I can't see it really doing anything. If people hated him before, they'll hate him now. Personally, I would touch his passive, or make his ult use up whatever stacks he has on you.
actually this solves the problem of darius crushing lane if he gets one ult off correctly and gives them breathing room to give him strength elsewhere so he's not so bad in teamfights like he is now
QUESTION FROM NEWBIE LAND:
What am I supposed to do when I'm running bot lane and get repeatedly ganked? MJP and I were running Ashe/Lulu respectively and it did not end well in lane phase. We were already getting housed by our opponents (I don't want to put the blame on us being against a level 30 Thresh with more than 6 times as many wins as me but :ohdear: probably didn't help...) which caused our mid and jungler to just rail on us GG BOT NOOBS FAIL NOOBS but I still don't know what to do when we're already behind and SURPRISE 3v2 TIME!
basically you want to hang back and just farm without engaging the enemy until you catch up to a point where you can take them on again. if you see the jungler coming, just gtfo and hide at turret.
Also why does AD carry seem to not be a "popular" role? I think it's awesome to be all PEW PEW GUN IN YO FACE.
ad carry isn't popular for a couple of reasons. it's really farm reliant, so people who don't last hit very well(HA HA ME) tend to be weaker at the role. positioning during teamfights is also really knowledge-heavy and requires quick thinking and reaction time, and it gets punished super hard by the enemy team if you don't do it right. carries also tend to not have a strong impact on the game until later on(when they actually carry haw haw haw), so people prefer things like ap carries and bruisers where they can see big pretty red bars faster and more often than carries do.
there's also the issue that not many popular fantasies are filled out in the ad carry role. graves and ashe probably have the two most core fantasies of all of them, but the rest tend to be really niche.
Bot lane in general isn't popular b/c its the teamwork lane.
Despite this being a team game people are very solo minded which is why the vast amount of people insta lock top and mid even though they are god awful at those roles.
So you see people jumping into 1v4s, not warding, fighting, blaming others. The more I've played the less I've seen it.
also this
So, Teemo is? I know the fact that you just click on your ally instead of having to get in range to use it on the enemy or even landing a skillshot is an advantage, but since you still have to be in range to use it on your ally and the duration would be short, you would still have to be closeby to make use of it.
teemo has a short range blind that he has to get into the enemy team to use on the carry. teemo has to put himself at huge risk to blind the ad carry vs blinding the bruiser on his carry.
There would be two things to consider, laning and teamfights. During teamfights you would get the potential crazy bruiser synergy, but due to the low duration of the effect even using it on olaf or nocturne should not be gamebreaking.
it is
Kayle ulting olaf or nocturne doesn't seem to be.
it is and kayle is also somewhat overpowered atm. however, kayle's ultimate is, you know, an ultimate and therefore on a huge cd and should be amazing. kayle's ult also does not reflect damage, just prevent it. it also has a tiny range.
Yes I know it is not an ult, but the same principle applies. I also did not necessarily specify the cd of the ability. If it was 20 seconds, that would leave you at 12 with max cdr and, assuming the effect lasts 3 seconds, even if you continuously spam it the enemy would have 3/4th of the time to attack the target you are using it on, you would have to be in range to use it on them every time, and the enemy is still perfectly able to either attack someone else or keep attacking the same target if taking the damage is still more favorable.
a 3 second 100% damage reflect is all most good bruisers need to absolutely destroy the enemy carry. you have to consider things like the animation being hard to read, how the spell is applied, applying the spell while projectiles are in the air and getting a guaranteed reflect which might also be a crit, the carry not noticing the effect, etc.
In lane, it makes it unfavorable for the enemy to fight you while it is off cd. It can win you trades and engages, but the enemy can still bait it out, like any other similar ability.
this is not fun gameplay(look at all the complaints about laning vs blitz), and there is no baiting an ability like this. they apply it and they get free damage on you no matter what and there is nothing you can do about it. there is no counterplay to the ability because the only answer against it is "don't attack them". but if you don't attack them while they're attacking you, then you're going to lose. it's an ability that would feel exceptionally shitty to fight against
Unlike an hp shield, you cannot use it as a last resort to save someone's ass, you have to use it early enough to make use of it, and if the enemy has a lead, they will still be able to poke you more easily, be more durable, and thus can, through proper playing, put themselves in a position where they can just grind through the effect. If you have 800 and the enemy 400 health, then taking an additional 400 while killing them is a lot of damage, but if they can't do 400 to you in the same time, they are still dead.
if the enemy carry isn't ahead with an ability like this, they are bad. it's so overpowered that it would instant win every lane without any contest.
Would you consider the ability idea in and on itself bad design, or do you merely think the numbers are too high? A possible alternative would be like 50% damage reflect + a fixed value that might even scale with your ap, but eh.
with lower numbers it wouldn't be instant lane winning, but it has issues of feeling not super strong to the people using it, so you have to make it super strong for it to feel good. then you have to weaken the rest of the kit to compensate. and then you get to the issue where it's so strong that it's shitty and unfun to fight against.
shields like that also carry a burden of knowledge. annie's shield basically does this, except no one knows this until they read about it or play annie. put that ability on a support who can throw it on anyone and it suddenly becomes a lot more visible, and the need for the general player population to know that knowledge becomes much more important. it becomes another stick on the large pyre of "things you have to learn to even be able to play"
It isn't.
But it wouldn't matter because neither would have been successful anyway <_<. You can't get worse than an impossible defense.
i'd wager an impossible tower dive is a worse decision than an impossible defense. it takes less men to defend than it takes to attack. basic strategy knowledge right there.