angelsmustfly
New member
So, I recently had a game where the ENTIRE enemy team brought knockdown with improved reach (literally all 6 of them)—leaving my team with virtually no counterplay. Debuff remover and unstoppable can only go so far and knockdown comes off cooldown much faster than these items. There was quite literally almost nothing we could do. While I know this item is intended to be a counter to flying characters, there was only so much we could do in the game. Once all of them had it there was no potential for us to turn the game around.
I don't want to seem like I'm complaining, but from my standpoint, there was nothing to do in this instance. So I was wondering if there was any potential to provide a better counterplay item to instances like these where the entire team buys an item like knockdown. I suppose evaluating cooldown durations could also provide some ease to situations like these. Maybe even an increase in cooldown duration for each instance of a team buying an item
Just spitballing ideas out there.
Also curious to know if anyone else has had a similar experience and anything that worked against an extreme scenario like this one.
I don't want to seem like I'm complaining, but from my standpoint, there was nothing to do in this instance. So I was wondering if there was any potential to provide a better counterplay item to instances like these where the entire team buys an item like knockdown. I suppose evaluating cooldown durations could also provide some ease to situations like these. Maybe even an increase in cooldown duration for each instance of a team buying an item
![Face with tears of joy :joy: 😂](https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f602.png)
Also curious to know if anyone else has had a similar experience and anything that worked against an extreme scenario like this one.