Unstoppable Changes

lluxate

New member
In league of legends there's an item called QSS (Quicksilver Sash) or the ability cleanse, they're used to remove CC from yourself. You can cast these during the CC to interrupt it unlike Unstoppable. Unstoppable makes you immune from CC for 6 seconds but can only be cast before it. Mo and Krill has a nearly 4 second point and click stun that to my knowledge can't be interrupted without a teammate. Mo and Krill is also a tank so if I use Unstoppable most of the time I can't even kill Mo before it ends. Am I the only one having this problem with heavy CC. I keep getting matches where I feel no counter play to Mo, Dynamo, and Wraith's heavy CC. Would Unstoppable being able to interrupt during the cast be a change for the better? Options like Debuff Reducer and Ethereal Shift seem like the main counter play but, Ethereal Shift stops you from moving for 3.5s to let the enemies get into position and Debuff Reducer still can let you get chain CC. I am just use to an item like QSS and think it could benefit the game in some way.
 
A lot of deadlock's item influence is lifted from Dota, and in Dota there are VERY few abilities that let you just break out of CC yourself (none of them are from items) there are plenty of dispell items but they have to be used by other teammates who aren't disabled by CC, and for good reason too.

If there was an item that just let you break out of CC anytime you wanted it'd very quickly make CC pointless in the late game if everyone can just buy it. The point of Unstoppable (deadlock's version of Black King Bar) is the ability to predict enemy CC and time it against them. I doubt Valve will ever add an item that breaks you out of CC and imo they shouldn't.
 
I would much rather have the developers properly balance all crowd control, over adding items to mitigate them. Smite has an item that cleanses crowd control, and it became so prominent that they changed it into a core ability for every character and thus balanced the game around it. It speaks volumes of how poor the balancing gets when you need CC cleanse in every match.
 
Mo & Krill need to be in hugging range to use Combo, their hard CC move. The counterplay is to not be next to him all the time. If you're having trouble keeping distance, buy Extra Stamina, Warp Stone, even speedboosts like Fleet Foot can help a little bit. These are better items against Mo & Krills than Unstoppable.
Wraith's Lift has good range for a hard CC, but it isn't instant, and with enough Stamina and Speed you can outrun it for a short time. The counterplay without the typical anti-CC/CC-reduction items is to find a nook to hide in or to get behind your teammates so none of her teammates can fully capitalize on the lift.
Dynamo's basic CC is stuffed by cover, but it's fairly trivial to hit besides that. It's not a very hard CC if I recall. His ultimate is designed to be the best ability in the game, and as long as it results in at least one Hero kill it's usually worth it, even if the temptation is to catch a whole team with every use. Really, the best counter is to keep everyone spread out a bit, since if he fails to catch enough damage dealers, they can just shoot him from range and kill him. Or stun him potentially. It's a difficult one to counter, but it is on a monsterously long cooldown, and on a character who's not typically super durable.
I would much rather have the developers properly balance all crowd control, over adding items to mitigate them. Smite has an item that cleanses crowd control, and it became so prominent that they changed it into a core ability for every character and thus balanced the game around it. It speaks volumes of how poor the balancing gets when you need CC cleanse in every match.
Smite doesn't have many ways to avoid CC outright, if I recall correctly, because it's more in line with a traditional MOBA, like league of Legends or DotA2.
League of Legends turned most of their Unit Target spells into Skillshot spells, because not enough of the map environment allowed for juking or breaking line of sight, and not having enough ways to avoid being clicked on made Point and Click abilities the kings of all spells.
DotA2's terrain isn't. It's trees. Individual units of a type their own which break lines of sight, with paths snaking between what look at first like solid terrain chunks. They can even be cut down to aid movement, or to expose enemies hiding among them. This is how DotA2 gets away with all of it's Unit Target (aka Point and Click) stuns and CCs, there's a very natural and pure gamesense interraction any characters and any player can do to avoid them, which is literally hide and juke them. AoE CCs are either BIG ultimate spells, or tricky and slow like Lina's Light Strike Array or Leshrac's Split Earth, Skillshots in a way themselves.
 
Sorry for the double post, I forgot to add:

Perhaps items to prevent soft CC like disarm on a long cooldown could be okay as an early item, since those disables are more frequently used than hard stuns and total lockdowns. I'm not sure how it would be controlled, though, and I still feel like a lot of characters are dependant on their CC for early playmaking to the point that any early game item that just flat counters them kind of a pace killer.
 
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