User blog comment:Willbachbakal/(Champion Rework) Ashe, the Frost Archer/@comment-5686533-20140809093758/@comment-1330314-20140809140826

Permaslows and auras are two different can of worms entirely. Here are my thoughts on both, based on what Riot's been discussing:

Permaslows are bad because they're super-low on interaction and extremely oppressive. Crowd control in general is meant to provide you with a window of opportunity to focus on your target, which means that your opponent has a clear moment where they get to avoid your CC or escape before you kill them completely. Permaslows, on the other hand, prevent escape of any kind with just one hit, as you can then continue slowing your target without giving them the opportunity to break away from it. It's also far more harmful to low-mobility champions than to champions with gapclosers (a dash or blink can get you out of range of the next slow), in an era where mobile champions already have a big advantage. Even if the slow itself is pretty weak, the effect is massively strong, so you end up in a situation where the victim being perma-slowed feels super shitty (they can't really get in range or escape, so they don't have that many options) but the champion with the perma-slow doesn't really feel a great reward for CCing their target. In general, it's far better to have one short instance of powerful crowd control than weak crowd control over a long duration, since you end up with more impact, and therefore more satisfaction, but also more options for your target to react to this CC.

Auras sort of fall into a similar problem, in which they offer a large amount of stats to your team, and have a ton of invisible power in that the aura itself is super-strong, even if the individual stat bonuses look weak. It's hard to balance auras properly because the satisfaction people get from them is a lot less than the aura's actual power, and because auras can change the course of teamfights without players having a clear idea of where the extra power is coming from. This is why was reworked: even though her auras made her super-strong, so much of her power was sunk into these not-too-visible, long-ranged and permanent bonuses that she didn't really feel as impactful as other supports when she wasn't ulting. It also meant her optimal supporting pattern wasn't really rich in gameplay, since she didn't really need to do much to make the most of her auras. With her new, short-ranged and temporary "snuggle zones", everyone gets to feel her power, so she gets to apply bursts of much stronger aura-based power and interact with her team through proper positioning.