Chyba o mnie zapomniale u <| sep |> This is a facepalm plus <| sep |> They can ' t stop circle jerking <| sep |> Well as an aspiring game designer who mostly agrees with Riot ' s design principles old chill was ' more ' consistent in a way but in an internal manner that didn ' t contribute to player understanding . The stun overrides the slow in the perception of most players who don ' t research the champion , good design in competitive intuitive so it ' s not slow chill , it ' s chill land Q or R . Now , they ' re just bringing in the definition of ' chill ' to be on specific events in an ability . Slow chill is simpler on an objective level , but ' use ability to its full potential stunfull slow ' double damage is simpler in player perspective , at least in my opinion . Some anecdotal evidence When I picked up Anivia as a noob I would Q Q E instead of the super quick Q E Q . I didn ' t notice the 20 % slow on Q , as I ' d always have my focus on whether the Q stunned or not and even walked away without using E when the stun didn ' t hit but the slow did , so in my head it was stun damage , the slow was a nonfactor as it was simply a small part in a big ability that simply added to the noise of small details a new player had to deal with . Now , Q slow is an actual nonfactor , you don ' t make decisions based on whether the slow hit , like old anivia , you make decisions based on whether the stun hit , which was the ' full potential ', or ' main part ' of the ability . It ' s just there for a consolation prize if you hit your Q but don ' t re activate , on a mechanical level that doesn ' t change your options . With R , I started playing Anivia pre rework when there was no ult size change , but I can ' t really remember ever doing the E R combo as a noob . It just didn ' t occur to me until I read about it online . Now , you don ' t have to read about it at all tooltip reading is more required as a very worth tradeoff , the natural noobfirsttimer ' s response , place down R and usually wait for it to grow and use E , is now the optimal choice . TLDR readability and simple concepts aren ' t always the best way to communicate options in mechanics , sometimes a slightly complex concept with the optimal option being the one players take naturally is better .