CC Mitigation item.

rampagexx

New member
Due to the Spirit Meta currently going on, and how strong CC is in its current state, it would do good to add an item that would be able to mitigate consistent and constant juggling from abilities.

With this specificly, it'd be Dynamo, Lash, Viscous, and all kinds of CC in unison, able to perma-juggle you for up to 10 seconds without any faults.

Therefore I suggest, maybe getting a defensive item like Debuff Remover, that causes you to go CC immune, in the earlier stages for a shorter time than Unstoppable, that might be able to build into it (Much like Debuff Reducer is for Debuff Remover).

In the current state of the game and how abilities are able to weave so effortlessly to keep someone in a state of constant pain and suffering, a pre-req item with lower cost towards Unstoppable would be great for that reason. So that you don't have to hard-invest into Unstoppable on a permanent basis to mitigate frustrating gameplay patterns.
 
You already have items like reactive barrier and debuff reducer. A straight up CC immunity similar to unstoppable would be too OP to be anything other than a tier 4.

Unstoppable already builds out of debuff reducer. You don't have to really hard invest for it at all.
 
The good positioning is always a counter to any crowd control.

We have items like Debuff Remover, Counterspell, Unstoppable. They can protect you in case you get caught. But if you get caught many times, there won't be an item that will help you survive.
 
You already have items like reactive barrier and debuff reducer. A straight up CC immunity similar to unstoppable would be too OP to be anything other than a tier 4.

Unstoppable already builds out of debuff reducer. You don't have to really hard invest for it at all.
I agree that it'd be strong, but I think it's way too easy to be caught in an infinite loop as a whole.

If I get caught and bursted, that's my fault, but even if there is a heavy teamfight, I can get perma-cucked just by existing in the general vicinity, without a way to activate or counteract these knockup effects efficiently, due to how many there are (Especially in the early-mid game).

I'm making a suggestion for that reason, maybe it just doesn't give much, but a super long CD lower value Unstoppable, as an option.
Never said it was the best way to do it, but I think it's worth discussing.
 
The good positioning is always a counter to any crowd control.

We have items like Debuff Remover, Counterspell, Unstoppable. They can protect you in case you get caught. But if you get caught many times, there won't be an item that will help you survive.
The issue I have in this particular instance is that you can be caught in an infinite juggle and not really be able to do anything, even in a teamfight. The way that the game is right now lets that happen.
I know the options exist. But should I really have to buy 3 - 4 items to counteract something that multiple characters can do, without the possibility of being punished for the ability to do so?

I'm not saying you're wrong, by the way. I'm just curious as to how others see this, as I see it as a predominant problem.
That said, it might just be the META that makes this possible to an absurd degree right now, but I dunno.
 
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