You have had Nearsight CC in the game for a while now, what's the designers' conclusions? It leaves agency in some ways that other CC doesn't, but I can imagine it can be unseemly punishing or frustrating in combination with certain kits. Do you think it's fine on Quinn? What have you learned?
It'll depend on who you ask and it's at the end of day still highly subjective. Personally I'm a huge fan of the mechanic for a variety of reasons. I'll mention some quick Pros and Cons.
Cons
- This is incredibly frustrating for many players. In fact, viscerally sometimes more frustrating than suppression or similarly detrimental mechanics. I've found this group to be pretty small, but it's a really frustrating experience for them.
- Has some odd cases for long range targeted spells where you know where they are, you click them a lot but the ability can't go off because you don't have vision. These skills are pretty few and far between but again, a frustrating experience.
Pros
- Really high agency for a CC type. By only denying people's access to information you leave all the abilities, mobility, and decision making intact. As a result I think it's a really high skill CC on both ends
- It's the only CC more effective vs Ranged Champions rather than Melee champions. Some CCs are neutral, but it's the only one that is better vs Ranged Champs. I find this really interesting and useful from a design and balance perspective.
One extra note - I've found it a better CC at slightly longer durations. Having it flicker on and off tends to make it more annoying and less effective since the information gap that happens in 1-2 seconds is pretty minimal. I think Quinn's might be too short in this regard, but overall I like the CC type and I think it makes sense on her kit and helps balance out some of the natural "screw over melee champions" problem she has.
Cons
- This is incredibly frustrating for many players. In fact, viscerally sometimes more frustrating than suppression or similarly detrimental mechanics. I've found this group to be pretty small, but it's a really frustrating experience for them.
- Has some odd cases for long range targeted spells where you know where they are, you click them a lot but the ability can't go off because you don't have vision. These skills are pretty few and far between but again, a frustrating experience.
Pros
- Really high agency for a CC type. By only denying people's access to information you leave all the abilities, mobility, and decision making intact. As a result I think it's a really high skill CC on both ends
- It's the only CC more effective vs Ranged Champions rather than Melee champions. Some CCs are neutral, but it's the only one that is better vs Ranged Champs. I find this really interesting and useful from a design and balance perspective.
One extra note - I've found it a better CC at slightly longer durations. Having it flicker on and off tends to make it more annoying and less effective since the information gap that happens in 1-2 seconds is pretty minimal. I think Quinn's might be too short in this regard, but overall I like the CC type and I think it makes sense on her kit and helps balance out some of the natural "screw over melee champions" problem she has.
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Enrico Boccardi
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