Spaghetti Code


Unexpected Behavior

On-Hit Effects and Spell Effects

Terrible Tooltips

  • Fiora Fiora's Riposte.png Riposte
    • Describes the effect as parrying oncoming attacks, which implies Aegis Protection.png Aegis Protection. The effect actually provides invulnerability, as it will also block damage from applied damage over times.
  • Renekton Renekton's Slice.png Slice and Dice
    • Tooltip claims Renekton gains 15 / 20 / 25 / 30 / 35 Fury for each on-champion hit and that Dice reduced his target's armor by 45 / 90 / 135 / 180 / 225%.
  • Swain Swain's Torment.png Torment
    • States that it empowers the damage of his "attacks".

Outdated Mechanics

Airborne Creep versus Tenacity

Airborne is becoming one of the most abundant forms of crowd control. Airborne either needs to become affected by Tenacity, or Tenacity should be removed and the game balanced around absolute crowd control durations.

I would personally favour Tenacity being removed from items and Mercury's Treads item.png Mercury's Treads instead granting Active - Quicksilver: Gain crowd control immunity for 3 seconds. 90 second cooldown.

Blind versus Disarm and Nearsight

  • Blind icon Blind is an archaic version of Disarm icon Disarm or Nearsight icon Nearsight, either of which would improve Blinding Dart.png Blinding Dart's (the only example) usability and interactivity. The ability could be renamed Tranquilizing Dart if it were changed to apply Disarm.

Channelled Marksmen

Lucian Lucian's The Culling.png The Culling broke convention by having his ultimate interrupted by Disarm icon Disarm instead of Silence icon Silence, but this new feature was not retroactively applied and consequently causes confusion as Soraka players continue to attempt to interact with this special-snowflake feature.

It would be beneficial for consistency if the following abilities were interrupted by Disarm icon Disarm, rather than Silence icon Silence:

Blinks, Charges, Dashes, Jumps and Marches

Current Classifications
  • Blink - Disappear at cast location and reappear at target.
  • Dash - Moveblock to target. Some cannot move through specific unit obstructions.
    • Jump - Thematically represented like an airborne.
  • Charge - Attempt to moveblock to target. Cannot move through terrain.
  • March - Path to target.

Note that target can be a unit, location or direction.

Proposed Classifications
  • Blink - Disappear at cast location and reappear at target.
  • Dash - Attempt to move to target. Cannot move through obstructions.
  • Jump - Jump over obstructions to reach target.
  • March - Path to target.

Note that some exceptions can still exist. For example, Shadow Dash.png Shadow Dash implies phasing - but this exceptionalism should be specified (e.g. "Shen can phase through obstructions."). Although if we're discussing thematics, why does Shen utilize a Shadow Technique?

The intent behind changing archaic dashes to behave like modern 'charges' is two-fold:

  • 'Charge' already has two unrelated uses - Trueshot Barrage.png not-channels and Piercing Arrow.png press-then-release casts.
  • 'Charges' are not visually distinct from dashes, and so requires case-by-case knowledge (which defeats the purpose of classifications).

The game is also overdue distinct 'jump' and 'dash' behaviour.

Mobility Creep versus Immobilize

Immobilize is one of the least valuable crowd control types in the game due to dashes and blinks often negating the effect, which is counter to what players would expect.

That said, it might be beneficial for the longevity of immobile champions if all immobilizes innately applied Grounded icon Knockdown. Mobility already affords you the ability to dodge abilities, and shouldn't also enable you to brute-force ignore them unless specifically allocated that power via the Unstoppable buzzword.



Visual Aids

Collision Radius
Health Bar
  • Damage Annie
    Applied DOTs (e.g. Blaze.png Blaze) and delayed damage effects (e.g. Umbral Trespass.png Umbral Trespass) now discolor a portion of the target's health to indicate that the effect has already been applied (i.e. cannot be blocked by a spell shield). This will not affect tethers or persistent DOTs, which deal damage per second only if applicable.
  • Stacked/stored damage effects (e.g. Death Mark.png Death Mark and Rend.png Rend will also discolor a portion of the target's health to indicate the amount of damage that might occur, but uses a distinct colour from the above as the effect can still be blocked or not be triggered at all.
  • Ekko Ekko's Chronobreak.png Chronobreak now utilizes grey health to track how much Ekko will heal when he activates the ability, as with Tahm Kench Tahm Kench and Rengar Rengar.
Per-Target Cooldowns
Tether Radius
Threshold Indicators

Blitzcrank Blitzcrank's Mana Barrier.png Mana Barrier and Volibear Volibear's Chosen of the Storm.png Chosen of the Storm could feature a pointer on their health bar to denote the trigger threshold, visually similar to Kled Kled, that would also communicate the ability's cooldown.

Damage Mitigation
  • All effects that mitigate damage will now display those values with floating text, as with Unbreakable.png Unbreakable.
    • Health shields will now only use white, e.g. -60 from Eye of the Storm.png Eye of the Storm.
    • Magic damage reduction/shields will use purple, e.g. -60 from Black Shield.png Black Shield.
    • Physical damage reduction/shields will use gold, e.g. -8 from Doran's Shield item.png Doran's Shield.
    • All other forms of damage reduction will use blue, e.g. -60 from Valiant Fighter.png Valiant Fighter, Intervention.png Intervention and Unbreakable.png Unbreakable. It has been pointed out the mana cost indicators use blue - thus I am open to suggestions.
  • The floating text has a "crit" variant that is used for bigger-impact/unappreciated abilities (e.g. Intervention.png Intervention and Vengeful Maelstrom.png Vengeful Maelstrom, respectively) - the text is larger, bolder and has a small icon adjoining the number (similar to Critical strike icon), 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.