[Champion Concept] League-ifying a battle tank??Let me introduce You to Tiger,the tank commander!
Hello, and thank You for reading this! I'm pretty excited about this, because this is my first attempt to create a champion (and still bad at determining values :p). Forgive me alos for my bad English, it's not my mother lagnuage =)!
So, as the title says, Tiger(placeholder name) commands a tank. What are the main concepts of this champion, especially regarding his aesthetics?
- He's a Yordle, i wanted him to be affiliated somehow to Corky;
- he's an officer (this is to better comprehend some things i'll write later);
- You should imagin his head to come up from the commander's hatch on top of the tank; his head is big and trembles (just as Tristana's or Ziggs');
- his tank has no turret, the gun is mounted on a carriage. This is because having a turret in a game where characters can turn instantly is pointless to me;
- his tank got a machine gun, fixed in a gun pod on the tank's front plate, for auto-attacks;
- his tank also shoots AP and HE (i'll explain later what do they mean) shells, from its main gun, which has an autoloader. Tl;dr: i'll explain what does this translate in gameplay terms, when i'll explain the skills.
- his tank trembles (just as Rumble's mech);
- the tank's gun should look large and cartoony;
- the champion's resource is Mana. (I'll post some drawings to better make clear this champion's general chracteristics.)
SKILLS
Now that I pointed out the "guidelines" for Tiger's aspect, I'll talk about his skills:
Passive: to me, his passive should be tanky, or "snipy", or some kind of buff for nearby allies, or some kind of buff he receives, whose values depend on the number of allies near to him. Here's an example for what a good "snipy" passive should be to me: "Whenever Tiger is in a brush, AP and HE shells gain additional range".
Q - Load: AP(Armor Piercing) Shells: Tiger loads a clip of x AP shells (x may scale with level or not, but the number of shells it's hard to determine due to balance issues.) After triggering the skill, You'll have to wait a cetain amount of time(short to medium) for the shells to be loaded. After this, You can shoot, but there's a delay between each shot. The skill interrupts if the clip is finished, or You decide to load HE shells. However, if You decide to load HE shells, and Your clip of AP shells is still not finished, You'll have to wait an additional (short)amount of time to get the shells loaded; other things You need to know about this skill:
- AP shells got a long range;
- AP shells deal low damage;
- AP shells can go through y units (the damage lowers as the shells go through more units; i'm not sure if to keep this feature or not, i don't want to make this skill oppressive);
- AP shells have bonus Armor Penetration;
- AP shells are skillshots;
- AP Shells travel fast.
W - Load: HE(High Explosive) Shells: Tiger loads a clip of x HE shells(x may scale with level or not, but the number of shells it's hard to determine due to balance issues.) Same way to work as Load: AP Shells. Other things that need to be point out:
- HE shells got low range;
- HE shells deal high damage;
- HE shells deal splash damage (lower than on-hit damage, splash damage area is small);
- HE shells got higher travel time than AP shells;
- HE shells got an arch/bow-looking trajectory;
- HE shells don't have bonus ArmPen.
E - Again, i'm not very sure what to propose. I'm still looking for a skill that gives tankiness, or helps sniping, or gives some kind of utility to the team; So, i've come up with three proposals: E1 - Smoke Charges: Tiger shoots a smoke charge that explodes in front of him (at some distance maybe), generating a wall of smoke.
- The enemies can't have vision of what's on the other side of the wall till they get there;
- enemies inside the wall have vison in a small radius.
E2 - Reactive Armor(name tbd): i was thinking i could borrow some inspiration from the explosive plates that compose a reactive armor. Pratically, Tiger will be protected from the next z attacks he receives (said attacks can be from AAs or skills, or turrets, etc.) Or, this skills grants him an ordinary shield (not sure about the values).
- E2 shall have high cooldowns.
E3 - Rising Morale!: Tiger reduces all his cooldowns (except for Rising Morale!) by a certain percentage (low to moderate value).
- E3 got high cooldowns.
R - Focus on Target! Tiger gives order to concentrate the tean efforts on a target. Said target will be highlighted, and will receive bonus damage from Tiger's team (not sure how much the damage should be, it's hard to determine due to balance issues). I do really like this skill, because it's ties well with Tiger, since he's basically a commander, and as a commander, he has to give orders.
- Mid to long cooldowns for this skill;
- I was about to ask for high mana costs too, just to better prevent abuses.
Observations:
- The champion got no CCs;
- I'm not sure if to give the champion high MoveSpeed(about 350-355). This truly helps him to relocate better, but again, i don't want him to have balance issues, and i like champions to have clear weaknesses. Having no escape might be this champion's weakness, so i'm not really bothered to give him low MoveSpeed.
Aaand that's it(finally xD!), i think i put everything. But, if You have any opinions or questions to share, don't hesitate =)! Thank You again for Your attention! EnolaGay45