I'd love to see a vs video comparing Xayah vs Rakan episode for Valentine's day, I think that would be really fun even if the 2 aren't the same role and are meant to be played together more so than apart.
Also, Fiddle's Q works the same while its animation clearly looks like its a projectile. And Aphelios' RedGun pierces through it too (which amazes me every time. AN ADC SHOOTING FROM A PISTOL RIGHT IN YASUO'S FACE THROUGH HIS STUPID WALL, lol).
Then comes another problem with windwall, it blocks a lot of essential melee champ abilities as well. Pyke E for example is the most stupid interaction with windwall, how the fuck is that a projectile. And windwall blocks both ways and has a very generous hitbox, so you can more or less stand in the windwall and not get hit by projectiles for 4 seconds.
Keep in mind for Xin Zhao he can still be CC'd in his R, Gwen can't be in her w. Literally an ultimate ability in a w, and almost a better one at that.
@Ivore well if he says immunity+ not being able to be targeted is better than !everything! else that obviously includes every aspect of xin zhao ult. and everything (kek) else for that matter too.
@@yuoriebriishmeit1259 and I said it was tilting. Never said the idea was bad. Would be fine if only blue kayn was slippery but red kayn is the exact same when he is supposed to be a drain tank
The fact that smite counts as damage done so he can ult is the worst part Like you can try to play around him as much as you want, dodge all his "skillshots" just so he can still smite you and kill you from half hp or more while being untargetable I swear if smite would be removed as an option for him and kayn actually had to hit an auto attack or ability in order to ult this champ would only be half as frustrating to play against
I’m surprised New Mundo W doesn’t get talk about as a badly designed ability. Heart Zapper has to be one of the worse iteration of the grey health mechanic in this game. It does Jack shit, maybe even worse then does nothing.
More like it just doesn’t do it’s job well due to numbers or how it’s too based around healing to where GW counters it. Rather it being poorly designed. Otherwise, it’s pretty much designed fine, it gives Mundo a defensive ability against more burst/damage oriented champs who prefer to stick onto him, giving him a sense of a outplay tool. It can also save your life when you time it well enough at certain points, so it isn’t like it “does nothing” but it is an underwhelming ability in terms of usage.
@@bulletcola7890 you could argue that it’s a badly designed ability inherently and it’s kept weak as a result. It’s an ability that has unclear mechanics surrounding its healing. I can’t tell how much it’s going to heal, how grey health is earned, or when the best time to reactivate it is. It does damage over time and also a burst of damage. If it provided stronger healing it would be too strong, same with more damage. It’s not good at being an AOE damage source. It really feels like they wanted to tack on an aoe damage replacement for his old ability and just threw a few things he still needed in there, but then realized that putting aoe damage, dot, burst, and healing into one ability on a champion with a strong healing ult probably was going to be too strong. So in turn, it just feels useless.
Mundo is one of my mains and I agree. It is useful in certain situations but most of the time, I just use it to all in someone for the extra damage, the healing of the gray health is abysmal and you can hardly know how much is gonna heal since you are still taking damage from the enemies. Overall, they should just remove the gray health altogether and just leave it as the zap aoe damage.
You guys are playing Mundo wrong. Max W second, at level 5 you will get back 45% of the damage taken, meaning that at any fight, Mundo will start with 145% of his health. Yeah, Grievous Wounds sucks, but Mundo can go wherever he pleases, GW or not.
Illaoi's E is a prime example of riot REMOVING the counter to it. Remember when you could beat up Illaoi to make that soul go away sooner? That was fair counterplay, fit with her character design, and gave you an actual choice on what you could do. Weither it was take the risk of making her stop whacking your soul, or just wait it out and deal with it afterwards.
I disagree. Not only the duration of the spirit and vessel were longer to compensate it still came down to the same thing: you beat her or don't beat her. This doesn't necessarily mean death; you might just lose the trade even harder trying to fight the soul away. Worse yet, it gave you an illusion of choice; boosting Illaoi's noob stomper abilities.
@@Tiagocf2 illaoi e is has 4 sec cd with 0ability haste you can literally dodge 14 times in a minute and she still she has the possibility to hit one more time before the minute elapses 🙃
Yes! I agree. I'm surprised how many people seem to forget this used to be a thing. Though the one thing I'd wish they would change is how it reduces cool down. It used to be based on damage ticks, so Singed's poison basically completely nullified it since you'd have no time to interact with the spirit. But maybe if they instead made it based off of total damage, or gave it a minimum time active where it can't go below that. Then damage ticking quickly wouldn't be as bad of a counter.
I also agree but I believe the reason they did that is because low Elo players didn’t understand that concept while high Elo players where abusing it to no end. They changed it so it would be more even all around.
Fun fact about malzahars r: if kled is dismounted by the r damage, then he is freed completely from the ult and is able to move freely while malzahar is still stuck in the animation for the remaining duration
I mean its weird and clunky but it atleast fits her, shes the most extreme juggernaut . Tons of hp and damage but no cc and real mobility, so she can basicly never catch up , so the best for her is to make an immobile clone of you and just beat that up , not to mention its useful for.the ult in a way some grab wouldnt be ( the clone counts as a champ so 2 tentacles spawn instead of one)
it takes no longer. after getting hit by it, its literally off cool down after I finish dodging. Literally speeding them up might be a nerf. and with CDR, her E can be used sooner, leaving to gap. with no counter play. (dodging is not counterplay) standing behind minions would work, but Her Q does so much damage to them.
I'm with immortal eye on this one. She has no cc, no escape and is painfully slow. Her e is needed to make her viable at all. Unless they do an entire rework. I pretty much one trick her and it's annoying how many champs counter her even with her "broken" e. Not to mention if she misses E then you can all in her almost every time.
Im a Kayn main and I got to mention that this ball that shows you that there is a kayn in the wall is for anyone else like pykes W. It only says that he is wallwalking and not where he will pop out from. For Kayn its a free chemp detecion tool. It shows him where is the clousest chemp to his position. The cool part is that it shows it to him even if enemy chemp is stealth like twitch or even invinsible like teemo or shaco. So... Now you know more xd
I think I can speak on behalf of my fellow Illaoi Enjoyers to say that her E is the least fun part of her kit to play with and against. I do not play the Mother of All Juggernauts to have my entire kit, including my ult, become useless when I miss 1 skill shot, and I do not play the Queen of Cheek Clapping to watch the enemy run away and dodge a bunch of terminally braindead AI tentacles for 10 seconds while I contemplate my life choices. I play Illaoi to get in people's faces and "fuck shit up". Riot, please rework Illaoi to make her more active in how she places her tentacles/establishes territory, and start with removing her E. Her kit's reliance on it is holding her back.
Illaoi should put a tentacle when she start fighthing, not as something that just happpens because, and her e should be her putting down a stronger tentacle that she can command, i think that would make her more useful
This. This is the point I feel like Vars missed the opportunity to stress. I hated Illaoi for the longest time. Felt like it was just a free win match up for her. I finally looked into how exactly she works and now I feel bad for people who enjoy playing her. Because if you dodge E consistently, trivial lane matchup just laugh as she tries to do anything meaningful. If you can't dodge E then she will just stomp all over you in every trade. It's too binary. Take some of her power out of her E or just remove it entirely as you said.
As an Illaoi main, please don't ask Riot to rework illaoi. They'll delete her just like they deleted my second favorite champ in the game (Aatrox). I see the issues you're saying with her E. But to be honest her E is one of my favorite things about her. Yes, it's awful to miss it and will lose you many fights if you do miss it. But it's very unique to this game, and can be used (if hit) for some really great setups and plays. I don't trust Riot to rework my favorite champ. They already somewhat ruined her E when they removed the ability to fight it. Having that option at least encouraged opponents to come at you instead of always just run.
@@dfre102 For every Aatrox, there has been a Fiddlesticks and a Volibear, and even then, Aatrox's kit works well, even if it isn't faithful to the original concept. Riot gets reworks right more often than they don't, so I trust they can do the right thing with Illaoi. I think her new abilities in the Ruined King game could serve as good inspiration. Even if you like it playing with her E, literally no one likes playing against it. It has to go.
@@Yvädastra no it doesn't have to go. Also, my friend who loved old Fiddlesticks would disagree with you there. New Fiddlesticks isnt enjoyable for him. Yes it may have been a good design for the character and lore, and even updated to the game state, but it deleted a champ he enjoyed. Illaoi is my favorite champion in the game. Is she yours? It's easy to say something should get reworked when you don't actually enjoy the current champ. It's completely different if you actually love the current champ and main them. As an Illaoi main I DO NOT want her reworked.
I kinda wish they had designed Yasuo's wind wall the same way Ning Guang's Jade screen in Genshin is designed. Give the wall its own HP bar, and if you blast it with enough damage, you can break it.
I think one way to do this is to have it specifically count the number of projectiles it blocks. Enemies with high attack speeds or multiple projectiles (Tristana, or Kai’Sa + LuLu) would have interesting interactions and it would give a form of strategic counterplay in champ select while maintaining similar effectiveness against other targets. Basically, make him counter less adcs as hard.
Maybe make windwall slowly move and decay faster if anyone walk through it... that's my solution to make the windwall feels fair and does not require too much coding
Yasuo's windwall should work like Yorick's wall, it has a number of hits it can take before it breaks and every proyectile blocked reduces its HP by 1. Leveling it up increases its HP.
The worst part about Yasuos W as a Nami player: He can totally misplace it, as long as 1 tiny frame hits my ult, he blocks the entire wave. You can place it parallel to the wave and still block it entirely. Why? For instance: If I use my Braum E in the wrong direction, it does nothing. Yasuos W would still block my ult for the people behind him. (Now of course, if you use your Braum shield in the wrong direction, you also massively fucked up...) The easiest way to make that Windwall somewhat more fair: Make it only work in one direction (and yes, we have all seen Yasuos kite through his own wall, so ADCs won't have any chance, even if they somehow gap close past the wall). And with wider projectiles: Only block the part, that actually hits the wall.
If it comes down to it, he will be immune to mages and ADCs for the durration since he can stand inside of it to be invounarable, thats just not sth to give to a hypermobile skirmisher.
@@AmJ23 first: Namis Ultimate moves almost as slow as the Maokai Ult. So using it offensivly or as an engage tool is harder, than you think. 2nd: I am absolutly fine with a well placed Yasuo wall countering Namis Ult. But it is frustrating, when Yasuo misplays and misplaces his windwall and still get's the entire benefit of the skill. Call me oldschool, but rewarding players for misplays doesnt seem fair to me...
Could make windwall slow down and decrease the damage of projectiles passing through it, as if the wall pushes against the projectile while it passes through
Honestly I think that windwall should last up to one sec, but in exchange it could fully stack Yas q or give it some utility like making his e range double for short time - that way windwall wouldnt make range champs totally useless
When you were talking about shadow step, it just reminded me about the time riot said they wanted A-sol to be able to travel through terrain all/most of the time like kayn, but said that'd be too op, and gave him is e instead.
What makes Tryndamere got so bad is that he is a stat checker. The type of champion that hits you until of you dies. When they can't die that ruins the point of stat checkers. Edit: Fun Fact: You can actually die under his ult by fountain laser. I saw it in pro play once.
@@resolved65 Because that's the only elo where they know how to play him perfectly. Anyone lower than masters complaining about trynd is funny because they will never face anyone that plays him correctly.
One thing about kayns E is also the fact that the orb only appears when an enemy is nearby. This means that kayn can always scout bushes/invisible champs for free.
Malzarhar's ult is very well designed, the ult is made to counter a single person carrying. The balance of it is it's a self stun while its going so why you stun them you're also stunned, it's pretty much like Skarnar Ult but cooler and not on Skarner.
@@peanutscp6617 See balance! :D But seriously it's more about it being fair in a teamfight, if you 1v1 them you're asking to get eaten by those little puppies
@@jaimeruiz7837 If you try to go up to Malzahar alone then you deserve to die to that lmao. Use your brain folks, he's an immobile mage, if you don't walk at him then he cant kill you, his range is limited and he's slow.
The circle from kayns e isn't to show where he exits, it shows where the nearest enemy is, it's not a clarity issue as far as in game visuals are concerned, it is a clarity issue as far as ability description/info
@@gamezen8845 That doesn't make any sense at all, Kayn has vision when in Terrain, the indicator is virtually useless in 99% of cases for Kayn. If the indicator didn't exist you wouldn't even know he's coming until he pops out, it is definitely there to show you you're being flanked. it's 1000 Units, which is a smidge less than Vision radius. If he can see you through terrain he sees you before you see any indicator. He cant look beyond his vision radius with it, unless in extremely weird situational circumstances where you're behind two walls but barely in range bc you hugged the wall for a second.
@@itssupremetm Ok, I didn't express myself correctly. The purpose of the indicator is to show you when Kayn is coming. But the location of the indicator is based off the current locations of Kayn AND the enemy. Also, I definitely wouldn't say the indicator is useless for scouting enemies. You could say I'm a Kayn main, and scouting out the enemy team behind walls when you're doing baron is very useful. Or when an enemy runs off, you can tell where he's recalling based on the indicator since it works even in bushes.
Malz R isnt broken since, as you said in its other half, Malz also stays still to get the most amount of damage possible. So hes just a sitting duck that is exposed to the enemy team unless he cancels his own ult.
I think a not necessarily broken but still poorly designed ability is Gangplank's E. There are two ways you can use it. 1 - You have to place a barrel and take it down before your enemy does so that it explodes and you get your MS boost, which hardly ever works because enemies can time it right quite easily, especially later-on when the timer for the barrels' HP's ticks get faster so their lifespan gets even shorter. 2 - Probably known better as the 'Ghost Barrel' technique, is when you spawn a keg at just the right time so that - if you hit another one and spawn one soon after it, the newly spawned barrel immediately explodes within a few milliseconds. There is literally 0 chance for opponents to react to this and it can cause over a thousand damage if the enemy GP has even the slightest amount of crit chance. In other words, it's an ability that's either impossible to react to, or way too easy to react to, depending on the type of GP player. There's no in-between. Every one of them is either one of these 2 types of players.
Yes, I hate the ghost barrel technique two. I think that no matter how hard something is to pull off, if it leaves no room for counterplay then it isn´t a good mechanic. Although to me his Q is even worse. It completely removes interaction with him in laning phase, like with Malphite. At leas they removed it´s awful interaction with grasp.
7:58 fun fact: that circle actually shows kayn where the closest enemy champion is! Not where kayn is going to pop out. Meaning he can check bushes without even interacting with them.
“Tryndamere is not the most dangerous champion, being a skirmisher, all you have to is to kite him out.” Meanwhile Tryndamere has ghost, his E, his W and Galeforce. Yeah, try to kite that
In defence of kayn e the indicator is a line drawn between him and his enemy and the dot is placed on where it intercepts with the wall he is in. Which also conveniently lets him track stealthed enemies like shaco q or check bushes without sweeper. So imagine a line from you to the indicator and he is somewhere on that line. You can then tell if he is close or far by how it moves if it moves slowly he is closer from the indicator if it moves quickly kayn is further from the indicator
Man I wish there was easy to play Jungle champion that never falls out of meta ,with stupidly high mobility ,that can oneshot squishy and tanky champs while also being untargetable...
They are if you place your wards correctly. I'd only say it's "infinite mobility" if he's blue form and even then he has to use both E and Q to get over most walls if he's running away from a failing gank. Is it a badly designed ability? Yes. But not for the reasons you're stating, which are stupid.
As someone that played Illaoi before they changed that there was a funny interaction where if you were dealing with a champ that could do damage over time they'd rid you of the spirit in less time than you have to attack it.
I think yasuo‘s Wind wall should rather let projectiles through BUT decrease their speed, possibly their damage, and MAYBE their max range, based on the type of Projektile
@@nirasademoon9834 Senna aa, Senna Q, Lucian Q, Zeri walled W, Lux R, Vel'koz R, Xerath Q and even Fiddlesticks Q passes trough windwall. And that's not even all of them. I'm not a fan of Yasuo, but saying that only Lux ult goes trough is not true.
Talon passive needs a cool down between jumps. Yes the parts of the walls will have long cool downs but it doesn’t mean anything when he’s not going to roam bot for 2-3 minutes or fight at dragon pit for another 5 minutes. Talon is worse than kayn because you can not interrupt his jump like kayn and there’s no warning for him jumping walls.
Talon is literally 100 times easier to interrupt than kayn, he can't control his jump its always a straight line. His entire kit together is bullshit yes but the wall part is whatever, at this point all champs can jump over walls with riots releases
@@Relevart9169 Yeah as an avid ADC enthusiast (draven twitch only) Talon's E is his most balanced ability. The only times I hated talon more that a champ like Zed or Qiyana is when it was goredrinker meta and you couldnt even kill him.
I also think trynd R isnt cleear enough for such an impactful ability, they could add a circle around him that shows the ult duration or something. Also it might be interesting to make a spin off series where you "fix" some of these abilities, It hin itd be interesting
As a Gwen main (yes, im a virgin) I can say that her W can be even more notorious than Vars think. Not only you are immune to point and clicks, you can CLEANSE them (as long as they don’t have immediate effects) and you are immune to recasts abilities. You can cleanse a Vex ult, Lee sin Q, Akali’s E, Urgot’s ult and if you are quick enough, you can dodge Vi ult from melee range (E/flash outwards and then W). This skill is absolutely broken, but the long cooldown makes so knowing how and when to use it will either make you die in seconds or win every fight.
Yes let’s also make him die to turret shots and true damage. Also executes should execute him. U know what ? Just remove the whole ability. That solves your problem I hope
@@frojanty Idk about you but if I'm playing Malzahar and I full combo a Tryndamere I would expect him to stand there and not ult, but he can use his R while suppressed. Hard cc should stop Trynd from ulting, because that is the exact thing that hard cc is for. It's a huge fuck you for everyone who tries to counter him with cc because it doesn't matter that you can stun him under turret if he can still do the thing that he wanted to do.
@@rolandfabik2475 lmao you must be one of those guys who plays Akali, Riven or Azir expecting people to respect you because of your cool mechanics. Nobody cares if you're flashy, we only care to have fun and win.
i mean teemo q is very annoying but that is balanced by the fact that the champion is utterly useless in team fights and is countered by red sweeper and only hold value in a sidelane where 9/10 hes just gonna be alone while his teem loses 4/5 cause he offers nothing. so idk merit on both sides of the argument
Nethergrasp isn’t as threatening as it used to be. Too many items to counter now. Back when malz released though? Oh yeah definitely the most toxic ult
@@smashrosa8111 fr but honestly the qss items are awful. I never build unless its against malz, if they're only built for one champ by most ppl it definitely needs work imo. idk how others feel about them but i simply dont think either qss items are good enough for how much they cost
@@smashrosa8111 sorry for not buying qss while my whole team is dogshit and if i want to carry i need damage and if i buy qss i dont have damage,but if i dont buy it malza stops my whole gameplay because he sees im the threat
@@5_347 Meanwhile QSS is the first item i buy on Irelia and still smash the lane and carry. Never in my life have i lost a lane to Malzahar while playing Irelia lol. And she is not the only one. mercs+qss op
@@oneshotkia5480 I agree. Building defensive items on ADC like QSS or Maw just feel absolutely horrible the majority of the time unless you are turbo fed and deal enough dmg anyways. I think I have bought QSS a total of 2 times since the item rework and I'm and ADC main.
Also the orb from Kayn's E isn't intended to indicate where he'll indicate the wall, it's intended to be on the intersection of the edge of the wall and line directly between you and him.
The indicator on kayn's E isn't showing you where he is or where he will end up, it shows you the straightest possible line between you and him while he's in the wall. Put simply it's where he'd end up if he made a beeline straight for you, but of course he isn.t obligated to do that. Not too hard to understand and once you know that, tracking him in a wall is much easier.
Not how it works. FOllowing your logic every player should have a different individual indicator to show you his "straightest possible line between you and him". When he stands in the perfect middle of a wall and 2 enemies are on each sides of said wall with the exact same distance to kayn, there will only be 1 indicator shown.
@@sir5749 that is indeed how it works. I'm a jungle main and kayn is my second most played jungler so I know my shit. As for why it doesn't do as you say, it would be nearly impossible to have 2 enemy players the exact same distance from kayn so riot probably just didn't implement that feature. It only shows the indicator for the nearest enemy champ within a certain range, and once you know where that champ and the indicator is, you can to a certain extent track where kayn is in the wall.
Trynda should have the ult in a dnd barbarian style. AS LONG AS HE IS HITTING YOU, he is unkillable, like getting 1s buff that resets on an aa x times. This way he can still 1v1 as he is supposed to but it's not a get out of jail free card.
Yes the most frustrating thing about it is when its used as an escape, especially when he survives a tower dive at 0 hp. If he had to keep up the pressure or die it would be a different story. The other thing is that there's only 1 build that works on him. He has no mana, hp and armor are useless with his ult, and all his abilities scale with crit and attack speed. He was my first unlock because he looked cool, but everything he could do warwick did better because hes so one dimensional. You cant adapt to the game, you just build the same build and kill towers no matter what.
9:44 Vars mentioned illoai's E and I imideatly remember this part of the ability. Any idea why it was removed? It not only helped balance the ability but worked so well thematically since Illaoi's god tested your will to fight and struggle, instead of running and hiding so it was a great mecanic that made you feel like you passed her test should you out trade her.
the instances of damage you needed to make the spirit dissappear was broken e.g. Singed toxins. it was like you had no E and since she relies on it heavily that made no sense.
@@warxdrum Maybe she was weak at the time and it was intended on a buff for her? I personally started in season 10 so idk how she was in the meta at the time
But talon is (supposed to be) a mid laner, so at least you can track when hes coming. Kayn is a jungler so you basically have no way to know if hes coming for you unless you have 3+ wards to cover all the angles he can come from. Thats why Riot buffing jg talon was a mistake, they turned him into kayn 2.0
I'd dedicated an entire segment for abilities that aren't badly designed per say, but rather are held back by features that add nothing to the ability conceptually except giving it free power. In other words, were those extra features completely removed, the ability would still have its purpose. For example: Kayn's E - Completely ignoring terrain is already gamechanging on its own. The ability won't lose its function if the heal were to be removed. Ekko's W - The passive effect of Ekko's W is completely disconnected from its active. As such, what it does other than granting it free, uninteractive, unecessary power? Yone's E - It is a small dash, meaning it can be used to dodge skillshots. It also has a true damage mark AND it gives him movement speed. This ability is a dedicated disengage button. The ability to dictate "this trade ends here period" on its own is so powerful it could be its own ability. Having two dashes on the rest of his kit, giving him movement speed is not only overkill but gives the opponent little room to kite him out. The mark is not a terrible design, but its too much stuff for a single ability.
The "free passive" of some abilities is just a part of the normal passive that has been separated to prevent the champ having it for a couple of levels, or maybe even to make it scale differently. In Ekko's case, you need that to clear camps in the jungle, but playing mid you might unlock W at level 4.
@@drthop which is a poor design choice. @Fashionshuckman "Yone becomes ghosted, gains 10% − 30% (based on time active) Movement speed bonus movement speed and marks champions damaged with basic attacks or abilities."
The problem with removing the heal comes when kayn needs to have that sustain so he can gank enough quickly. Kayn starts the game behind and if he couldn't heal during clears or after fights he would have to play a slower tempo which would make it almost impossible to have an influence on games with how fast they are becoming.
Ah my girl illaoi. Honestly the main thing that feels rough on her is being locked into place for a long ass time for super slow skill shots. Her E I dont really see as an issue though, it's super slow, she is locked in place and it gets blocked by anything. Id take being hit by her E any time over the forever root on morgana for example. It's a lot of power on 1 skillshot but again, it's genuinely hard to hit and so easy to dodge. If I was gonna buff her I'd add more range to her W for a slight semblance of mobility.
The one thing I’d add that I didn’t hear you say is bad about illaoi’s E is that it is what her entire kit revolves around in the end. And due to this fact they kind of can’t change it or nerf it and in order to do so her little would need some pretty big changes considering she can’t fight 1v1 without it. Of course yes it’s interesting design to have a pivotal ability that’s not an ultimate, but the ability causes so much frustration for both illaoi and her enemies, though it’s mostly her enemies.
Honestly, I tottaly agree with you Vars, Gwens W is pretty badly designed. It merely disables all ranged attacks and forces her opponents into melee range... right where she wants them to be. It either forces interaction (only against meele champs) or disencurages it (all ranged champs), either way, it's bad design. So, what can we do about it? Well, I'd say it needs a total rework, keeping the general concept but expanding on it and balanceing it, so here's my idea; Passive: When Gwen strikes a unit she leaves behind a small area of hallowed mist that remains in place for 3 seconds. From within the mist Gwen gains bonus Armour and bonus MR. Active: Upon cast Gwen entwirls herself with the mist, gaining the passive bonus armour and bonus MR, in addition to becomeing immune to all cc for the next 2 seconds. This also removes all active hallowed mist clouds and puts her W, passive portion included, on a 10 second cooldown. The idea here is to make gwen less immune to everything, in exchange for more uptime on the bonus stats and potentially nudgeing her towards more lanes than just top. Bonus: So uhh, I love Gwen, one of my favorite champs... but uhh, I think her ult is kinda boring. So, here's my idea for a more interesting one; R1: Upon cast Gwen sends out a quick travelling needle attached to a line of thread in a targeted direction, hitting an ally or enemy champ imbeds the needle deep within their clothes, unlocking R2. R2: Upon cast Gwen controlls the now imbeded needle and sends it flying from it's host in a targeted direction, upon hitting an enemy champ, an ally (only if first target was an enemy) and or terrain, Gwen tightens the thread and pulls both targets togheter. The idea here is to remove somd of Gwens damage and instead give her more utility and lockdown potential... also, it's just really neat and cool! (Also, good for jngl ganks? Maybe...)
Gwen’s my favorite top lander and one of my favorite characters in the game and I totally agree with all of these changes. Her w is so strong that she lacks any other form of utility to make up for it. It’s also not that useful in the top lane vs mostly melee champs. There’s actually footage of an early concept of Gwen’s ult that’s very similar to what you were describing, but I like the addition of terrain, because it makes it more adaptable. An idea I had for her w too is to make it grand the mr and armor but replace the immunity with tenacity. Without her ult slow and a lack of range, which is still only a slow, she has a hard time engaging on people, so I think some tenacity would help her without making her op. I also think her w could possibly slow all enemies inside her mist, or maybe apply some buffs to her allies. Gwen is shown to protect people in her short story, and I think giving her more teamfight potential would be cool.
I would like to see a reworked trynda ult where he needs to charge the rage to use it. For a character that gets enraged in combat, pressing a single button and getting full fury for it, wouldn't make sense. Ofc the need of charging the ult requires actual useful self-peeling abilities so to not make a worse shyvanna I think.
@@leightandrew2616 I mean isn't the point of his champ to be bad pre form. Also he heals in jungle plenty spamming q on camps with jungle item rn. E is just to help get from camp to camp usually
@@leightandrew2616 also if they choose to do that. Then that means Shadowform can also get a buff to its Q as well. Probably something to help his burst go smoother. Perhaps giving his q a cd refund on his e when he damages something (including creeps and camps) so he can roam more often. Giving his e the boost it would need for losing the healing in shadowform
@@Mekcstriker i think the sustain is good as long as if you keep it on the jg and not everywhere, maybe if enemies aren nearby you heal or if you enter the wall out of vision(like pyke passive), then rhaast form with healing everywhere so you have garanteed sustain with a long ass cd
@@spacecoreVT that's my thinking on his e. Long cd sustain on rhaast. Quick cd mobility on assassin. Sounds solid enough. I main kayn in jungle and even I am like "yeah he can take the hit." Boys been practically a meta pick since his release. Never falls out of use
You know what's a bad ability but in a sense that it's useless most of the time? Yoricks W. That thing has a fairy long cd, can be destroyed by hitting it 2-3 times (easily countered by akshan, yi, atk speed in general), can be dashed out of (literally more than half of the champs in the game, especially top laners), can be flashed out of but sure it wastes a flash AND it has no additional effect. Most of the new champs and reworks have notoriously overloaded kits with a passive to every ability. Not yorick. They butchered him so bad with this rework. Used to be one of my mains now hes only good for splitpushing against certain comps and lane opponents.
Kayn's E indicator is a line drawn between him and his enemy and the dot is placed on where it intercepts with the wall he is in. Which also conveniently lets him track stealthed enemies like shaco q or check bushes without sweeper. So imagine a line from you to the indicator and he is somewhere on that line.
I love how you go to both sides on proving why an ability is unfun to go against, and also I love that the specifics gets me thinking "how could you make it fun for both parties?" so for every video im asking people to come up with ideas on how to fix the problems with these abilities.
Ima start trymadare's ult, when close to death he gets a blood shield(scales with his max health) that drains his health overtime, every attack applied on an enemy, heals his blood health until It's gone, his passive will add to the blood health losing his damage for staying alive. I believe this add interctivity because he loses damage so he has to try harder to get it back while staying alive and forces him to interact with you if he dosen't his just slightly tankier.
I feel like Illaoi's ultimate is also poorly designed. Thematically, it's cool. And if you can keep people around, you're going to wreck face. But whenever she pulls it out, everyone just leaves. There's no real counter play, besides leaving. If she pops it, you leave, or you lose, it's that simple.
Her Ultimate is not problematic in the slightest, its probably the slowest thing in the game alongside maokai ult, and can still be blocked by any windwall bullshit ability. Not to mention it does nothing if the enemy team is not all AD. The nami and evelynn auto attacking each other doesn't do much
in defense of Gwen's W, unlike most skirmisher, she doesn't have good enough gap closer or CC to help her reach her target so she need a way to either force her target to come closer, or to just walk away, which sounds bad but remember that it's basically just kiting without auto attacking.
Currently my most hated ability is AP Kaisa W. Getting heavily poked from a range you can't interact with until you're low enough for her to press R and be able to kill you, while losing all pressure on the minion wave but having the most damage most games, is not a fun design. It's made even worse with Crown letting her also live versus the assassins that might be the only class able to reach her.
Blue Kayn's E circle isn't actually showing where he will be spit out, it shows where the closest enemy champion is. So its just a dot that shows him where you are.
The thing is that Master YI has much more mobility than Tryndamere and whilst having comparable or equivalent damage to Tryndamere, so that makes it much more fair. Since Tryndamere always has to rely on his ultimate to make plays, which is on a much longer cooldown than Master Yi's defensive ability which is Q that makes him untargettable on a very very low cooldown.
trynda has 2secs cooldown on his e at lvl 13 if he builds galeforce and navori. master yi q has 16 secs cooldown wih each autoattack -1. But facing the risk of being burst out of existence while trynda doesnt and as mobile or if not more mobile than trynda. so wtf are you on about?
Yea and yi can be baited into bad positions if he Q's the wrong people or at a bad time. Yi is nowehere near as bad as Trynda. So sit down and shut up please.
@@resolved65 16 seconds yeah but he gets like 6 autoattacks off easily and that's a whole 6 seconds easy. Also 6 hits usually kills the enemy too late game, which is means his ultimate passive resets his Q. Master Yi is soooo much more mobile than Tryndamere and can actually catch up to targets since he can't be slowed. What I'm saying is that, if Tryndamere had some of Yi's skills such as not being able to get slowed and being able to gain attack speed + movement speed, he'd be broken, so what they had to do is simply make him unkillable for a duration. Both champions are fair to play with and against.
As a former Illaoi main i can say her test of spurit is so stong because its like the only thing she has. I love her but when your weakness is the enamy team casually walking away from you, I think there are other issues with her kit
let's not forget illaoi's massive clarity issue because you cant see the hitbox on her tentacles when she ults. Not only is it hard to dodge 10 tentacles, you also can't clearly see where and when the tentacles are going to strike.
TBH the problem of trynda's ult is mainly riots fault. the powercreep ihas risen so extreme since his inception that now it is a problem. but in the earlier seasons trynda wasn't as bad. these days with insane added attack speed steriods, more cdr (even in combination with attackspeed and crit) and way more lifesteal. will ad another issue with trynda in the early remember that the cheapest actually ussable crit item had a cost of 800 (cloak of agility) is now 600. although i agree trynda ult is kinda a problem it's not anything that riot can really fix without either adressing the whole freaking game they have powercrept to oblivion or make him useless/different champ
@@geier4 kinda disagree. yes you are not great in tf but he is still king of the splitpush. and even in tf a well played trynda useually takes 2-3 kills if hes not stupid. but main issue is with trynda in your team that if your jungle isn't tanky vs a hard enage team you are still kinda fucked cause the other 4 can't hold while you on the splitpush
correction: kayn's e doesn't tell you where he's gonna pop out, it tells you what direction the closest champions are. there can be multiple "bubbles" if there are multiple champs nearby, which is why you can't see it if you're just going to your camps as a kayn. lol
11:53 "Nether grasp is one of the few abilities that feels broken and helpless at the same time" Are you saying it has a strong side and a weak side? What a terrible design, indeed.
from my experience playing malz nearly everyone can survive a malz full combo unless you're extremely squishy or have a ton of gold. You should try it vars
I would argue that Tryndameres Ult isn’t really that much of an issue, and it’s more so the free crits around Lvl 1-3 along with his E dash. Those are more problematic than his ultimate imo.
Trynd's ultimate, and especially the fact that he can cast it when under CC, is horrible design. Basically, if you try to 1v1 him after 6, you have to be able to last 5 seconds longer alive than he does, which is basically impossible if you don't have 5 kills more than he does. In teamfights, or before fights, it's impossible to chain CC him for 2.5 seconds and kill him, because he will live through it, burst down the ADC and get out before his ult ends. There is literally no counterplay, because hardly any team comp can keep a champion locked down with stuns/roots/knockups for over 5 seconds. And even on rank 1 he can use it every 2 minutes (110 seconds) but he will get Navori by 20 mins for 30 Ability Haste.
@@marcellboruzs7040 Tryndamere is super reliant on positioning as a Melee ADC. Defensive wise, outside of his ultimate, sucks a lot, to the point where if he makes a single position mistake, it can determine his Ult to be pretty useless. There are many ways to avoid him when he uses Ult as well, mainly because it's based on position and CC to get away from him, since most of his damage is mainly auto range, and while his E dash is annoying, is mainly because it's an easy escape option, rather than because it's gap closing stuff. By the way you describe how CC is not good against him, that just doesn't sound realistic to me. Him being heavily CC by multiple enemy champions is a real good way for him to be taken out very quickly, so it seems like during the one time they did in your games, they either fucked up due to timing, or due to another enemy walking by. Tryndamere is mostly just a pain in the ass to deal with that punishes on bad positioning, and mainly relies on items to be OP (Which he rarely is in the more recent eras of League I believe) due to the binary nature of his kit. The reason why I think his passive is more of an issue is because he gains EARLY crits during level 1-3, meaning he can determine his lane based on rolling the dice very early on, something that no other Crit user has, since they usually need to buy it, or has it stuck on a more limited condition (Such as Jhins ammo system for example).
Trynds base stats are just insane on their own, he has more than 600 hp and 62 ad lv 1, also gets 1200 gold for free. He is the most Stat check champ in the game, he also can't die or be kited with ghost flash galeforce
I disagree with Malzahar's ult being poorly designed and the idea that deterring interaction is inherently bad. Pretty much every mage has at least one ability that makes it very punishing to encroach on their space, or their designated space. A mage's core skill mechanic is spatial management, and Malzahar's ult is the ultimate test of this. Encroaching on Malzahar's space is more dangerous than any other mage in the game, but at a cost. Because he is ALSO disabled for the duration, it requires perfect positioning. To maximize his impact, Malzahar has to forfeit his ability to reposition - the main method of managing space. In his defenseless state, his ult is easily broken and he's easily killed. A bad Malazhar ult can be as punishing for Malzahar as a good one is for the enemy. Contrary to popular belief, I would say there's a good bit of skill expression to what on paper seems to be a simple point-and-click ability. You could argue that Malzahar's passive negates the need for spatial management, but you could also argue that maintaining that easily broken shield is also a test of spatial management. I would say Malzahar would be more balanced if he were a support, as his damage in the late game can negate the need to work with allies to maximize the ult's power - and thus, the importance of timing his ult correctly.
I completly agree with this. He is a pretty weak laner 1v1, so the ult cant really be abused to get solo kills with it, when he is not ahead, because he doesnt do enough damage to kill someone who isnt poked to like 50% hp. and his poke isnt great either. It has place in the game, because it screws over comps like funneling master or protect adc with karmas top/ lulus mid etc. I actually think both of his Q and E are have worse desing than his R. He cant have good poke so his Q has low dmg and its mostly used for the silence until you have lots of burn effects or AP and his E is just point and click shove button, that restores mana, on the other hand all of his basic abilities are made like that , because of his R power budged, which in my opinion makes him annoying but fair
In the same vein as Fiona and Samira’s defensive abilities, Yasuo’s wind wall should be more reactionary rather than a huge visually stunning moment that discourages interaction. My proposal would be to reduce the size and duration of the wall and remove its scaling width upon leveling it while leaving its base mechanic the same. The cooldown would be lower, and it could have a cooldown reduced if it successfully blocks a projectile. Upon leveling it, instead of reducing its base cooldown the refund amount can increase up to 60% or something. Having a shorter duration allows for faster re-engage from the enemy so it feels more like a “counter” rather than a “free safe zone.” It would reward Yasuo players for properly timing it and punish those who throw it out randomly. It also rewards enemies from withholding attacks in anticipation of wind wall, giving them a larger window of opportunity after its cast since Yasuo wouldn’t get the cooldown reduced and would be vulnerable. Other options are to scale the duration upon level or instead of a reset increase the duration upon successful blocking of projectiles. I realize the intended purpose of this ability is somewhat different to Fioras or Samiras counters, since it’s meant to allow him to comfortably accumulate damage during a team fight rather being bursted immediately due to his squishyness. The problem is that in practice, Yasuo (and all melee adcs) have the inherent problem of being worse than adcs at dealing damage over time in a teamfight, and therefore are balanced to essentially be assassins in the late game. He shouldn’t be given what is essentially a Gwen mist for dealing much higher burst damage than her and having access to CC. At its core, Wind Wall as an ability is designed for a champion style that has proven almost impossible to get right, and is not the style that Yasuo currently plays. He has enough defensive options in mobility and his passive shield that wind wall should be more difficult to use and be a better avenue of expressing skill. The above suggestions accomplish this by reducing the uptime of the effect but increasing the amount of opportunities for the Yasuo player to cast it, while still allowing for interesting points of counter play and punishment. This puts more pressure on the Yasuo player to have good reaction times and decision making as well.
How about give it a 1 second duration and give him two charges in addition to whatever you said. Maybe 2 seconds instead of 1 or give it an extra charge or short cd.
@@JV-km9xk I don’t think it’s a good idea to have it up from cooldown TOO often for free. The cooldown refund upon blocking is a skill barrier intended to limit the times you can successfully cast this ability. Putting it on a charge with lower duration accomplishes making each cast of wind wall more important and less uninteractive, however holding two charges can just make it so we have the same situation as before with a higher cooldown, and even worse it would act more like Gwen E since he could cast the walls such that it would be hard to hit him from any angle, resulting in an unintended buff. It can be argued that this more flexible windwall is reward for storing 2 charges of the ability, meaning the cooldown is essentially higher for a better version of current windwall, but i think allowing the flexibility of expending the first charge early makes a charge system of wind wall too strong. Gating his casting of wind wall behind both the Yasous and his enemies skills allows more unique and fair interactions at the cost of a higher skill cap. It’s a reactionary defensive spell, and it should reward good reaction time and rapid decision making. A charge system rewards planning ahead and patience. While thematically both can work, I think Yasuos high risk high reward design better fits the irregular casting pattern of a “refund” version of wind wall
one more thing about Kayn ulti.. it can be used to scout if there is an enemy behind a thick wall where you don't have vision cos the indicator only appears IF there is an enemy that has vision to that wall
The worst part about Illaoi's E is how long it lasts. It's supposed to be balanced by having a long cooldown, sure, but between the time your spirit is up and the debuff that persists after the tether is broken, her ability is back up against. The literal only counterplay against Illaoi is "hope she misses her E" which is just not a fun way to fight against a champion
she literally has to land it if she lands it shes rewarded with it being a bit of a long ability if she gets behind its useless if shes ahead and she hits it its supposed to be devastating
Killing Tryndamere is the 3rd most satisfying thing in League for me. The 2nd is killing insanely fed enemies, and the 1st is deleting minion waves from existence.
Vayne's W is very fair IMO, its the very essence of the champ and she has very low range to make up for it, she has to expose herself to deal shit tons of damage and lets be honest we needed some tank shredding adcs to keep the monsters in check
If we're gonna do another one of these, can we also talk about possible fixes we could do to the kits? I know we all like to complain, but actually fixing the issue isn't always as easy as we make it out to be.
Easiest fix to these abilities is to remove them, 90% of the time they make no sense in the kit anyways. An assassin that can oneshot u, with a passive shield, crit, cc on no cooldown, targeted ult that does insane dmg and infinite dashes does not need a fucking windwall to protect him even more simple as that, theres already items in the game like cringebow and GA not to mention he has 4 teammates for himself its not a 1v5
-Kayn's E: give him a cd per wall like Talon's E or make it so he can cross only 1 wall per cast -Illaoi: bring back the "hitting Illaoi reduces the vessel's duration" part and improve the rest of her kit so she's not entirely reliant on her Test of Spirit -Malzahar: allow him and his target to move but add a slow for both -Gwen: remove the untargetability and the armor + MR buff -Tryndamere: balance it by increasing the overall duration and he can extend the duration by hitting champions but drastically self reduces if he doesnt hit shit That work for you?
Had an ARAM recently on Samira where I was doing really good and the enemy Malzahar wasn't a fan. His sole purpose became just to ult me. He wouldn't do it to anyone else, and he would hide until I joined the fight. The second I tried to do anything he was on my ass and ulting me. It worked for a while, but I eventually saved up for Mercurial Scimitar. Once I had that I would just break out of it, dive him, and destroy him. We won shortly after.
@@GiantBluebird i know, but he was mistaken in that part, but the problem isn't the angle, actually is how freely he can use it, don't simply copypaste what vars said lmao
That's actually incorrect, as in the champion spotlight it was specifically stated it was implemented for the enemies to know Kayn was near. Kayn being able to see it just creates the convenience of him being able to know where the enemy also is. The indicator on Kayn's E isn't showing you where he is or where he will end up, it shows you the straightest possible line between you and him while he's in the wall. Put simply it's where he'd end up if he made a beeline straight for you. Imagine a line between you and the indicator, he's somewhere along that line. As for distance, you can usually gauge it on how quickly the indicator moves, slowly and he's more close by or moving mostly straight towards you, quickly and he's most likely repositioning to the side causing the line (and indicator) to shift.
I would argue the Gwen one. As a Gwen main, we only have two damaging abilities, and one is an ult that goes on huge cooldown. It's a cohesive part of a whole. You're only looking at it in a vacuum when you say you'll look at it both in a vacuum, and in context.
Dude you constantly contradict yourself, one moment you say that mechanics that reward uninteractive gameplay are bad. In another one you praise TF’s passive. Even though it’s literally the ultimate gold generator , at least with klepto you had to hit the enemy.
Also to add for Illaoi, with how her E is it makes me have to play a way I don't want to. I want to be in the thick of things and deal damage while healing, not skirting around trying to use E.
11:20 Malzahar ult doesn't interrupt dashes, also in it's defense, Malzahar is also rooted in place while casting it which is one downside no other cc ability I can think of has.
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@@Chrono_topher OMG SAME, lol
Senna has weird interactions with windwall, Senna AAs go through and also does her Q I think
@@kalopsia7354 That's because they're considered lasers, this is actually consistent with the other lasers in the game.
I'd love to see a vs video comparing Xayah vs Rakan episode for Valentine's day, I think that would be really fun even if the 2 aren't the same role and are meant to be played together more so than apart.
Malzahar's ult is perfectly balanced by assassins' tears
Assassians have too much and malz can't move while using it so it's quite balanced good
Agreed as long as ad assasins stay riots favourite , its balanced
Assassins deserves it
not to mention qss. but seriously, fuck assassins.
Sweat tears of the zed mains when you e r them
Just as a little fun fact: Senna's auto attack and Q are not projectiles. They pierce through Yasuo's Windwall.
a lot of the sort of beam attacks work like this. Neeko's empowered auto from her W goes through it as well.
Also, Fiddle's Q works the same while its animation clearly looks like its a projectile.
And Aphelios' RedGun pierces through it too (which amazes me every time. AN ADC SHOOTING FROM A PISTOL RIGHT IN YASUO'S FACE THROUGH HIS STUPID WALL, lol).
Everything except her w works with his wall
Kayle in melee range works too, just stick to his ass in his w
(After lvl 6 too)
@@deonm4759 her ult is a projectile (really fast one)
Good thing Draven doesn't have any badly designed abilities. Draven is just that awesome.
That's right Draven.
Draven Draven Draven Draven.
After recent passive changes you're right
The only problem with Draven, is that the Draven Draven skin is not default
Draaaaaaaveeeen
The one counterplay to Yasuo's W is to just play melee, but the one counterplay to his Q + lethal tempo is to stay out of melee range
And he also blocks shen spirit blade for some god known reasons
He also blocks Lux shield, Amumu's Q, Malzahar's ultimate
But there is a champ called Brand who mostly ignores his windwall
@@hatakekakashi3228 yes , inconsistency.
We love to see it
How to fuck over a Yasuo: step 1: play yorick
step 2: enjoy yasuo's pain
Then comes another problem with windwall, it blocks a lot of essential melee champ abilities as well. Pyke E for example is the most stupid interaction with windwall, how the fuck is that a projectile.
And windwall blocks both ways and has a very generous hitbox, so you can more or less stand in the windwall and not get hit by projectiles for 4 seconds.
Keep in mind for Xin Zhao he can still be CC'd in his R, Gwen can't be in her w. Literally an ultimate ability in a w, and almost a better one at that.
its not almost better.Its insanely better.Immunity + untargatable > everything
@@5_347 technically, xin's does damage and knocks away close enemies, thus why it's not strictly better
@Ivore well if he says immunity+ not being able to be targeted is better than !everything! else that obviously includes every aspect of xin zhao ult.
and everything (kek) else for that matter too.
@@aaronscott7467 xins also follows him, meanwhile Gwens can only be slightly shifted once and ends if they leave it.
@@aetriandimitri190 fair, though I would consider that an upgrade for Gwen rather than a downgrade
Kayn's walking through walls is one thing but the fact that he gets so much vision while using it makes it even more insane
Untargetable ult doing huge damage is pretty tilting. Walks through a wall smites you, ults you and then runs back into a wall
@@mr_charisma8125 almost like the champ is all about being slippery like a shadow. Think sometimes
@@yuoriebriishmeit1259 and I said it was tilting. Never said the idea was bad. Would be fine if only blue kayn was slippery but red kayn is the exact same when he is supposed to be a drain tank
@@mr_charisma8125 wouldn't be much more broken if they changed the whole champ when you choose rhaast tho?
The fact that smite counts as damage done so he can ult is the worst part
Like you can try to play around him as much as you want, dodge all his "skillshots" just so he can still smite you and kill you from half hp or more while being untargetable
I swear if smite would be removed as an option for him and kayn actually had to hit an auto attack or ability in order to ult this champ would only be half as frustrating to play against
I’m surprised New Mundo W doesn’t get talk about as a badly designed ability. Heart Zapper has to be one of the worse iteration of the grey health mechanic in this game. It does Jack shit, maybe even worse then does nothing.
More like it just doesn’t do it’s job well due to numbers or how it’s too based around healing to where GW counters it.
Rather it being poorly designed.
Otherwise, it’s pretty much designed fine, it gives Mundo a defensive ability against more burst/damage oriented champs who prefer to stick onto him, giving him a sense of a outplay tool.
It can also save your life when you time it well enough at certain points, so it isn’t like it “does nothing” but it is an underwhelming ability in terms of usage.
@@bulletcola7890 you could argue that it’s a badly designed ability inherently and it’s kept weak as a result. It’s an ability that has unclear mechanics surrounding its healing. I can’t tell how much it’s going to heal, how grey health is earned, or when the best time to reactivate it is. It does damage over time and also a burst of damage. If it provided stronger healing it would be too strong, same with more damage. It’s not good at being an AOE damage source. It really feels like they wanted to tack on an aoe damage replacement for his old ability and just threw a few things he still needed in there, but then realized that putting aoe damage, dot, burst, and healing into one ability on a champion with a strong healing ult probably was going to be too strong. So in turn, it just feels useless.
Its because all the Budget of mundo went to his Q and E, that’s a problem they should fix because Mundo players doesn’t even press W
Mundo is one of my mains and I agree. It is useful in certain situations but most of the time, I just use it to all in someone for the extra damage, the healing of the gray health is abysmal and you can hardly know how much is gonna heal since you are still taking damage from the enemies.
Overall, they should just remove the gray health altogether and just leave it as the zap aoe damage.
You guys are playing Mundo wrong. Max W second, at level 5 you will get back 45% of the damage taken, meaning that at any fight, Mundo will start with 145% of his health.
Yeah, Grievous Wounds sucks, but Mundo can go wherever he pleases, GW or not.
Illaoi's E is a prime example of riot REMOVING the counter to it. Remember when you could beat up Illaoi to make that soul go away sooner? That was fair counterplay, fit with her character design, and gave you an actual choice on what you could do. Weither it was take the risk of making her stop whacking your soul, or just wait it out and deal with it afterwards.
I disagree. Not only the duration of the spirit and vessel were longer to compensate it still came down to the same thing: you beat her or don't beat her. This doesn't necessarily mean death; you might just lose the trade even harder trying to fight the soul away. Worse yet, it gave you an illusion of choice; boosting Illaoi's noob stomper abilities.
well you can literally just walk out of the ability
or you can dodge it since it is one of the worst skill shots in the game
@@Tiagocf2 illaoi e is has 4 sec cd with 0ability haste you can literally dodge 14 times in a minute and she still she has the possibility to hit one more time before the minute elapses 🙃
@@user-uu8ee4tr9w lmao no it doesn't, and you die anyway when you miss it once in a fight
@@Tiagocf2 yeah you lose once you miss it one time in a fight, but you also guaranted to win if you hit it.
I wish Illaoi would get her E "Attack me, and the E duration gets lower" interaction back.
Now its just a "Dont get hit 4Head" ability.
Yes! I agree. I'm surprised how many people seem to forget this used to be a thing. Though the one thing I'd wish they would change is how it reduces cool down. It used to be based on damage ticks, so Singed's poison basically completely nullified it since you'd have no time to interact with the spirit. But maybe if they instead made it based off of total damage, or gave it a minimum time active where it can't go below that. Then damage ticking quickly wouldn't be as bad of a counter.
It will only make you die quicker, as she has insane dmg.
@@dfre102 Just make it only on autoattakcs I think. Like a scond for melee autoattacks and 0,5 seconds for ranged.
I personally liked theme where she could put her curse on many ppl if they wouldnt kill tentacles.
I also agree but I believe the reason they did that is because low Elo players didn’t understand that concept while high Elo players where abusing it to no end. They changed it so it would be more even all around.
Fun fact about malzahars r: if kled is dismounted by the r damage, then he is freed completely from the ult and is able to move freely while malzahar is still stuck in the animation for the remaining duration
Literally Mario ditching his Yoshi to get away
No one talking about Illaoi E, but I honestly agree with its inclusion. To me it’s never felt good to play with or against, it’s such a weird ability
I mean its weird and clunky but it atleast fits her, shes the most extreme juggernaut . Tons of hp and damage but no cc and real mobility, so she can basicly never catch up , so the best for her is to make an immobile clone of you and just beat that up , not to mention its useful for.the ult in a way some grab wouldnt be ( the clone counts as a champ so 2 tentacles spawn instead of one)
it takes no longer.
after getting hit by it, its literally off cool down after I finish dodging.
Literally speeding them up might be a nerf.
and with CDR, her E can be used sooner, leaving to gap.
with no counter play.
(dodging is not counterplay)
standing behind minions would work, but Her Q does so much damage to them.
I'm with immortal eye on this one. She has no cc, no escape and is painfully slow. Her e is needed to make her viable at all. Unless they do an entire rework. I pretty much one trick her and it's annoying how many champs counter her even with her "broken" e. Not to mention if she misses E then you can all in her almost every time.
Litterally self cc
You instantly lose the lane if you get hit with it. So you have no choice but to recall or risk getting killed with the next spell rotation.
Im a Kayn main and I got to mention that this ball that shows you that there is a kayn in the wall is for anyone else like pykes W. It only says that he is wallwalking and not where he will pop out from. For Kayn its a free chemp detecion tool. It shows him where is the clousest chemp to his position. The cool part is that it shows it to him even if enemy chemp is stealth like twitch or even invinsible like teemo or shaco. So... Now you know more xd
You're probably a good dude but sorry you're a kayn main, your opinion is invalid
@@bigpoop146 thats not even an opinion, just something interesting abt kayn's kit -_-
@@matthewrisson3850 when you see someone saying "you're a kayn main, your opinion is invalid" just ignore them. Don't waste your time.
@@maxenite Found another kayn main
I think I can speak on behalf of my fellow Illaoi Enjoyers to say that her E is the least fun part of her kit to play with and against. I do not play the Mother of All Juggernauts to have my entire kit, including my ult, become useless when I miss 1 skill shot, and I do not play the Queen of Cheek Clapping to watch the enemy run away and dodge a bunch of terminally braindead AI tentacles for 10 seconds while I contemplate my life choices. I play Illaoi to get in people's faces and "fuck shit up".
Riot, please rework Illaoi to make her more active in how she places her tentacles/establishes territory, and start with removing her E. Her kit's reliance on it is holding her back.
Illaoi should put a tentacle when she start fighthing, not as something that just happpens because, and her e should be her putting down a stronger tentacle that she can command, i think that would make her more useful
This. This is the point I feel like Vars missed the opportunity to stress. I hated Illaoi for the longest time. Felt like it was just a free win match up for her. I finally looked into how exactly she works and now I feel bad for people who enjoy playing her. Because if you dodge E consistently, trivial lane matchup just laugh as she tries to do anything meaningful. If you can't dodge E then she will just stomp all over you in every trade. It's too binary. Take some of her power out of her E or just remove it entirely as you said.
As an Illaoi main, please don't ask Riot to rework illaoi. They'll delete her just like they deleted my second favorite champ in the game (Aatrox). I see the issues you're saying with her E. But to be honest her E is one of my favorite things about her. Yes, it's awful to miss it and will lose you many fights if you do miss it. But it's very unique to this game, and can be used (if hit) for some really great setups and plays. I don't trust Riot to rework my favorite champ. They already somewhat ruined her E when they removed the ability to fight it. Having that option at least encouraged opponents to come at you instead of always just run.
@@dfre102 For every Aatrox, there has been a Fiddlesticks and a Volibear, and even then, Aatrox's kit works well, even if it isn't faithful to the original concept. Riot gets reworks right more often than they don't, so I trust they can do the right thing with Illaoi. I think her new abilities in the Ruined King game could serve as good inspiration.
Even if you like it playing with her E, literally no one likes playing against it. It has to go.
@@Yvädastra no it doesn't have to go. Also, my friend who loved old Fiddlesticks would disagree with you there. New Fiddlesticks isnt enjoyable for him. Yes it may have been a good design for the character and lore, and even updated to the game state, but it deleted a champ he enjoyed. Illaoi is my favorite champion in the game. Is she yours? It's easy to say something should get reworked when you don't actually enjoy the current champ. It's completely different if you actually love the current champ and main them. As an Illaoi main I DO NOT want her reworked.
I kinda wish they had designed Yasuo's wind wall the same way Ning Guang's Jade screen in Genshin is designed. Give the wall its own HP bar, and if you blast it with enough damage, you can break it.
I think one way to do this is to have it specifically count the number of projectiles it blocks. Enemies with high attack speeds or multiple projectiles (Tristana, or Kai’Sa + LuLu) would have interesting interactions and it would give a form of strategic counterplay in champ select while maintaining similar effectiveness against other targets. Basically, make him counter less adcs as hard.
They should just have lowered the windwall duration and give shorter cd
Maybe make windwall slowly move and decay faster if anyone walk through it... that's my solution to make the windwall feels fair and does not require too much coding
Yorick's wall
Yasuo's windwall should work like Yorick's wall, it has a number of hits it can take before it breaks and every proyectile blocked reduces its HP by 1. Leveling it up increases its HP.
It would be better, but it would suffer the same problems too. What about champions with few but powerful projectiles?
@@aaronscott7467 I think maybe making it be able to block a certain amount of damage would be better, basically like a shield
Its wind. It should slow the projectiles, not stop them. Reduce damage by a % if it passes through.
@@aaronscott7467 not every champion should be able to easily get through it, otherwise it would be pointless. That’s the point of counter play
@@maxvarjagen9810 but braum has that already so... i guess riot wouldnt make it that way
The worst part about Yasuos W as a Nami player: He can totally misplace it, as long as 1 tiny frame hits my ult, he blocks the entire wave. You can place it parallel to the wave and still block it entirely. Why?
For instance: If I use my Braum E in the wrong direction, it does nothing. Yasuos W would still block my ult for the people behind him. (Now of course, if you use your Braum shield in the wrong direction, you also massively fucked up...)
The easiest way to make that Windwall somewhat more fair: Make it only work in one direction (and yes, we have all seen Yasuos kite through his own wall, so ADCs won't have any chance, even if they somehow gap close past the wall). And with wider projectiles: Only block the part, that actually hits the wall.
If it comes down to it, he will be immune to mages and ADCs for the durration since he can stand inside of it to be invounarable, thats just not sth to give to a hypermobile skirmisher.
@@itsdarthyoshi1765 why in gods name would you stand still to allow that when fighting a hypermobile skirmisher?
@@AmJ23 first: Namis Ultimate moves almost as slow as the Maokai Ult. So using it offensivly or as an engage tool is harder, than you think.
2nd: I am absolutly fine with a well placed Yasuo wall countering Namis Ult. But it is frustrating, when Yasuo misplays and misplaces his windwall and still get's the entire benefit of the skill.
Call me oldschool, but rewarding players for misplays doesnt seem fair to me...
@@AmJ23 Sure, but did I really do that, if 99% of my wave does not hit the blocking ability?
Could make windwall slow down and decrease the damage of projectiles passing through it, as if the wall pushes against the projectile while it passes through
They tried to make this mechanic with Vex, but the spaghetti code said no
Honestly I think that windwall should last up to one sec, but in exchange it could fully stack Yas q or give it some utility like making his e range double for short time - that way windwall wouldnt make range champs totally useless
@@gniewomirkosiacki2927 Imagine if yasuo could E his windwall which accelerates him past it
@@jaspervermeer659 would be cool, doubles down on his skill based mechanics
@@jaspervermeer659 sounds great IMAO
When you were talking about shadow step, it just reminded me about the time riot said they wanted A-sol to be able to travel through terrain all/most of the time like kayn, but said that'd be too op, and gave him is e instead.
yeah he also had toggle W back then. imagine him camping inside a wall untargetable, as his stars pummel you outside of it
@@yargolocus4853 Just... walk away lol
@@yargolocus4853 And what damage do you want it to do lmfao
Tryndamere ultimate is good for one thing that the enemies probably couldnt hate: *using it to backdoor the nexus*
So does TF ultimate, i have made a lot of backdoors with it xd
**Trundle and Nasus on their way to oneshot turrets once you are not looking at them for 3 seconds**
or you could pick sion. but then again that's more like frontdooring than backdooring...
kassadin aswell xpeke
@@damour3317 More like there is no more door
I feel like this is gonna get more views than best sbilities design video
Just because the league community likes being negative
Considering how alot of people for example despise Tryndamere Ultimate, I can see how this would get more views.
Generally people are more interested in videos talking about what they hate than what they like
What makes Tryndamere got so bad is that he is a stat checker. The type of champion that hits you until of you dies. When they can't die that ruins the point of stat checkers.
Edit: Fun Fact: You can actually die under his ult by fountain laser. I saw it in pro play once.
Silvers still mad about Tryndamere?
@@peperoni9757 I'm not mad about Trydamere. He's really only super good when fed. I will admit I think his ult cd is too short.
he does die even as a stat checker, just 5 seconds later
@@peperoni9757 funny u say that tryndamere is actually 7th most pick in diamond-challenger elo
@@resolved65 Because that's the only elo where they know how to play him perfectly. Anyone lower than masters complaining about trynd is funny because they will never face anyone that plays him correctly.
One thing about kayns E is also the fact that the orb only appears when an enemy is nearby. This means that kayn can always scout bushes/invisible champs for free.
Malzarhar's ult is very well designed, the ult is made to counter a single person carrying.
The balance of it is it's a self stun while its going so why you stun them you're also stunned, it's pretty much like Skarnar Ult but cooler and not on Skarner.
It's dog shit, and anyone who plays him should feel bad about themselves.
@@jaimeruiz7837 Your anger is unsightly, learn from getting hit by Malz ult and suppress it ✨💅🏻
"its a self-stun so its balanced" meanwhile his 3 little puppies and his 5 burns terrorize you during those 2.5 seconds
@@peanutscp6617 See balance! :D
But seriously it's more about it being fair in a teamfight, if you 1v1 them you're asking to get eaten by those little puppies
@@jaimeruiz7837 If you try to go up to Malzahar alone then you deserve to die to that lmao. Use your brain folks, he's an immobile mage, if you don't walk at him then he cant kill you, his range is limited and he's slow.
The circle from kayns e isn't to show where he exits, it shows where the nearest enemy is, it's not a clarity issue as far as in game visuals are concerned, it is a clarity issue as far as ability description/info
Kayn's E Indicator shows you where he will be placed if the E runs out while he is still inside terrain.
@@itssupremetm No. The indicator doesn't show you where kayn is, it shows kayn where you are. This probably shouldn't be a thing but it is.
@@gamezen8845 That doesn't make any sense at all, Kayn has vision when in Terrain, the indicator is virtually useless in 99% of cases for Kayn. If the indicator didn't exist you wouldn't even know he's coming until he pops out, it is definitely there to show you you're being flanked. it's 1000 Units, which is a smidge less than Vision radius. If he can see you through terrain he sees you before you see any indicator. He cant look beyond his vision radius with it, unless in extremely weird situational circumstances where you're behind two walls but barely in range bc you hugged the wall for a second.
@@itssupremetm Ok, I didn't express myself correctly. The purpose of the indicator is to show you when Kayn is coming. But the location of the indicator is based off the current locations of Kayn AND the enemy.
Also, I definitely wouldn't say the indicator is useless for scouting enemies. You could say I'm a Kayn main, and scouting out the enemy team behind walls when you're doing baron is very useful. Or when an enemy runs off, you can tell where he's recalling based on the indicator since it works even in bushes.
Malz R isnt broken since, as you said in its other half, Malz also stays still to get the most amount of damage possible. So hes just a sitting duck that is exposed to the enemy team unless he cancels his own ult.
Making his ult a feast or famine situation is bad design
I think a not necessarily broken but still poorly designed ability is Gangplank's E. There are two ways you can use it.
1 - You have to place a barrel and take it down before your enemy does so that it explodes and you get your MS boost, which hardly ever works because enemies can time it right quite easily, especially later-on when the timer for the barrels' HP's ticks get faster so their lifespan gets even shorter.
2 - Probably known better as the 'Ghost Barrel' technique, is when you spawn a keg at just the right time so that - if you hit another one and spawn one soon after it, the newly spawned barrel immediately explodes within a few milliseconds. There is literally 0 chance for opponents to react to this and it can cause over a thousand damage if the enemy GP has even the slightest amount of crit chance.
In other words, it's an ability that's either impossible to react to, or way too easy to react to, depending on the type of GP player. There's no in-between. Every one of them is either one of these 2 types of players.
Yes, I hate the ghost barrel technique two. I think that no matter how hard something is to pull off, if it leaves no room for counterplay then it isn´t a good mechanic. Although to me his Q is even worse. It completely removes interaction with him in laning phase, like with Malphite. At leas they removed it´s awful interaction with grasp.
7:58 fun fact: that circle actually shows kayn where the closest enemy champion is! Not where kayn is going to pop out. Meaning he can check bushes without even interacting with them.
“Tryndamere is not the most dangerous champion, being a skirmisher, all you have to is to kite him out.” Meanwhile Tryndamere has ghost, his E, his W and Galeforce. Yeah, try to kite that
Literally bullshit. Just kite it 4head
Dont forget the bonus range on Lethal Tempo for when he actually hits you a few times
In defence of kayn e the indicator is a line drawn between him and his enemy and the dot is placed on where it intercepts with the wall he is in. Which also conveniently lets him track stealthed enemies like shaco q or check bushes without sweeper. So imagine a line from you to the indicator and he is somewhere on that line. You can then tell if he is close or far by how it moves if it moves slowly he is closer from the indicator if it moves quickly kayn is further from the indicator
8:00 That orb isn’t for showing enemies where Kayn is, it’s for showing Kayn where enemies are.
How is Kayn E badly designed ability? I love having infinite mobility and suprise ganks that can't be seen on wards
yeah i wonder
Man I wish there was easy to play Jungle champion that never falls out of meta ,with stupidly high mobility ,that can oneshot squishy and tanky champs while also being untargetable...
They are if you place your wards correctly. I'd only say it's "infinite mobility" if he's blue form and even then he has to use both E and Q to get over most walls if he's running away from a failing gank. Is it a badly designed ability? Yes. But not for the reasons you're stating, which are stupid.
@@nyanzombies2174 man is being sarcastic XD
@@walkelftexasranger yi ?
fun fact: gwen is completely immune to illaoi's tentacles even if thery are inside or outside her w basically making illaoi's ult useless on gwen
As a Gwen Main: That only happens if Illaoi is outside the mist, as it counts as somewhat of an extended autoattack or Q
Truly a 200 years moment
I will never get why they removed the counterplay to Illaoi E
I think so. That would be high risk high reward you can shorten E duration, but Illaoi can hit both of you and E spirit.
As someone that played Illaoi before they changed that there was a funny interaction where if you were dealing with a champ that could do damage over time they'd rid you of the spirit in less time than you have to attack it.
In team fights all 5 teammates attacking Illaoi can instantly remove the E
At least that's what they said
hbecause she would literally be f tier with it still there collector tons of anti heal everyone and mom has a dash what is she supposed to do?
I think yasuo‘s Wind wall should rather let projectiles through BUT decrease their speed, possibly their damage, and MAYBE their max range, based on the type of Projektile
That would make it dog shit lmao
Well they tried to do it on vex, but it was a mess
I like the fact that for Riot everything is a projectile except Lux's ult
@@nirasademoon9834 and now Zeri’s w too, but only if it hit a wall first
@@nirasademoon9834 Senna aa, Senna Q, Lucian Q, Zeri walled W, Lux R, Vel'koz R, Xerath Q and even Fiddlesticks Q passes trough windwall. And that's not even all of them. I'm not a fan of Yasuo, but saying that only Lux ult goes trough is not true.
Talon passive needs a cool down between jumps. Yes the parts of the walls will have long cool downs but it doesn’t mean anything when he’s not going to roam bot for 2-3 minutes or fight at dragon pit for another 5 minutes. Talon is worse than kayn because you can not interrupt his jump like kayn and there’s no warning for him jumping walls.
let just say they both sould not exist
Talon is literally 100 times easier to interrupt than kayn, he can't control his jump its always a straight line. His entire kit together is bullshit yes but the wall part is whatever, at this point all champs can jump over walls with riots releases
@@Relevart9169 Yeah as an avid ADC enthusiast (draven twitch only) Talon's E is his most balanced ability. The only times I hated talon more that a champ like Zed or Qiyana is when it was goredrinker meta and you couldnt even kill him.
I also think trynd R isnt cleear enough for such an impactful ability, they could add a circle around him that shows the ult duration or something. Also it might be interesting to make a spin off series where you "fix" some of these abilities, It hin itd be interesting
facking argus, tryndamere equvilent of mlbb had the circle that shows the duration and it was 4 secs
As a Yorick otp I must say that yorick's w, its either a 5 seconds root for immobile champs or not even a nuisance for mobile ones
and against some matchups it might become less than useless, speaking as a gwen player
Yep, good luck to old top laners against Yorick
I dont even main top but sometimes I play it just to play Yorick. He's just so much fun
As a Gwen main (yes, im a virgin) I can say that her W can be even more notorious than Vars think. Not only you are immune to point and clicks, you can CLEANSE them (as long as they don’t have immediate effects) and you are immune to recasts abilities. You can cleanse a Vex ult, Lee sin Q, Akali’s E, Urgot’s ult and if you are quick enough, you can dodge Vi ult from melee range (E/flash outwards and then W). This skill is absolutely broken, but the long cooldown makes so knowing how and when to use it will either make you die in seconds or win every fight.
Tryndamere ult should have a resource indicator for when it’s available, a tick down bar, and not be cast able when hard cced
It should be able to be casted while rooted but he is slowed when out of cc in ult.
Yes let’s also make him die to turret shots and true damage. Also executes should execute him. U know what ? Just remove the whole ability. That solves your problem I hope
...so your cc stops him from being mad.....can i have it?
@@frojanty Idk about you but if I'm playing Malzahar and I full combo a Tryndamere I would expect him to stand there and not ult, but he can use his R while suppressed. Hard cc should stop Trynd from ulting, because that is the exact thing that hard cc is for. It's a huge fuck you for everyone who tries to counter him with cc because it doesn't matter that you can stun him under turret if he can still do the thing that he wanted to do.
Malz ult may be badly designed, but it’s way less annoying than most abilities in the game like Teemo’s q or teemo’s q
Bruh malz ult is 10 times worse accept if you playing trydamere yi or something like that
@@ioannapavlou8271 if you are playing tryndamere or yi you deserve it
@@rolandfabik2475 lmao you must be one of those guys who plays Akali, Riven or Azir expecting people to respect you because of your cool mechanics. Nobody cares if you're flashy, we only care to have fun and win.
i mean teemo q is very annoying but that is balanced by the fact that the champion is utterly useless in team fights and is countered by red sweeper and only hold value in a sidelane where 9/10 hes just gonna be alone while his teem loses 4/5 cause he offers nothing. so idk merit on both sides of the argument
Teemo has one of the worst kits in the game, tf are you on about? Lmao
His w makes him go a tad bit faster for a few seconds, wow.
Gwen is Immune
Gwen is Immune
Gwen is Immune
What kind of person throws 3 consecutive abilities at a gwen who is immune?
@@Lily-wd7dz Malzahar E 😃👍
Nethergrasp isn’t as threatening as it used to be. Too many items to counter now. Back when malz released though? Oh yeah definitely the most toxic ult
The number people not getting Qss against Malz even in plat still makes the ult annoying.
@@smashrosa8111 fr but honestly the qss items are awful. I never build unless its against malz, if they're only built for one champ by most ppl it definitely needs work imo. idk how others feel about them but i simply dont think either qss items are good enough for how much they cost
@@smashrosa8111 sorry for not buying qss while my whole team is dogshit and if i want to carry i need damage and if i buy qss i dont have damage,but if i dont buy it malza stops my whole gameplay because he sees im the threat
@@5_347 Meanwhile QSS is the first item i buy on Irelia and still smash the lane and carry. Never in my life have i lost a lane to Malzahar while playing Irelia lol. And she is not the only one. mercs+qss op
@@oneshotkia5480 I agree. Building defensive items on ADC like QSS or Maw just feel absolutely horrible the majority of the time unless you are turbo fed and deal enough dmg anyways. I think I have bought QSS a total of 2 times since the item rework and I'm and ADC main.
This quickly turns from 'Badly Designed Abilities' to 'Abilities I Hate The Most' lmao
Also the orb from Kayn's E isn't intended to indicate where he'll indicate the wall, it's intended to be on the intersection of the edge of the wall and line directly between you and him.
The indicator on kayn's E isn't showing you where he is or where he will end up, it shows you the straightest possible line between you and him while he's in the wall. Put simply it's where he'd end up if he made a beeline straight for you, but of course he isn.t obligated to do that. Not too hard to understand and once you know that, tracking him in a wall is much easier.
Not how it works. FOllowing your logic every player should have a different individual indicator to show you his "straightest possible line between you and him". When he stands in the perfect middle of a wall and 2 enemies are on each sides of said wall with the exact same distance to kayn, there will only be 1 indicator shown.
@@sir5749 that is indeed how it works. I'm a jungle main and kayn is my second most played jungler so I know my shit. As for why it doesn't do as you say, it would be nearly impossible to have 2 enemy players the exact same distance from kayn so riot probably just didn't implement that feature. It only shows the indicator for the nearest enemy champ within a certain range, and once you know where that champ and the indicator is, you can to a certain extent track where kayn is in the wall.
Trynda should have the ult in a dnd barbarian style. AS LONG AS HE IS HITTING YOU, he is unkillable, like getting 1s buff that resets on an aa x times. This way he can still 1v1 as he is supposed to but it's not a get out of jail free card.
Yes the most frustrating thing about it is when its used as an escape, especially when he survives a tower dive at 0 hp. If he had to keep up the pressure or die it would be a different story. The other thing is that there's only 1 build that works on him. He has no mana, hp and armor are useless with his ult, and all his abilities scale with crit and attack speed. He was my first unlock because he looked cool, but everything he could do warwick did better because hes so one dimensional. You cant adapt to the game, you just build the same build and kill towers no matter what.
id like to point out that the indicator on kayns e isn't about where kayn is but when the nearest enemy to kayn is.
9:44 Vars mentioned illoai's E and I imideatly remember this part of the ability. Any idea why it was removed? It not only helped balance the ability but worked so well thematically since Illaoi's god tested your will to fight and struggle, instead of running and hiding so it was a great mecanic that made you feel like you passed her test should you out trade her.
the instances of damage you needed to make the spirit dissappear was broken e.g. Singed toxins. it was like you had no E and since she relies on it heavily that made no sense.
It made the ability literally useless dude
@@warxdrum Couldn't they make it reduce based on the damage dealt and or have a reduced effect for dot damage?
@@gentlemandog4985 i don't know why they didn't just do that. maybe there were other bad interactions.
@@warxdrum Maybe she was weak at the time and it was intended on a buff for her? I personally started in season 10 so idk how she was in the meta at the time
The clarity problem you said about kayn is clear. what it does is show what direction kayn is coming from in relation to the closest champion to him.
As a Talon OTP, I can say that his E is one of bad design-wise abilities in this game. Breaks rules of the game, simillar to Kayn.
But talon is (supposed to be) a mid laner, so at least you can track when hes coming. Kayn is a jungler so you basically have no way to know if hes coming for you unless you have 3+ wards to cover all the angles he can come from. Thats why Riot buffing jg talon was a mistake, they turned him into kayn 2.0
I'd dedicated an entire segment for abilities that aren't badly designed per say, but rather are held back by features that add nothing to the ability conceptually except giving it free power. In other words, were those extra features completely removed, the ability would still have its purpose.
For example:
Kayn's E - Completely ignoring terrain is already gamechanging on its own. The ability won't lose its function if the heal were to be removed.
Ekko's W - The passive effect of Ekko's W is completely disconnected from its active. As such, what it does other than granting it free, uninteractive, unecessary power?
Yone's E - It is a small dash, meaning it can be used to dodge skillshots. It also has a true damage mark AND it gives him movement speed. This ability is a dedicated disengage button. The ability to dictate "this trade ends here period" on its own is so powerful it could be its own ability. Having two dashes on the rest of his kit, giving him movement speed is not only overkill but gives the opponent little room to kite him out. The mark is not a terrible design, but its too much stuff for a single ability.
The "free passive" of some abilities is just a part of the normal passive that has been separated to prevent the champ having it for a couple of levels, or maybe even to make it scale differently. In Ekko's case, you need that to clear camps in the jungle, but playing mid you might unlock W at level 4.
Yone doesn't need movement speed on his E. He has flash, q dash, E dash, and ult to get to you
@@drthop which is a poor design choice.
@Fashionshuckman "Yone becomes ghosted, gains 10% − 30% (based on time active) Movement speed bonus movement speed and marks champions damaged with basic attacks or abilities."
The problem with removing the heal comes when kayn needs to have that sustain so he can gank enough quickly. Kayn starts the game behind and if he couldn't heal during clears or after fights he would have to play a slower tempo which would make it almost impossible to have an influence on games with how fast they are becoming.
Ah my girl illaoi. Honestly the main thing that feels rough on her is being locked into place for a long ass time for super slow skill shots. Her E I dont really see as an issue though, it's super slow, she is locked in place and it gets blocked by anything. Id take being hit by her E any time over the forever root on morgana for example. It's a lot of power on 1 skillshot but again, it's genuinely hard to hit and so easy to dodge. If I was gonna buff her I'd add more range to her W for a slight semblance of mobility.
fun fact: that ball that shows up when Kayn does shadow step isn't to tell you where Kayn is but it tells Kayn in which direction the enemies are in.
The one thing I’d add that I didn’t hear you say is bad about illaoi’s E is that it is what her entire kit revolves around in the end. And due to this fact they kind of can’t change it or nerf it and in order to do so her little would need some pretty big changes considering she can’t fight 1v1 without it. Of course yes it’s interesting design to have a pivotal ability that’s not an ultimate, but the ability causes so much frustration for both illaoi and her enemies, though it’s mostly her enemies.
Honestly, I tottaly agree with you Vars, Gwens W is pretty badly designed. It merely disables all ranged attacks and forces her opponents into melee range... right where she wants them to be. It either forces interaction (only against meele champs) or disencurages it (all ranged champs), either way, it's bad design.
So, what can we do about it? Well, I'd say it needs a total rework, keeping the general concept but expanding on it and balanceing it, so here's my idea;
Passive: When Gwen strikes a unit she leaves behind a small area of hallowed mist that remains in place for 3 seconds. From within the mist Gwen gains bonus Armour and bonus MR.
Active: Upon cast Gwen entwirls herself with the mist, gaining the passive bonus armour and bonus MR, in addition to becomeing immune to all cc for the next 2 seconds. This also removes all active hallowed mist clouds and puts her W, passive portion included, on a 10 second cooldown.
The idea here is to make gwen less immune to everything, in exchange for more uptime on the bonus stats and potentially nudgeing her towards more lanes than just top.
Bonus:
So uhh, I love Gwen, one of my favorite champs... but uhh, I think her ult is kinda boring. So, here's my idea for a more interesting one;
R1: Upon cast Gwen sends out a quick travelling needle attached to a line of thread in a targeted direction, hitting an ally or enemy champ imbeds the needle deep within their clothes, unlocking R2.
R2: Upon cast Gwen controlls the now imbeded needle and sends it flying from it's host in a targeted direction, upon hitting an enemy champ, an ally (only if first target was an enemy) and or terrain, Gwen tightens the thread and pulls both targets togheter.
The idea here is to remove somd of Gwens damage and instead give her more utility and lockdown potential... also, it's just really neat and cool! (Also, good for jngl ganks? Maybe...)
Gwen’s my favorite top lander and one of my favorite characters in the game and I totally agree with all of these changes. Her w is so strong that she lacks any other form of utility to make up for it. It’s also not that useful in the top lane vs mostly melee champs. There’s actually footage of an early concept of Gwen’s ult that’s very similar to what you were describing, but I like the addition of terrain, because it makes it more adaptable. An idea I had for her w too is to make it grand the mr and armor but replace the immunity with tenacity. Without her ult slow and a lack of range, which is still only a slow, she has a hard time engaging on people, so I think some tenacity would help her without making her op. I also think her w could possibly slow all enemies inside her mist, or maybe apply some buffs to her allies. Gwen is shown to protect people in her short story, and I think giving her more teamfight potential would be cool.
I would like to see a reworked trynda ult where he needs to charge the rage to use it. For a character that gets enraged in combat, pressing a single button and getting full fury for it, wouldn't make sense. Ofc the need of charging the ult requires actual useful self-peeling abilities so to not make a worse shyvanna I think.
I mean it only gives 50 rage at rank 1 and no tryndamere player will lvl his R after lvl 6 until lvl 17 but I do agree with you.
Hot take
All Kayn abilities are poorly design because they needed to be usable in a assassin and a Tank/fighter/diver or whatever Rhaast is akdbakdj
Personally I feel Kayn's heal on his E should be the upgrade to it for Rhaast transformation
but then he wouldn't have any sustain pre form
@@leightandrew2616 I mean isn't the point of his champ to be bad pre form. Also he heals in jungle plenty spamming q on camps with jungle item rn. E is just to help get from camp to camp usually
@@leightandrew2616 also if they choose to do that. Then that means Shadowform can also get a buff to its Q as well. Probably something to help his burst go smoother. Perhaps giving his q a cd refund on his e when he damages something (including creeps and camps) so he can roam more often. Giving his e the boost it would need for losing the healing in shadowform
@@Mekcstriker i think the sustain is good as long as if you keep it on the jg and not everywhere, maybe if enemies aren nearby you heal or if you enter the wall out of vision(like pyke passive), then rhaast form with healing everywhere so you have garanteed sustain with a long ass cd
@@spacecoreVT that's my thinking on his e. Long cd sustain on rhaast. Quick cd mobility on assassin. Sounds solid enough. I main kayn in jungle and even I am like "yeah he can take the hit." Boys been practically a meta pick since his release. Never falls out of use
You know what's a bad ability but in a sense that it's useless most of the time? Yoricks W. That thing has a fairy long cd, can be destroyed by hitting it 2-3 times (easily countered by akshan, yi, atk speed in general), can be dashed out of (literally more than half of the champs in the game, especially top laners), can be flashed out of but sure it wastes a flash AND it has no additional effect. Most of the new champs and reworks have notoriously overloaded kits with a passive to every ability. Not yorick. They butchered him so bad with this rework. Used to be one of my mains now hes only good for splitpushing against certain comps and lane opponents.
Kayns orb when he uses his E doesn't say where he is coming out at all, it says if an enemy is in the area
Kayn's E indicator is a line drawn between him and his enemy and the dot is placed on where it intercepts with the wall he is in. Which also conveniently lets him track stealthed enemies like shaco q or check bushes without sweeper. So imagine a line from you to the indicator and he is somewhere on that line.
I love how you go to both sides on proving why an ability is unfun to go against, and also I love that the specifics gets me thinking "how could you make it fun for both parties?" so for every video im asking people to come up with ideas on how to fix the problems with these abilities.
Ima start trymadare's ult, when close to death he gets a blood shield(scales with his max health) that drains his health overtime, every attack applied on an enemy, heals his blood health until It's gone, his passive will add to the blood health losing his damage for staying alive.
I believe this add interctivity because he loses damage so he has to try harder to get it back while staying alive and forces him to interact with you if he dosen't his just slightly tankier.
I feel like Illaoi's ultimate is also poorly designed. Thematically, it's cool. And if you can keep people around, you're going to wreck face. But whenever she pulls it out, everyone just leaves. There's no real counter play, besides leaving. If she pops it, you leave, or you lose, it's that simple.
That goes for like 99.9% of top lane ults
Gwen's W also often make her immune to melee if she is standing JUST at the edge of it, which happens more often than you'd think
I can feel that the new champion Renata Glasc is going to get her W and ultimate in the episode 3 :)
Her Ultimate is not problematic in the slightest, its probably the slowest thing in the game alongside maokai ult, and can still be blocked by any windwall bullshit ability. Not to mention it does nothing if the enemy team is not all AD. The nami and evelynn auto attacking each other doesn't do much
@@Relevart9169 Unless the Eve is still building lich bane in season 12 lmfao
in defense of Gwen's W, unlike most skirmisher, she doesn't have good enough gap closer or CC to help her reach her target so she need a way to either force her target to come closer, or to just walk away, which sounds bad but remember that it's basically just kiting without auto attacking.
One thing, Gwen is immune
Nice argument. One small issue. Gwen is immune.
lmao “kayn, that one kid in middle school that had a gameshark and turned on the walk through walls code” 🤣
this was totally me as a kid
Currently my most hated ability is AP Kaisa W. Getting heavily poked from a range you can't interact with until you're low enough for her to press R and be able to kill you, while losing all pressure on the minion wave but having the most damage most games, is not a fun design. It's made even worse with Crown letting her also live versus the assassins that might be the only class able to reach her.
Blue Kayn's E circle isn't actually showing where he will be spit out, it shows where the closest enemy champion is. So its just a dot that shows him where you are.
The thing is that Master YI has much more mobility than Tryndamere and whilst having comparable or equivalent damage to Tryndamere, so that makes it much more fair. Since Tryndamere always has to rely on his ultimate to make plays, which is on a much longer cooldown than Master Yi's defensive ability which is Q that makes him untargettable on a very very low cooldown.
trynda has 2secs cooldown on his e at lvl 13 if he builds galeforce and navori. master yi q has 16 secs cooldown wih each autoattack -1. But facing the risk of being burst out of existence while trynda doesnt and as mobile or if not more mobile than trynda. so wtf are you on about?
Yea and yi can be baited into bad positions if he Q's the wrong people or at a bad time. Yi is nowehere near as bad as Trynda. So sit down and shut up please.
@@19Crusader91 it is fair because trynda has so much more early pressure and damage than yi, that makes both champions fair to play with and against.
@@resolved65 16 seconds yeah but he gets like 6 autoattacks off easily and that's a whole 6 seconds easy. Also 6 hits usually kills the enemy too late game, which is means his ultimate passive resets his Q. Master Yi is soooo much more mobile than Tryndamere and can actually catch up to targets since he can't be slowed. What I'm saying is that, if Tryndamere had some of Yi's skills such as not being able to get slowed and being able to gain attack speed + movement speed, he'd be broken, so what they had to do is simply make him unkillable for a duration. Both champions are fair to play with and against.
As a former Illaoi main i can say her test of spurit is so stong because its like the only thing she has. I love her but when your weakness is the enamy team casually walking away from you, I think there are other issues with her kit
Can’t wait to see Renata’s whole kit on a future episode
let's not forget illaoi's massive clarity issue because you cant see the hitbox on her tentacles when she ults. Not only is it hard to dodge 10 tentacles, you also can't clearly see where and when the tentacles are going to strike.
TBH the problem of trynda's ult is mainly riots fault. the powercreep ihas risen so extreme since his inception that now it is a problem. but in the earlier seasons trynda wasn't as bad. these days with insane added attack speed steriods, more cdr (even in combination with attackspeed and crit) and way more lifesteal. will ad another issue with trynda in the early remember that the cheapest actually ussable crit item had a cost of 800 (cloak of agility) is now 600. although i agree trynda ult is kinda a problem it's not anything that riot can really fix without either adressing the whole freaking game they have powercrept to oblivion or make him useless/different champ
Or you could make his E have a fixed cooldown unaffected by navori's or ability haste. Then he's not a problem.
With all the dashes and mobility in the game right now, tryndamere kinda sucks and is useless, even with his ult
@@geier4 kinda disagree. yes you are not great in tf but he is still king of the splitpush. and even in tf a well played trynda useually takes 2-3 kills if hes not stupid. but main issue is with trynda in your team that if your jungle isn't tanky vs a hard enage team you are still kinda fucked cause the other 4 can't hold while you on the splitpush
correction: kayn's e doesn't tell you where he's gonna pop out, it tells you what direction the closest champions are. there can be multiple "bubbles" if there are multiple champs nearby, which is why you can't see it if you're just going to your camps as a kayn. lol
11:53 "Nether grasp is one of the few abilities that feels broken and helpless at the same time" Are you saying it has a strong side and a weak side? What a terrible design, indeed.
Actually a good ability because when used right its insanely strong, but its very counterable by playing with team or items
The problem is that strong and weak side isnt up to the player himself, but team comps and whoever got fed
For Kayn, that circle isnt where hes gonna pop out, it shows kayn where the nearest enemy champions are "if there are any"
from my experience playing malz nearly everyone can survive a malz full combo unless you're extremely squishy or have a ton of gold. You should try it vars
No, u can just die unless ur a tank
Liandry + all his abilities (+ ignite)
*shutting enemies down for 2.5 seconds without a skillshot is broken*
Bane:yeah agree totally that would be so strong *sweating*
I would argue that Tryndameres Ult isn’t really that much of an issue, and it’s more so the free crits around Lvl 1-3 along with his E dash.
Those are more problematic than his ultimate imo.
I think it has to do with him being able to cast it through ccs alongside his bs crits heals and base stats
Trynd's ultimate, and especially the fact that he can cast it when under CC, is horrible design. Basically, if you try to 1v1 him after 6, you have to be able to last 5 seconds longer alive than he does, which is basically impossible if you don't have 5 kills more than he does. In teamfights, or before fights, it's impossible to chain CC him for 2.5 seconds and kill him, because he will live through it, burst down the ADC and get out before his ult ends. There is literally no counterplay, because hardly any team comp can keep a champion locked down with stuns/roots/knockups for over 5 seconds. And even on rank 1 he can use it every 2 minutes (110 seconds) but he will get Navori by 20 mins for 30 Ability Haste.
@@marcellboruzs7040 Tryndamere is super reliant on positioning as a Melee ADC. Defensive wise, outside of his ultimate, sucks a lot, to the point where if he makes a single position mistake, it can determine his Ult to be pretty useless. There are many ways to avoid him when he uses Ult as well, mainly because it's based on position and CC to get away from him, since most of his damage is mainly auto range, and while his E dash is annoying, is mainly because it's an easy escape option, rather than because it's gap closing stuff. By the way you describe how CC is not good against him, that just doesn't sound realistic to me. Him being heavily CC by multiple enemy champions is a real good way for him to be taken out very quickly, so it seems like during the one time they did in your games, they either fucked up due to timing, or due to another enemy walking by.
Tryndamere is mostly just a pain in the ass to deal with that punishes on bad positioning, and mainly relies on items to be OP (Which he rarely is in the more recent eras of League I believe) due to the binary nature of his kit.
The reason why I think his passive is more of an issue is because he gains EARLY crits during level 1-3, meaning he can determine his lane based on rolling the dice very early on, something that no other Crit user has, since they usually need to buy it, or has it stuck on a more limited condition (Such as Jhins ammo system for example).
Trynds base stats are just insane on their own, he has more than 600 hp and 62 ad lv 1, also gets 1200 gold for free. He is the most Stat check champ in the game, he also can't die or be kited with ghost flash galeforce
@@marcellboruzs7040 Morgana:🤨
I disagree with Malzahar's ult being poorly designed and the idea that deterring interaction is inherently bad.
Pretty much every mage has at least one ability that makes it very punishing to encroach on their space, or their designated space. A mage's core skill mechanic is spatial management, and Malzahar's ult is the ultimate test of this. Encroaching on Malzahar's space is more dangerous than any other mage in the game, but at a cost. Because he is ALSO disabled for the duration, it requires perfect positioning. To maximize his impact, Malzahar has to forfeit his ability to reposition - the main method of managing space. In his defenseless state, his ult is easily broken and he's easily killed. A bad Malazhar ult can be as punishing for Malzahar as a good one is for the enemy. Contrary to popular belief, I would say there's a good bit of skill expression to what on paper seems to be a simple point-and-click ability.
You could argue that Malzahar's passive negates the need for spatial management, but you could also argue that maintaining that easily broken shield is also a test of spatial management. I would say Malzahar would be more balanced if he were a support, as his damage in the late game can negate the need to work with allies to maximize the ult's power - and thus, the importance of timing his ult correctly.
I completly agree with this. He is a pretty weak laner 1v1, so the ult cant really be abused to get solo kills with it, when he is not ahead, because he doesnt do enough damage to kill someone who isnt poked to like 50% hp. and his poke isnt great either. It has place in the game, because it screws over comps like funneling master or protect adc with karmas top/ lulus mid etc. I actually think both of his Q and E are have worse desing than his R. He cant have good poke so his Q has low dmg and its mostly used for the silence until you have lots of burn effects or AP and his E is just point and click shove button, that restores mana, on the other hand all of his basic abilities are made like that , because of his R power budged, which in my opinion makes him annoying but fair
NO
As a Kayn main, I can say that the shadow step orb does not show where Kayn will appear, but where the nearby enemies are (Vision or no vision).👍
In the same vein as Fiona and Samira’s defensive abilities, Yasuo’s wind wall should be more reactionary rather than a huge visually stunning moment that discourages interaction.
My proposal would be to reduce the size and duration of the wall and remove its scaling width upon leveling it while leaving its base mechanic the same. The cooldown would be lower, and it could have a cooldown reduced if it successfully blocks a projectile. Upon leveling it, instead of reducing its base cooldown the refund amount can increase up to 60% or something. Having a shorter duration allows for faster re-engage from the enemy so it feels more like a “counter” rather than a “free safe zone.” It would reward Yasuo players for properly timing it and punish those who throw it out randomly. It also rewards enemies from withholding attacks in anticipation of wind wall, giving them a larger window of opportunity after its cast since Yasuo wouldn’t get the cooldown reduced and would be vulnerable.
Other options are to scale the duration upon level or instead of a reset increase the duration upon successful blocking of projectiles.
I realize the intended purpose of this ability is somewhat different to Fioras or Samiras counters, since it’s meant to allow him to comfortably accumulate damage during a team fight rather being bursted immediately due to his squishyness. The problem is that in practice, Yasuo (and all melee adcs) have the inherent problem of being worse than adcs at dealing damage over time in a teamfight, and therefore are balanced to essentially be assassins in the late game. He shouldn’t be given what is essentially a Gwen mist for dealing much higher burst damage than her and having access to CC. At its core, Wind Wall as an ability is designed for a champion style that has proven almost impossible to get right, and is not the style that Yasuo currently plays. He has enough defensive options in mobility and his passive shield that wind wall should be more difficult to use and be a better avenue of expressing skill. The above suggestions accomplish this by reducing the uptime of the effect but increasing the amount of opportunities for the Yasuo player to cast it, while still allowing for interesting points of counter play and punishment. This puts more pressure on the Yasuo player to have good reaction times and decision making as well.
How about give it a 1 second duration and give him two charges in addition to whatever you said. Maybe 2 seconds instead of 1 or give it an extra charge or short cd.
@@JV-km9xk I don’t think it’s a good idea to have it up from cooldown TOO often for free. The cooldown refund upon blocking is a skill barrier intended to limit the times you can successfully cast this ability. Putting it on a charge with lower duration accomplishes making each cast of wind wall more important and less uninteractive, however holding two charges can just make it so we have the same situation as before with a higher cooldown, and even worse it would act more like Gwen E since he could cast the walls such that it would be hard to hit him from any angle, resulting in an unintended buff. It can be argued that this more flexible windwall is reward for storing 2 charges of the ability, meaning the cooldown is essentially higher for a better version of current windwall, but i think allowing the flexibility of expending the first charge early makes a charge system of wind wall too strong.
Gating his casting of wind wall behind both the Yasous and his enemies skills allows more unique and fair interactions at the cost of a higher skill cap. It’s a reactionary defensive spell, and it should reward good reaction time and rapid decision making. A charge system rewards planning ahead and patience. While thematically both can work, I think Yasuos high risk high reward design better fits the irregular casting pattern of a “refund” version of wind wall
one more thing about Kayn ulti.. it can be used to scout if there is an enemy behind a thick wall where you don't have vision cos the indicator only appears IF there is an enemy that has vision to that wall
The worst part about Illaoi's E is how long it lasts. It's supposed to be balanced by having a long cooldown, sure, but between the time your spirit is up and the debuff that persists after the tether is broken, her ability is back up against. The literal only counterplay against Illaoi is "hope she misses her E" which is just not a fun way to fight against a champion
she literally has to land it if she lands it shes rewarded with it being a bit of a long ability if she gets behind its useless if shes ahead and she hits it its supposed to be devastating
Killing Tryndamere is the 3rd most satisfying thing in League for me. The 2nd is killing insanely fed enemies, and the 1st is deleting minion waves from existence.
I'd like to propose vayne w for this, as it discourages the interaction of buying defensive items
.....You make a strong argument, coming from someone who enjoys playing Tanks.
The only things that can protect u are shields, lot of healing, zhonya (just depending on who you play buy a QSS when u get stunned)
Vayne's W is very fair IMO, its the very essence of the champ and she has very low range to make up for it, she has to expose herself to deal shit tons of damage and lets be honest we needed some tank shredding adcs to keep the monsters in check
By the thumbnail alone i can already tell, that you are right
If we're gonna do another one of these, can we also talk about possible fixes we could do to the kits?
I know we all like to complain, but actually fixing the issue isn't always as easy as we make it out to be.
Easiest fix to these abilities is to remove them, 90% of the time they make no sense in the kit anyways. An assassin that can oneshot u, with a passive shield, crit, cc on no cooldown, targeted ult that does insane dmg and infinite dashes does not need a fucking windwall to protect him even more simple as that, theres already items in the game like cringebow and GA not to mention he has 4 teammates for himself its not a 1v5
-Kayn's E: give him a cd per wall like Talon's E or make it so he can cross only 1 wall per cast
-Illaoi: bring back the "hitting Illaoi reduces the vessel's duration" part and improve the rest of her kit so she's not entirely reliant on her Test of Spirit
-Malzahar: allow him and his target to move but add a slow for both
-Gwen: remove the untargetability and the armor + MR buff
-Tryndamere: balance it by increasing the overall duration and he can extend the duration by hitting champions but drastically self reduces if he doesnt hit shit
That work for you?
Had an ARAM recently on Samira where I was doing really good and the enemy Malzahar wasn't a fan. His sole purpose became just to ult me. He wouldn't do it to anyone else, and he would hide until I joined the fight. The second I tried to do anything he was on my ass and ulting me. It worked for a while, but I eventually saved up for Mercurial Scimitar. Once I had that I would just break out of it, dive him, and destroy him. We won shortly after.
Kayn's E little circle don't shows where he is going to appear, I shows where the closest enemy is, you can only use it to know in which wall he is
Yep ^ a mistake from vars
@@turbidkiddo Its still a badly designed ability. You still won't know what angle he'll approach you with
@@GiantBluebird i know, but he was mistaken in that part, but the problem isn't the angle, actually is how freely he can use it, don't simply copypaste what vars said lmao
That's actually incorrect, as in the champion spotlight it was specifically stated it was implemented for the enemies to know Kayn was near. Kayn being able to see it just creates the convenience of him being able to know where the enemy also is. The indicator on Kayn's E isn't showing you where he is or where he will end up, it shows you the straightest possible line between you and him while he's in the wall. Put simply it's where he'd end up if he made a beeline straight for you. Imagine a line between you and the indicator, he's somewhere along that line. As for distance, you can usually gauge it on how quickly the indicator moves, slowly and he's more close by or moving mostly straight towards you, quickly and he's most likely repositioning to the side causing the line (and indicator) to shift.
@@nyanzombies2174 they should probably change the ability then
kayns bubble doesnt show where he will leave the wall, but that he is there, its actually directed at the location of the enemy champion
Daily reminder that
I would argue the Gwen one. As a Gwen main, we only have two damaging abilities, and one is an ult that goes on huge cooldown. It's a cohesive part of a whole. You're only looking at it in a vacuum when you say you'll look at it both in a vacuum, and in context.
Dude you constantly contradict yourself, one moment you say that mechanics that reward uninteractive gameplay are bad. In another one you praise TF’s passive. Even though it’s literally the ultimate gold generator , at least with klepto you had to hit the enemy.
Also to add for Illaoi, with how her E is it makes me have to play a way I don't want to. I want to be in the thick of things and deal damage while healing, not skirting around trying to use E.
11:20 Malzahar ult doesn't interrupt dashes, also in it's defense, Malzahar is also rooted in place while casting it which is one downside no other cc ability I can think of has.
The bubble on Kayn's E is not to show the enemies where he is but to show the nearest enemy for him.
Similar to Rengar ultimate indicator.