Summary:
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While dismounted after using Ferromancy - Crash Down Rell's movement speed is still reduced, but there is no longer a movement speed cap and you gain bonus movement while moving towards enemies. |
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Auto-attacking with Rell while dismounted will now reduced the cooldown of Ferromancy: Mount Up by a very small amount (up to a cap). |
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The dash/jump component of Ferromancy - Crash Down remains the same speed, but the slide part is greatly faster. |
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When Rell uses Ferromancy - Crash Down over a wall, it now has the same "if you can traverse over half of this wall, you go over it" protection that all other dashes and blinks have. |
Context
Rell shouldn't be punished as hard is she is right now for doing her job, when you make aggressive engagements you should be able to continue them after landing. Having bonus movement speed while moving towards enemy champions (similar to Bailout and Night Hunter) means she can actually keep up with enemies during a fight, but can't freely run away with the bonus resistances and shield. Rell should still be punishable for misuse of Ferromancy - Crash Down, but she shouldn't be straight up punished for using it correctly.
The movement speed cap is removed and the reason for this is so that when allies use team-wide mobility abilities such as On The Hunt Rell can still actually keep up to a degree, if required she can recieve movement speed bonuses at a reduced rate from items (such as Shurelya's Battlesong and Turbo Chemtank) and ally abilities.
Rell can now reduce the cooldown of Ferromancy: Mount Up by a very small amount per auto-attack while dismounted. However, this mechanic has a cap, which means there is no possibility for exploiting the mechanic and reducing the cooldown of Ferromancy: Mount Up too quickly. The reason for this mechanic is so Rell is rewarded for actively engaging in the fight after using Ferromancy - Crash Down, it also keeps her swapping between her forms more often when playing optimally, allowing for more engaging gameplay (Cooldown of Ferromancy: Mount Up can be adjusted if being reduced too quickly, meaning you're punished for doing nothing or running away and rewarded for being active and fighting).
The dash/jump section of Ferromancy - Crash Down remains the same, it's a fair and reactable speed currently. The sliding component of Ferromancy - Crash Down is now greatly faster, currently it's way too slow and easily avoided even without Boots. You're also locked out of control over Rell for a very long time because of how slow the sliding is, which can be incredibly frustrating at times. Every other engage support can quickly take control over the champion after using their engage tool, whereas Rell has to sit and wait for the "fun" slide to end.
Currently Rell doesn't have the same dash/blink protection over walls with Ferromancy - Crash Down that all other dash/blinks have, I've never really understood as to why she doesn't have it. Currently, even if the indicator shows the dash part of her Ferromancy - Crash Down will make it over 50% of the wall (not including the sliding indicator) it will not take her over the wall. This is very problematic for even small/thin walls across the summoners rift map, for some reason a lot of very easily jumped walls for every other dash of Ferromancy - Crash Downs length is not doable for Rell. Giving her the same dash/blink protection everyone else has is more of a consistency/QoL change than anything else, it's incredibly misleading and breaks off from how all other dashes interact work.
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