Remember when it used to be a fairly frequent activable item that was used to counter devastating ultimates like Koshka’s, or to avoid being caught in a bad position by Catherine’s A or Yates B? Well, the cooldown of both reflex and aegis are so unreasonably high that celestial shroud ends up being the better item to buy despite not being activable on command. Shroud is meant to stop being cc’d to death as soon as you are on screen by having a poppable anti-cc barrier which needs to be put away first, which will give you some time to either run or avoid being CC chained. But with the insane cooldown of one of the items that should help heroes susceptible to CC somewhat survive the early phases of the game, they might as well just buy Shroud 100% of the time because even though it is easy for your enemies to take it away, at least it’s guaranteed to be back by the time you get into the next team fight. Block items need a cooldown buff, even if it means that cc-chaining will be a little harder to pull off because let’s face it, ever single non-ranged hero that has been recently released has some form of cc. When you have so much cc and so little to counter it, the game doesn’t feel fair at all.
Looking at mobil bing bong, the reason why most if not all meta heroes are meta is because their cc. It’s not fun being able to see the enemy coming and not being able to do ANYTHING against him because you have no way to counter him at all. I think reflex block is revolutionary as it rewards skilled players by allowing them to avoid getting cc’d by having good timing and thinking ahead. In all honesty, when I play Yates and someone casually uses block so I don’t get him, or when I’m about to ult someone as Catherine but then he blocks and runs away, I don’t feel mad at all. I don’t think anyone does. It takes genuine skill and timing to be able to predict your opponent and defend yourself. But when you are only able to defend yourself once every 4 teamfights, you might as well play fairly safe the entire match and use the block as an “out of jail” card rather than a counterattack for a strong CC ability.
I don’t really see how allowing players having ways to fend off ganking through good timing and reflexes, as opposite of always having to have cams near your position to know when to yeet away would hurt the core gameplay. Thoughts on this?