Reducing global ult range doesn’t solve the design problem
Among the big changes slated for upcoming League of Legends patches is a rework to the global ults in the game, most notably the ones that that teleport the player to a new location. Riot has said in several places (none of which I can seem to find, though this quote from Phreak serves as an indicator of the design decision) that they want to limit the range of what are now global ults so that they work more like Nocturne’s Paranoia. The problem, of course, is that this doesn’t solve the problem with global ults.
Globals suck because they allow players to effectively be in two places at once. As Phreak mentions in the quote linked above, TF and Shen can go push bot during a mid stalemate, all the while planning to port mid when needed. They present all the defense necessary for mid lane while still being able to push bottom. This scenario isn’t completely fixed by limiting the range of those ultimates, but teamfights aren’t the only thing affected by semi-global ults.
When players can gank in a 3500 unit radius around them, they don’t have to play with any kind of foresight or worry about positioning. They can linger longer in the jungle. They can finish that dragon before defending a tower. They can spring out of the jungle from beyond ward range for the gank. In short, it encourages lazy play from less skilled players and offers masters of the game an easily exploited advantage. It’s also just not a lot of fun to play against.
Personally, I’d love to see the global ults removed. They’re too strong for skilled players and don’t provide the learning hurdle for map positioning that new players need.
Comments Off on Reducing global ult range doesn’t solve the design problem
Posted in: Current Affairs, Development, league of legends
Tags: destiny, global ults, globals, grand skyfall, nocturne, pantheon, paranoia, shen, stand united, twisted fate