Being blinded will now reset the target's auto-attack timer (cancelling any in-progress attacks). Due to Martial Poise, Kalista's attack will not be cancelled but due to the miss-on-sight-loss mechanic it will function the same.
This is partly a standardization sweep (roots can interrupt Stand United but not Crowstorm); partly to modernize all champions (The Culling is considered an "attacking channel", but Bullet Time isn't?); and partly to enforce Silence's role as "prevents casting", rather than being all-powerful against all variates of abilities.
Charged abilities will no longer be interrupted by silencing effects unless otherwise stated below. Silencing effects will continue to prevent the secondary activation of all charged abilities, but it will now only cancel them if they time-out.
Channelling would be split into three categories that are consistently applied: casting channels, attacking channels and movement channels. Each of the channel types would be countered by a specific crowd control archetype (silencing, disarming and immobilizing, respectively). Unless otherwise stated, the below abilities have all changed from being interrupted by silencing effects.
The following are attacking channels and are now interrupted by disarming effects instead of silencing effects:
「 Click to reveal a fun idea. 」「 "Aiming" channels could also be added that would be interrupted by blinding effects (as per the new blind above). This would be applicable to effects such as Ace in the Hole, Piercing Arrow and Rite of the Arcane (although perhaps in addition to the above effects, rather than exclusively). 」
Mobility versus Crowd Control
Dashes, Hastes and Slows
Dash speed is now increased by bonus movement speed and slows.
At the moment, movement speed slows are hard capped at 110 and hastes are soft capped above 420. However, if you imagine going up against Thresh's 99% slow, a dash would be no faster than walking as both would very easily be reduced to nearly 110 - which isn't right, dashes should always be superior.
The neatest solution that could be easily tracked in the tooltips is to have the base dash speed of all abilities be substantially reduced and give them all a high (+X% total MS) scaling (e.g. 200%-300%, which could even vary between champions). So LeBlanc's Distortion speed could be 930 (+200% total MS) for 1600 with base MS, 1250 versus Vel'Koz, 1153 versus 99% slows and 1776 with Ghost. (And suddenly Ghost is an interesting spell, although maybe not on LeBlanc).
An alternate solution would be to apply hard caps to movement speed slows and soft caps to movement speed hastes, as with standard movement (if your raw speed is below 220, it is halved and added onto 110; while if your speed is above 415, the amount in excess of 415 is reduced). The exact amounts would probably need to be relative to the base dash speed - i.e. if Distortion has a base dash speed of 1600, the lower cap could be "anything below 1056 is halved, and added to 528" (66% and 33%, respectively, which matches 220 and 110 assuming 330 base speed).
All immobilizing effects now innately apply knockdown.
At the moment, airborne, stasis, suspension and some special-cased stuns will knockdown enemies who are dashing; while roots, stuns and suppressions will not. The intent here is that immobilize should immobilize you regardless of how you're moving, unless it makes thematic ("logical") sense not to.
Forced Actions (Taunt, Charm and Flee) currently do not directly interrupt movement and so shouldn't interrupt dashes. However, their duration should be queued until the target is able to act - since charming someone like Lee Sin wastes a good portion of the charm duration, which isn't fair considering you managed to land the charm in the first place. Alternatively, it could just interrupt as if it were a direct immobilize - you kiss Lee Sin out of his Resonating Strike, saving your ally in the process!
Disarms and Silences would be queued regardless.
Blinds, as per the reworked effect above, would apply its effects immediately.
"Jumps" could be made distinct from "dashes" in that they are unaffected by hastes and slows, and perhaps also the change to immobilize. Rocket Jump, Unseen Predator and Elastic Slingshot (for example) would have a fixed speed, regardless of slows and hastes, and will ignore immobilizing effects (except for explicit knockdowns/airbornes effects). So using Dazzle on Tristana will not bring her crashing down, but ghost will not benefit her either.
"Leap" abilities would be case-by-cased into either the "jump" or "dash" category. "Leap Strike" should probably be a dash, while "Leap" should probably be a jump.
"Spinning" champions currently face in the direction they are/were last moving, and this is a recognized limitation of the engine. However, would it be possible to special-case "Mocking Shot", "Backstab" and "Petrifying Gaze" to consider spinners to be facing in all directions while spinning - so Cassiopeia one-ups her sister while Tryndamere will fail to mock Garen or Wukong (whose damage would be affected by the AD reduction, regardless of what position they think they're facing).
The following interactions are now disabled while under immobilizing effects instead of while under silencing effects:
「 Grog Soaked Blade now correctly refreshes Twin Fang's cooldown. 」「 Grog Soaked Blade no longer uses the poison particle effect. 」 'Grog Soaked Blade was updated to use the poison particle effect in V5.1, but is not classified as a poison.
「 The wall now correctly grant sight across the whole wall rather than just around the pillars. 」「 The wall will no longer clear the fog of war on the map except where it's granting vision. 」Presently, the wall clears a huge area of fog of war on the map but only grants sight around the pillars - meaning a brush can look empty when it's not.
Forced actions (taunt, charm, fear) will no longer affect Rek'Sai until she completes the tunnel (as with other crowd control effects versus Rek'Sai, and forced actions versus other dashes). They will no longer pull her out of the ground.
Two opposing Wind Walls will now correctly destroy one another.
All unit-targeted abilities are now calculated edge-to-edge instead of center-to-center, as with basic attacks and most modern unit-targeted abilities.
Becoming untargetable will no longer cause homing projectiles to fizzle instantaneously. Instead, they will only fizzle upon reaching the target if still applicable.
Bouncing abilities whose current target becomes untargetable while en route will only fizzle if there are no other valid targets upon reaching the target - otherwise, they will bounce from an untargetable enemy as normal.
Buffs earned by post-death champions, such as Zyra, will be retained upon respawn. This used to be the case, but was removed some time ago. However, the mechanic was reintroduced with Sion's rework.
The "Assassin" class has been renamed "Rogue" to distinguish between the ability to assassinate (i.e. burst damage) and a mobile/agile damage dealer. This follows the same logic as why Carries were rebranded as Marksmen, because the ability to carry is not exclusive to ranged autoattackers. The following champions are no longer classified as Rogues:
The following abilities now utilize discoloured health to track their effects:
Ekko'sChronobreak utilizes grey health to track how much Ekko will heal when he activates the ability. Grey health starts to the right of the champion's current health.
Kalista'sRend utilizes amber health to track how much damage she's Rend will deal against the target. Amber health replaces the champion's current health starting from the left-side, up to 100% of their current health. Amber health darkens in color when it reaches that threshold. Kalista's Rend could be reworded to say "Whenever Kalista attacks a target, she turns the leftmost X of their health amber. Rend can be activated to deal the target's amber health in damage." rather than tracking stacks.
Zed'sDeath Mark utilizes amber health to track how much damage he's stored against his target.
The floating text has a "crit" variant that is used for bigger-impact/unappreciated abilities (e.g. Intervention and Vengeful Maelstrom, respectively) - the text is larger, bolder and has a small icon adjoining the number (similar to ), such as a shield icon.
Shields that trigger automatically (such as Lifeline) would "crit" when triggered, but use standard sized text thereafter.
As with damage text, these numbers will combine if multiple sources of damage reduction overlap (only applicable to floating text of the same color/size).
Armor and magic resist mitigation numbers can be enabled in the options. These will use tan and purple text, respectively, and will use a smaller font-size akin to damage taken from minions.
Incoming damage mitigated (damage you're not taking) and outgoing damage mitigated (damage you're not dealing) can be enabled/disabled separately.
Standard behaviour is now that if you cannot see them you cannot target them, even if the targeting is done automatically. This is with the distinctive exception of effects that instantaneously hit everything nearby.
The following abilities are now incapable of hitting unseen/stealthed targets:
Miss Fortune'sDouble Up - Proposed Effect: Impure Shots is now traceable through the fog of war and stealth, similar to Dusckbringer. Double Up can hit enemies afflicted with Impure Shots regardless of sight.
Varus'Chain of Corruption - Proposed Effect: Chain of Corruption can select targets at any point during the 2.5 seconds, not just on impact with a target. Additionally, it will grant sight of snared enemies as well as those it's locked on to.
The following autonomous pets now use the same AI logic as Zyra'sPlants and will specify the logic in the tooltip: - "Plants follow standard minion AI, but will also change target to focus a champion recently attacked by Zyra (a cross-hair will appear marked enemies) or the current target of Zyra's basic attacks.