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Mechanics
Description
Damage Overtime does not interrupt, taking spell damage will not interrupt however any attacks from player will interrupt.
I personally don't like having this in the game but after the spirit bear's return becomes a teleport channel and outpost implementation, it feels like this is needed.
Channeling an outpost does not feel great. You have to sit there for 6 seconds and watch, while not taking outpost when you are in advantage feels like a missed opportunity to pressure the enemy further. And the weirdest part, the channeling can only be stopped with a stun, fear, or taunt. (silence will not let you channel but while you're already channeling, it will keep going. As well as being hexed or even doomed, like the picture attached) whereas any other channeling (that is not item channels) will be interrupted by a simple silence.
If this is implemented, outpost channel could be reduced to 3 seconds, or even 2 seconds, and won't need multiple players to make it faster so the others can do anything they want to do (or do but i don't think it is necessary)
and spirit bear's return could also be faster and a bit more punishing if used carelessly
Now i couldn't see this getting implemented elsewhere, but this could be a good nerfing capability while buffing some other parts of it. Maybe rylai is still overpowered (please don't), maybe tinker needs this instead of channel (because tinker sucks and i hate him), but yea while i think we sort of need something like this, i feel like this mechanic still need a bit of buff so it can be accepted along with the community.
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Created 1013 days ago
Last edit today
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