Quote:
Originally Posted by ZaP616
This sounds like a stealth buff Irelia request.
It would be nice if they were to make it so that it reduced knockups duration and how far a knock back will move you.
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As an Irelia player, this would actually cause her more harm than good, to be frank. In a close chase, if she's under a heavy slow, she just flashes away and it's typically gone by the time they can catch up because of her passive and her Mercs. If potency was reduced instead, it would have the same effect for most slows (since she'd cover the distance anyway) and the large slows (Nasus and Sejuani especially) would completely ruin her chance to escape, since the slows would be approximately 31% and 23% assuming her full passive, which are still actual slows over a decent period of time, giving pursuers ample time to catch up. Smaller slows go completely to ****, but they were useless anyway, so Irelia is largely unaffected by this. This also assumes that Irelia's passive (along with Mundo's AOE) actually grants tenacity - if it isn't considered tenacity, that's where it becomes OP - slows would be reduced in potency
and duration, which makes them laugh it off.
With that said, Tenacity would need a serious nerf as compensation, as this change would make the vast majority of slows completely trivial, so it would go down to 25 or even 20 on items instead, which sort of gets rid of the point to tenacity in the first place - it's why no one bought the other ones at all over Mercs while they were less potent, and it starts to become less worth it over other items at this point - if I'm going to be stunned, why not just get health or something for survivability instead?
TL;DR - Yes, changing tenacity would help balance out two nasty slows, but at the cost of the vast majority of other slows in the game. It would be worth it more to just nerf the slows in question, it would have a much smaller impact on everyone else.