Spaghetti Code Edit

Bugs Edit

Unexpected Behavior Edit

On-Hit Effects and Spell EffectsEdit

Terrible Tooltips Edit

  • FioraSquare Fiora's Riposte Riposte
    • Describes the effect as parrying oncoming attacks, which implies Aegis Protection Aegis Protection. The effect actually provides invulnerability, as it will also block damage from applied damage over times.
  • RenektonSquare Renekton's Slice 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%.
  • SwainSquare Swain's Torment Torment
    • States that it empowers the damage of his "attacks".

Outdated Mechanics Edit

Airborne Creep versus Tenacity Edit

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 Mercury's Treads instead granting Active - Quicksilver: Gain crowd control immunity for 3 seconds. 90 second cooldown.

Blind versus Disarm and Nearsight Edit

  • Blind icon Blind is an archaic version of Disarm icon Disarm or Nearsight icon Nearsight, either of which would improve Blinding Dart 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 Edit

LucianSquare Lucian's The Culling 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 SorakaSquare 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 Edit

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 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 not-channels and Piercing Arrow 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 Edit

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 Knockdown 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 AidsEdit

Collision Radius
Health Bar
  • Damage Annie
    Applied DOTs (e.g. Blaze Blaze) and delayed damage effects (e.g. Umbral Trespass 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 Death Mark and Rend 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.
  • EkkoSquare Ekko's Chronobreak Chronobreak now utilizes grey health to track how much Ekko will heal when he activates the ability, as with Tahm KenchSquare Tahm Kench and RengarSquare Rengar.
Per-Target Cooldowns
Tether Radius
Threshold Indicators

BlitzcrankSquare Blitzcrank's Mana Barrier Mana Barrier and VolibearSquare Volibear's Chosen of the Storm Chosen of the Storm could feature a pointer on their health bar to denote the trigger threshold, visually similar to KledSquare 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 Unbreakable.
    • Health shields will now only use white, e.g. -60 from Eye of the Storm Eye of the Storm.
    • Magic damage reduction/shields will use purple, e.g. -60 from Black Shield Black Shield.
    • Physical damage reduction/shields will use gold, e.g. -8 from Doran's Shield item Doran's Shield.
    • All other forms of damage reduction will use blue, e.g. -60 from Valiant Fighter Valiant Fighter, Intervention Intervention and Unbreakable 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 Intervention and Vengeful Maelstrom 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.