I forgot to mention :
Tne best advantage of glasscannon games is Escape power and Fear.
1)
Escape power: escaping here matters, because it is your only survival. When an enemy blitzcrank chases you, he can use his ranged spell to pull you to him instantly, killing you in 0sec, you have to evade that. If you run straight to your tower you will die, because he will predict your movement pattern and hit you with his skillshot. You have to change your movement path (e.g running to the right) as he fires his skillshot to evade it, but doing so will mean he will have time to get closer to you since he runs in a straight pattern but you just "dodge to the right", if he reaches close to you, you will die from his punch.
Wow doesnt make escapes meaningfull, you can press 1 button (vanish) and escape combat wherever you want, this isn't pvp !!!
2)
Fear: Irelia and lee sin chase jax, jax uses "Ghost" a movement speed summoner spell to run away faster and escape their gank.
They deal damage, jax uses his ult to survive their ranged damage [irelia ult]. Jax successfully manages to reach his tower, irelia afraid of the tower will stop for 0.1sec(reluctant to towerdive), jax smells this and jumps on irelia activating his dodge and becoming immune to dmg, irelia loses 60% hp in 1.5 sec. Irelia and lee sin are both scared and run away. Jax kills irelia after another 1.5 sec. Lee sin totally useless afk nab instead of fighting back runs away. Jax jumps on lee sin killing him after 3 sec. Wow cannot achieve this feeling.
@jefferytitan
There are various protections, with their own flaws. Maybe not visible to enemies unless you are attacked or they have special perception abilities. That way you can look unprotected but spank them when they attack.[/quote]
I like that since they will able to control enemy emotions. Nice suggestion.
Should everyone be able to do that ? for example buying "Potion of deception" making your hp bar decrease to 10-20% hp after 10 seconds [but it lies].
More work can be used to make an effect more powerful, e.g. a level one can spend 2 hours pouring energy into an artifact to make a 1-shot wonder.[/quote]
You mean charged spells ? if for example a mage gets 5-6 seconds of cast time uninterrupted he deserves to 1shot opponents because they were afk.
A clever player can cast a spell that deflects or changes the effect of an attack, rather like counters etc used in fighting arcade games.[/quote]
Seems a great suggestion. From our discussion it seems fair everyone to be able to dodge. But what about counter? should everyone be able to do that? or should it be class specific ? e.g mages counter only spells and warriors counter only melee.
@Iron Chef Carnage
I like to see a "win" that's less than killing a dude. A one-hit "victory" that just teleports the target far away on the map, or stuns him, or otherwise neutralizes him without straight-up killing the guy, can have all the tactical value of a kill in a respawn-based arena[/quote]
I like your suggestion.
1) How about healers being able to heal enemies, but after they heal much they pacify them turning them permanently into a harmless critter. The problem with this approach is that sometime, the player will get control of their character back.
b1) force player critters to return to their respawn point to be cured.
b2) ask help from their teamates to kill them [suicide] for faster respawn.
b3) ask a priest to dispel them 10 times to cure.
b4) return to normal after 2 min. You just need to hide in a bush or behind a tree.