even less sense considering that xayah’s feathers don’t have the same problem and will still drop just in front of the wind wall
To me the most infuriating thing about Wind Wall is that it lingers there for a long ass time. I would be more okay with it if it was a very skill expressive ability and required exact timing to block a projectile, than have it just be put there and forget about the enemy ADC completely while it's up.
a small but i believe good chgangeto yasuo´s windwall is to slowly move forward getting smaller unitl vanishing. this way yasuo could aproach more easily without minions, and also getting rid of plopping down winddwall and playing around it vs ranged champions, this being just moving to the other die and hitting Q's.
i totally agree, for example Yasiou W, as a main adc there was literaly nothing i could if there is ever a fight, it is so massive, that any sort of teamplay around it just fails, and i am useless during 4 seconds, the only thing i could hope was for my team to think back off and come back when i could be useful, but still, there is no counter, nothing i could do about it.
It is absolutely shit
Yasuo litteraly have been stuck with 47% winrate on Plat+ for 2 patch, now
And this idea would gut him even more
Also, Yasuo is probably one of the 5/10 most "Skill - Expressive" champs in the game
Why do you want to make him even more "Skill Expressive", why do you want to make his life harder ?
@@OuhHey Sure Yas in terms of midlane match ups, right now is not good, also being a complex champ, most peopel suck as yasuo. But just the fact that one skill completely counters an entire position, is not good.
His W is not part of his skill expressión, it is just you use it, you counter all projectiles. Yasuo is such a big counter to all ADC that they have no counter play to it, what counter does an ADC have to yas wall?
@@principal-videojuegos6666 What counter does an ADC have to Yasuo windwall ?
Hmmm.. I don't know
Maybe... Hmmm.. What their champ are made for so...
Right click and better positionnng maaayybbee....??
And anyway, it's not an ADC job to take Yasuo down
His Windwall is useless or almost against 50% of the league roaster anyway
Yeah I have just 1 large Problem with Pantheons new E.
It is just depending on where the Champion is. When a Sivir Q hits him from behind, he still blocks it, even when it comes from his weak side.
Agreed
It also blocks abilities which clearly don't come from forward, example Galio, come on man he crashes on top of you, or Olaf E which is a thunderstrike from above
I think that, taking into account the very short time span to use them, most of them show some skill expression. You have to use it in the right moment or you waste it (and they normally have very long cooldowns).
There are some which are a bit stupid: gangplank 's w with how powerful and easy is to use it and yasuo windwall for how op the ability is.
Nocturne 's w is very deceptive, it does not block all abilities (for instance ahri's e). It is sometimes very frustrating.
you sure it doesnt block ahris e? she probably damage you with either her w or r bolts
Wait, Noc's W doesn't block Ahri's charm? Wtf?
It absolutely blocks Ahri's E. The experience you have is either a bug, of some other spell you didn't notice hit you first.
i see alot of complaints about yasuos windwall but i wonder why gwens w isnt given the same treatment? she even gets armor and mr with it and it also has no conditions (also mabye lower cd i cant look it up rn)
If its on the enemy to fuck up, for you can do anything then it sucks ass. Wheres the counterplay? Hope the enemy sucks? Great.
For me, counter abilities are okay when they're very targeted and timing-sensitive. Fiora Riposte, Sivir/Nocturne Spellshield, Teemo Blind, Gangplank Cleanse, etc.
The issue for me is when they're broad so they can remove a wide array of pressure from multiple people (such as Yasuo's and Samira's windwalls) or they're very forgiving with timing (Mundo Passive, Morgana Spellshield).
Targeted and time sensitive counters can maybe win a lane but significantly lose power once entering midgame, meaning the counter to the counter is to play safe and wait for later in the game. It's not exciting but it's a valid way to rob your opponent of a lot of the pressure they got from counterpicking you. Fiora can duel, sure, but her limitation to shutting down one key ability becomes much less powerful once multiple key abilities become factors.
Whereas something like Yasuo's windwall can effective entirely remove one or more champions from a teamfight for a solid duration and that's busted both 1v1 and gets even moreso in a teamfight.
Yasuo is a melee ADC, with actually less defensive base stats than a lot of ranged champ
Yasuo is basically an immobile melee ADC if he is not in lane with a minion wave
His Windwall is often his only means to survive/outplay in the River/Jungle/Without a wave
And not to mention that Yasuo's W has 30 secs CD most of the game
Basically, if he counters your abilities with his W, wait 10 secs that your CDs are up, then engage again
Also, how the fuck Fiora's Parry is "Okay"
But Yasuo's W is not
@@OuhHey Fiora's parry is single target and lasts literally .75 seconds, on a 16 second cooldown at max rank.
Yasuo's windwall is a field effect, meaning it can potentially impact multiple abilities from multiple champions, in addition to ranged autoattacks, and lasts 3.75 seconds, and is an 18 second cooldown at max rank.
So for only 2 seconds longer cooldown, Yasuo gets a field effect that impacts an entire team and shuts down the pressure of any ranged champs.
Whereas Fiora gets a literal split-second chance to react to a *single* ability and CC the *single* opponent *if* the ability she blocked was a CC ability.
For about the same cooldown, Yasuo gets a much larger impact ability that is much easier to use and has no conditions to meet for it's desired effect other than "be on other side of wall you made."
Fiora is busted, but that's a result of %max health true damage on anyone being busted. Her Riposte is probably the least problematic and most skill expressive part of her kit.
@@OuhHey He has free double crit, can abuse DD, has better synergy than most adcs with a lot of supps, fanboy crying
@@briargray2355 And ?
What makes Fiora's W busted, is that she still get HUGE benefits for use it, even if she use her Parry like shit.
Because, even if she does not block a CC, she still deals damage with it, + Atkspeed/Movementspeed slow
Also, her Parry can block summoners spells, which is bullshit and what Yasuo's W obviously canno't do
+ Yasuo needs his Windwall WAAAYYYY more than Fiora needs her parry anyway
Honestly I won't be ragging on about Yasuo's windwall because it's never been an issue, personally. I've mained him and have versed him so many times as both melee and ranged to know that the Windwall is not a gauge on how good the Yasuo player is. Usually they just preemptively use it so they retain the flow shield they have before they engage.
What I would count as a busted counter with a double purpose but is 80% used for the busted purpose rather than the other "more balanced" 20% one is Lulu's Polymorph. It counters EVERYTHING, unless you have a QSS but are you REALLY gonna go QSS for a godforsaken Lulu? Not only are you effectively impaired and slowed but you're also silenced for the whole duration of the thing. Champions with only one way of going in get catastrophically screwed by the press of a button. Another close contender is Soraka's E.
It has the same "counterplay" as a Jax E but the difference is you're not dashing or flashing away from it due to it being a zone cc, which your precious tenacity doesn't reduce. IMO if we're talking about how limitless the value of a counter ability is, enchanters are by far the best and high-value counters in the game, with honestly less effort than a midlane Yasuo would.
Also, Yasuo's W is gutted by the fact that he has to stay in the wall if he wants stand a chance of fighting someone who can burst him heavily through projectiles, limiting his range of freedom unless he has minion wave to dash to, but that would mean he has to get away from the wall. Considering how powerful poke comps are (I hate it, even worse than the bouncy house comp) them being gutted by a single ability with almost half a minute cooldown is warranted in my book. Forcing them to come into melee range is the perfect "counterplay" to toxic long range poke.
My problems with fiora's W is how it not only has a big reaction window, making it more of a panic button than a precise action... But it also deals damage and a big slow even when you didnt parry anything
Imagine late game yasuo throwing up a windwall every other second instead of tornado XD
I honestly love you propsed change to Windwall, I always strugle thinking of a way how to balance that ability.
Its still to wide and lasts to long
I don't think the change he proposed would be good, because that would lock 2 of yasuo's abilities behind the same stacks which is just not fun. A way that I feel would be healthy is give it a set amount of HP. Give it 300-1500 HP with 0 armor but it blocks overdamage. That would make it more timed.
Its less about counter abilities, but more the abilities that remove counterplay from them while not requiring precise timing, Jax E, Gwen W, Yasuo W. Where they prevent players from being able to fight against it while lasting for a long time too
I don’t know how balanced it would be but i always thought it’d be cool if Yas’ windwall was tied to his flow. Like activating it would drain his flow and the more flow was drained the stronger the windwall. Maybe even make it so if you pass through the windwall you get slightly slowed or take some ap damage or something cool like that.
I’m pretty sure shield of Durand counts as a counter ability. In the late game, Gallo takes almost no magic damage while it is active. And he also has his passive magic shield that can help him take hardly any magic damage. Also, Vex doesn’t really counter kassadin, especially if kassadin jumps on her faith a fully stacked r
Vex counters Kassadin in the sense she is one of the few mages who has enough juice(damage and low mana costs) to actually get a significant advantage over Dshield + Second wind Kassadin early.
Like Vex legit doesn’t use mana it seems, I see Vex players not even go PoM or Manaflow and basically spam abilities off cooldown in early lane, it makes no sense to me.
I legit haven’t played the adjusted Syndra because I’ve banned it every single game since the adjustment, but she used to be the only mage along with Brand and Vex who actually had enough juice to go through Kassadin early.
@@Dingdong2730 kassadin can use his basic abilities to farm in the early game, and they all have enough range to keep him kind of safe
@@dla749 Still a very painfull lane where you have absolutely no control over the wavestate and have to always trade a lot of resources for cs.
Now unless you play into melee AP champs, this is how most early Kassa lanes go, but some matchups are more punishing than others.
Farming with Q is not very optimal tho, it has a somewhat high mana cost and you don’t get PoM uptime if you use it for cs. E is short range and W is literally only usable in melee.
Kassadin’s early lane is just redeemed by his passive and high base hp+regen, its legit the champ in midlane that has the least agency over his lane from lvl 1-5.
So the countermatchups are those who punish him the most in this window, Vex is one of the few MAGES who can punish him to a large enough extend that he doesn’t just statcheck her post 6.
@@Dingdong2730 kassadin isn’t meant to beat anyone before he has a least 2 points in his r. Post six, he can farm much easier, though. Vex also doesn’t take turrets as fast as someone like Akshan, who is a much better pick into kassadin
I think the problem I have with counter abilities is their modern application, AKA giving champs that don't have the prior owners downside a stronger version of the ability.
Samira has a 360 windwall despite being ranged unlike yasuo who uses it to level the playing field against poke champs, for samira it just deletes some of your damage and removes your ability to use long range skill shots on her.
Nilah has counter strike that also applies to allies despite being a ranged champ, instead of it being used to close the gap on ranged champs and catch them it is just a get out of jail free card against auto attackers.
Panth just has a better braum shield, but it also has a speed up if empowered.
I only want Fiora's riposte to work ONLY if she is facing whatever attack is coming to her, not to just press and the attack comes from, say, behind, and she is still inmune
Idk, I think the Wind Wall is kinda fine. If poorly used, it's a 20something seconds CD and a useless wall on the map. Yasuo is a meele champion, so he needs to move to deal damage, Wind Wall it's busted if he is in the deffensive, chilling behind the wall, but if he uses it to block one dangerlus ability and leaves it behind to go all in, how different is the Wind Wall compared to, for the sake of argument, Nocturne's W?
The only uses for Wind Wall where I can consider it extremely over powered is when Yasuo can't go in, or to defend his own backlane with it before going in. Other than that, it is kinda frustrating, but you just need to "dance" around that wall
With love, a Veigar main
I like how Riot gave some ranged champions abilities that are unaffected by Yasuo's Windwall, like Senna's Q and auto attacks, Syndra's W, Old kayle E (rip)
Jax counter is a great initiative ability but by no means is it a press to win button.
only issue i find is, while the person being countered can increase their skill to counter the counter....nothing stops the yasuo etc from also doing the same and just going from having a small advantage like 60--40 to it being 80-20 matchup and you would be more useful afk in fountain
I think counter abilities are healthy in moderation. When they are implemented, they need to hyper specific and weak outside of that scenario. For example, I've always felt Yasuo's windwall would be so much healthier if it had a shorter cooldown but could only block a set number of projectiles or was much much much shorter. The thought process for the ability is that he is using a single swipe of his wind magic and his blade to sweep projectiles out of the air. Maybe it would be better to have his windwall be a long-range ability (maybe Ashe w size) that deletes all projectiles in that area out of the air over a 0.5 second duration or even at the instant of cast. Also, I have never been ok with basic abilities completely countering ultimate abilities. Yasuo or Samira being able to delete 5 different ultimates all at once with a single press of a basic ability will never be ok with me.
most have limits and long CD and are only defensive, meanwhile Fiora W is a win button that stuns, slows mov AND atk speed, has a huge window and blocks everything
I'm surprised you didn't mention zhonyas, which makes you completely invulnerable for 2.5 secs at the cost of not being able to do anything yourself during that timeframe. In my eyes, a counter ability should cost the caster just as much to cast as it blocks, either by reducing your pressure by not allowing you to do other actions during the counter or by giving your opponent a window of oppourtunity during the counter to set up so that it isnt just a brainless activation whenever in danger (eg. you cant zhonyas the fed xerath's q on half hp bc if you do, the enemy team will camp you and instakill you the moment you get out). A great example of this is the most important move in competitive pokemon double battles, protect, which can block almost any offensive move at the cost of potentially allowing your opponent to set up for free because you just wasted a turn protecting yourself instead of attacking.
As for me, there are two things, that can balance Zhonya (not implementing them both simultaneously):
1) reduce stasis time, so you need to time that block of burst damage;
2) make stasis, well stasis, which also stops casts, excluding an option of using item offensively, you chose either to press on, or defend yourself.
Cant you also make the same argument for counter abilities for poppy and shen w. Poppy for characters who have dashes (which are a lot) have to be a lot more careful while champs who auto a lot have to always keep in mind of shen w.
I think those two counters specifically (ignoring the rest of the kit) are perfectly balanced as they are. In my opinion, the champions both do too much damage though.
I don't think that counter abilities are no skill they require skill to use them properly however they are still bad for the health of the game because they just feel so unfair
Tbh, if every champ had a parry/dash and AAs and Point and click skills wouldn't be autohit, league would be so much fun and skill based
if fiora had to like hit at least with just slow then she wont get debuff for example slow or less atack speed or her Q wont get canceled 1 time
then dodging her W would be insanly good or at least make her able to get ignite even if she use W or anything like exhoust
As a Fiora main, I'm always stressed about when I press W. If I press W too early, I'm in an even worse position than if I never used it in the entire fight as it gives my opponent time to do whatever - reposition, start cast animations etc.
Fighting against someone like Yasuo is so frustrating because I know he can knock me up while dashing (and perhaps use Ult to get a kill), but if he doesn't, and I press W, he just waits there and uses his Q3 when ready, and does the exact same thing. It's just a 50/50 between who kills who
Practice that shit.
I am no top (in terms of skill) player, but man, I parry Darius E with Ornn's W (same unstoppability period - 0.75, as on Fiora's Parry), not talking about Yasuo's Q3. I, f-ing gold player, do it, whose reaction actually not that good.
Funny story - Morde's ult is a debuff and anything that cleanses/ignores debuffs will work the same on it, so the problem isn't that morde ult locks him in a cage with Olaf, it's that Morde's ult is countered by all cleanses.
I'd agree with the wind wall change, but I think it should be 1 stack is needed instead of 2, and using the wall only uses one of the q stacks
important destinction on pantheon ult is that it can't block all executes, specifically Urgot ult overides it no mater what
going on that windwall condition idea. what if it just took one charge of his q instead of requiring both? That'd be a super neat balancing idea I really like that.
“You can’t call them a instant win button” meanwhile the malzahar ult that one shots me and I can’t even move
I feel like it wouldn’t even be hard to balance these abilities tho. Windwall: only blocks from one side or has a damage blocked limit (maintains utility, but makes it more limited). Counterstrike: after a certain number of autos, it automatically cancels (gives you a chance to end it before it can stun you). Reposte: remove the attack speed debuff, damage and or slow if it doesn’t parry any cc (makes it so that to get value, you need to use it for it’s intended purpose, not just an ability with no drawbacks). Aegis assault: only able to block as much damage as it deals (no longer start, infinite damage tanking). Imposing reasonable limits to counter abilities gives other players a chance to counter the counter. It’s not hard either, these changes likely wouldn’t bother the people playing the champs because they know how to use them, and it only gives other players an opportunity to act in a situation they normally wouldn’t.
This is one reason I like to jungle with champs that also toplane. If I pick early and enemy picks a counter, my actual top-laner buddy gets to counter them.
What about Irelia Q? It is great ability that has only one counter (poppy W) and it becomes even more broken in some matchups like Yorick, Zyra or Heimer. Seeing there are spellshield items, there should be antidash items too. It would also be great that if you cancel someone's dash, the cooldown would be doubled. It just feels like there are too many movement abilities in league and not enough counter to them.
Pantheon cannot block Pyke's R, face or behind (Itried in anyway with a friend in custom game), but for some reason Pantheon block Malz's E to proc on you after a minion dies.
@Paris Hart We tried pyke's R landing toward and behind panth, didn't matter. It worked before, but no more.
@@RaYu5150 Pantheon has to face Pyke, not the ultimate. Pantheon moves backwards when using E on Pyke R because of Pykes animation delay. If Pantheon is standing still Pykes animation would jump on pantheon making him blink behind pantheon resulting in a execute.
In short pantheon has to move away or his shield wont block it.
Fiora W is easy balanceable. Just let her riposte Skills that actually are in front of her W and not when she gets hit from the side or behind. The same goes for Yasuo W, just make it like Yorick W, but when he blocks an ult the windwall is instantly gone.
That would be such an easy fix and make the skill a lot fairer, currently if you're up against a Fiora and you don't know her kit inside and out, the fiora rectangle indicator makes it looks like it might be relevant to the whole Riposte thing, not that it's omni-directional with a specific death zone in front.
Fiora's W is perfectly balanced as it 1. enables her or disables her completely if she misuses it 2. prevents her from moving 3. doesn't really win a teamfight unless you've intercepted a projectile meant for someone else; it's really a very egoistic ability.
As a Fiora OTP, I know the champion through. You don't. Play her some time, see how every time you mess up your W, you lose the trade or get sorely fucked. Even late game most champions have a direct response to Fiora with their ability to do much more upfront damage - if Fiora fails to react with a perfect W, she dies.
There's no excuse to being bad at the game. Get good, then whine.
@@balhaddadinn On any other champion, this ability would look fine. But on a champion that deals 126% of your health as true damage in 1.5 seconds with high mobility, Zhonya's effect for 1 second + situational slowdown/stun makes it completely impossible to engage from neutral, and (in the right hands) completely unpunishable in the lane.
If you remove invulnerability from all sides, except for the cone in front of Fiora (expanded to, say, Sett's cone) and speed up the animation, the ability will become more honest and more skill-dependent.
U do know that Gidgud`in people doesn`t add credibility to you opinion, don`t u?
@@balhaddadinn You already outed yourself as a Fiora main and if you think that Fiora is fine as she is, you are clearly delusional. Fioras whole kit is broken. Her passive has %max Hp true damage, which is already the first red flag. Her q is a dash with a really damn low cooldown, even if you dont get the reset from hitting someone. Her W is beyond broken. She has an omnidirectional block and an a beyond broken attackspeed slow. Her E is the only spell that is completely fine. And her ult is broken because it is basically her passive on steroids. Her kit wouldnt be as toxic if you actually make her W like it is supposed to block skills in front of you( because no fucking being can block something that is behind you lol), reduce/remove the attackspeed slow. Give her q more cooldown and make the reset mechanic better for skill expression so she gets more punished if she misses her q. And change her passive to either ad or ap % max hp damage and not true damage.
I feel like this video is from a personal hatred XD
Morgana's E. I think it's the only ignore CC button that be placed on anyone
Now i know why the 1 HP pantheon survived my 5 stack darius r. Cause riot was like:"lets make a champ who can defend the undefendable damage source in our game." Is any other champion able to outright tank true dmg without getting hurt(excluding untariability of cause because you dont get hit ao you dont tank it) only thing i could think of are the ults, wich prevent you from falling below a certain HP. But those are Ultimates, so they are allowed to. But a 10 sec lategame basic ability shouldnt be able to do so.
Most of them I do believe require some level of tact and skill to use, along with a misplay of the opponent in some way. Didn’t really watch the full video but if you mention it, Gwen W is an example of a no skill counter ability. Xin ult on a normal button, gives defense, and moves once with her, on top of the fact that Gwen is already hard to kite if she takes ghost plus her E. Actually 0 skill ability
Make windwall only negate a projectiles damage and I think it's okay, like the projectile can still go through and trigger on hit effects but it doesn't do damage
Agree as a illaoi main whenever mord presses R it’s just a 40 second death timer
Rememeber people, this thing still exist in 2022
ACTIVE: Jarvan IV slows all nearby enemies for 2 seconds.
SLOW:
15 / 20 / 25 / 30 / 35%
Jarvan IV also grants himself a Hybrid resistances shield for 5 seconds, increased by 1.3% of his maximum health for each enemy champion hit by Golden Aegis.
BASE SHIELD STRENGTH:
60 / 80 / 100 / 120 / 140
You say that like this doesn't exist:
Innate: Nasus gains 9/14/19%(based on level) life steal
To Yasuo: In my eyes 1 Counter Ability is OK, the thing that is really annoying on Yasuo, is that you have to play around 3 kind of counter things against a Yasuo as a Champ with Projectiles.
I take Lux for example, because that is often my Match as Support VS a Yasuo ADC and Lux can also be played Mid Lane, where Yasuo mostly is.
As Lux, you first have to watch the Windwall obivously.
Then you have to proc the Passiv Shield with an AA, or it will block a High percentage of your Damage.
Then he is also mobile as hell, because of his E.
These are 3 Things you always have to play around. Even when you baited out the windwall, you still have to proc his Passiv every few seconds with an AA, so you don't waste a Spell. But this brings the Problem with his E. While trying this, you still need to be cautious for his E, because if he is close to you, he kills you.
Let us just say, he is balanced how he is. The thing no one can deny is that it is frustrating to play against him. Because of this and it FEELS (I repeat, it FEELS) that yasuo is allowed to do multiple misstakes and can still survive, you do 1 and die. Hitting him with spells is also really hard, because of his many Dashes and because you have to remember the Windwall.
Long Story short, Counter Abilities are OK, but just 1 per Champion, when there are too many things you have to play around it feels like the Champ can do what he want.
The only “wind wall” ability that I think is no skill is yasuo’s. Samira’s only lasts a split-second and is important for her passive, and Braum’s is small, only blocks from one direction and he still takes damage. Yasuo basically has no opportunity cost and even if he flubs and puts it down wrong it’ll still provide a ton of utility to a team fight by simply evaporating anything in its general vicinity because the hitbox on it is ridiculous
I just want riot to let players ban 2 champions instead of 1
Or +1 per team
@@hutaoandbootao2310 anything but the joke of 10 bans
in full honestly i agree with Vars with needing Yasuo a condition to fulfil that condition but i think that it should be similar to his passive, meaning he needs to fill up a bar in order to use it and IT CAN BLOCK ALL PROJECTILES *BUT* there is a durability for that wind wall similar to Yorick wall.
and i also think that Malzahar needs to inflict E (malefic Visions) in order for him to be able to use his ultimate Nether Grasp.
Fioras w (riposte) should not have a self immune because Riposte means to counter attack AFTER a parry
for example: Fiora takes the damage but it is reduced but she will do a attack based of the damage she took (imagine thornmail but as an active abillity).
I like Vex’s design as an anti dash champ, being how her passive and burst damage counters them, but I also hate the fact she can dash at you 2 screens away. A mage with that much damage and cc shouldn’t be able to close the gap better than assassin with a single ult.
So, I believe it’s ok to give champs counter abilities, but that shouldn’t mean they have the tools to what their countering. It’s just incredibly unfair.
But there is also Gwen who has that anti projectile mist and projectile ult. It’s unfair as well, but I feel that one’s a bit more manageable. Compared to a vex ult where it’s almost impossible sometimes to react to it. But, I might just be biased because I’m a Gwen top main.
yasuo's wind wall should simply last less almost 4 seconds is bullshit should be two seconds at most, for example the original empowered e of pantheon only lasted 3 seconds and had a condition and could only protect him unless the ablility is meant to stop upon hitting a champion
I know this is irrelevant to the topic but damn 10:50 that graves got melted
the counter ability i find most annoying is Sivir's E. she heals a pretty good amount for you trying to damage her. its just very annoying to deal with.
All these comments making suggestions on what to change with yasuo's windwall like he's not mechanically intenive enough lol.. I'm not a yas main but goddamn that champ's already so weak both in solo q and competitive! If ever his brother should be the one getting the nerfs. And also, do we not talk about ksante W? Wasn't that the easiest thing to execute yet also the most broken?
Why not make it so yas blocks both friendly and enemy projectiles?
Meaning no one can shoot through it, making the yasuo more cautious on when to use it.
I think Yasuo wind wall should have health like Yorick W, from 2 to 5 and as it would delete your projectiles it would lose one hp, and add a visual indicator as when it will dissapear,
A little extra note about pantheons E that at a glance its an advantage (and sometimes is) but can often be a disadvantage is that it can use up you passive charge. Yeah you get a nice amount of movement speed for it, but your sacrificing an empowered Q or W (which as someone who loves panth, I will 100% admit is broken). In a sense its a "soft restriction" your not restricted in every situation where you have full charges to use it, but you'll either be sacrificing preasure for some time to get that counter effect NOW, or you have to make use of your empowered abilities before using E which can have its own problems if you were waiting for a good time to use it, such as for someone to be lower health to use Q.
bro panth w without bork barely tickles a bruisers balls.
Yasuo does counter range champs with wind wall but against all melee champs his op broken wind wall is useless. This is kind of a win some loss some situation.
Counter abilities are only skilled when they last 1 - 0'5 seconds or if It can only block 1 ability, as they are used in order to counter an specific ability, but when your ability says Active: Jax enters Evasion, a defensive stance, for up to 2 seconds, causing all basic attacks against him to miss. Jax also takes 25% reduced damage from all champion area of effect abilities. After 1 second, Jax can reactivate to end it immediately.
It really isn't skilled
Every game with a Mundo : " Yo cc him so I can use my cc " "Hell na use your cc so I use my cc" ; Mundo : Pentakill
I really feel like Fiora's W slowing move speed and attack speed is too op, its a counter ability so it should only do something after blocking or countering something in return, if you attack Fiora in her W with an AA then it slows your AS if it hits you, if it blocks an ability it slows your MS and if it blocks a hard cc it returns it to you as it does now. But i dont feel like such a shower counter should have any benefit when not used to counter, there should also be some room for skill expression from Fiora's opponent to not attack her in her W as to not get slowed instead of having do dodge it at melee range or dodge her Q+W, you could cancel your AA or miss an ability on purpose to bait it out to leave her defenseless to give more room for reaction counters rather than slowins someone with her W and running them down with her R. Take Sivir or Noc's spellshields for example they only do something IF they block an ability, if they dont they just fade away and leave you defenseless. Jax's E is different beacuse its not so much a counter than it is a defensive stance, the only counter part of it is that it increases the damage with each attack received, but wether you get hit or not it still stuns at the end because it only blocks AAs not abilities or AoE effects (although it does reduce AoE effects for a bit) so it can be used aggresively without it being as obnoxious as Fiora's W.
I've felt this way about her W since I first played her and noticed I could just run forward not block something with my W and still win a 1v1. Id love to know what anyone else thinks about this.
After watching this whole video while nomming down on nuggies and fries, I almost had a heart attack around 11:45 when you said “fucked”
As a pantheon main, I agree that my shield is nothing compared to likes of Yasuo or Jax, but even then I'll fight until the blood takes the spear from my grasp, until I can only crawl. And even then, they will not defeat me, even then, I will spit in their face!
Honestly I'm not against a high cooldown as the balancing mark for counter abilities, the problem then becomes "we'll try and bait it out"
And let's say this is possible to do just generically, and in a number of situations it is, why is it still an issue? Honestly I think part of it is the amount of haste that especially fighters are able to get through their itemization, which leads to these initially high cooldowns not really mattering much in the end, by late game the cooldowns end up so low that it almost doesn't matter in a number of cases.
Part of this issue is well how do you fix that, we can't exactly go back to cdr and remove ability haste, well we could, but it would be a _lot_ of effort. Plus at least personally I like ability haste as a concept since it doesn't limit itemization like cdr could in some instances.
A weird solution i think would work would be giving tiers to haste effectiveness. You know how new spear of shojin gives haste to basic abilities but less haste to abilities with hard cc attached to them? I'm thinking just apply that to almost every ability in the game, conditions like hard cc and "counter" type moves could for example only benefit from half your haste, or maybe two-thirds, or one-third, or a quarter. Honestly this could also be a way to limit how much a champion can scale, so for example champions like ryze could simply have full effectiveness out of all of his haste, while syndra's e wouldn't get as much, the idea being she wants more balls on the ground primarily and that could be emphasized while making her e less annoying and spammable.
This is just a quick thought I had right now and I'm sure it has issues, but I do think this is a potential solution to things like how fighters we're balanced around not having these crazy strong counter abilities up at all times
Edit: it also might alter what items are prioritized for certain champs too, it would be a quick and dirty way to say "hey look you're auto focused, therefore you should look for attack speed and crit/on-hit rather than ability haste"
I think that the general hard-counter meta league has been in for quite some time is something distinctly different than the design of counter-abilities.. simply because many hard-counter matchups are not like that due to hard-counter abilities, there are other factors, too.
In any case, I really dislike the design of many counter-abilities. Many of them have a pretty extreme "win more" design. Fiora used her W! She used it well and blocked hard CC! So, for doing something that is already really good, she now also gets to stun you for a year! Fiora sure had fun.
In general, I would like counter-abilities to not have this "win-more" aspect, but bring up their universal power outside of their counter. IO also think it is overall a bit better when a counter happens a bit more naturally. For example: Vex's knock on her passive along with her instant, self targeted AoE make her great into dashy champs - she is pretty hard to engage on with passive up and can deter engages well due to that. That's a much more natural counter then her damage and stun frequency being increased vs dashy champs, that just feels forced and inhrently hard to balance.
Ironically, almost all points made against certain types of so called counter abilities ignore the fact that in order for counters to be meaningful at all they must *definitionally* be useless more often than they are strong, if that isn’t the case, it isn’t a counter ability. Jax’s “counter strike” ironically *isnt* a counter ability, it’s a disruption one, yasuo’s wind wall is a counter ability, and it is also completely useless in any melee matchup or say, for example, *yasuo used it before teleporting into the enemy team with his ult*, it’s not a busted ability, because the majority of the time he’d rather have *literally* anything else
I have no problems with Counter Skills because they are based on the decision making of the player.
Let's use a video from Trinimmortal as an example while he was playing Jayce:
Yasuo used Wind Wall for something minor, and Trin explained that the wind wall have a 26 seconds at rank one, which means you have pretty much 22 seconds to find an opening to be aggressive and them beat Yasuo with whatever options you have at your disposal.
Of course, the CD shortens as he levels up, but Wind Wall is a much more "decisive" skill than any other of kit because if the enemy team can hold their fire for a little bit and wait for mistakes to be punished, them the skill is as good as nothing.
Counter Skills are pretty much a test of the player knowledge instead of being a ultra uber mega "Null All" type of deal because the value that those skills can bring can be extremelly valuable, or just a big round zero.