Overly complicated Ninja support!
Another 5th Ninja idea
Yes I know I am jumping on a bandwagon but there were some good ideas and that were brought up and as a wanabe amateur game dev I think I should chime in. I like the Ideas by Dandelion22 and I would like to expand modify his theme of a Light based ninja.
Two things I want to accomplish with this design idea. One: we deserve more support style champs. I know we just got Braum but he was the only support designed in over a year. Even though I appreciate the dev team tweaking existing champs to fit the support role, Gragas is the most recent example. However we support mains spend way too much time appropriating Mid-laners for our support play-style; Morgana, Lux, Nidalee, Annie, and etc. This re-appropriation causes your balance team an incredible amount of grief having to design new mechanics for champs [like Annie] instead of just tweaking the numbers. This makes things needlessly difficult to the more causal members of the community. So we should have more dedicated supports
Second point: The energy resource can lead to an interesting mechanic in the concept of short term sustain that adds depth to gameplay. This resource allows for tactical rapid repeated use of abilities vs. pressing Q, W, E, and R in pre-constructed pattern to get a kill; then you are limited by whether or not you went too hog on that ability use.
These two points are counter intuitive due to the nature of energy and its focus on self-sustain vs. the bot-lane meta that relies on partner mechanics. I propose an energy based champ [ninja] that combines mechanics from Thresh, Morgana, Lux, Jana, Soraka, Brand, Braum, and Lee Sin. That seems like a crazy fan-boy into to a champion proposal but please bear with me. Things that are key mechanic ideas to his/her kit. Abilities can only effect champions [allied and enemy-and Jungle monsters [this allows some meta flexibility] the passive has to be integral to his/her sustain, and modifies his/her activated abilities.
Passive: Inner Glow; the Ninja converts a champion’s or neutral monster’s Internal Ki into a radiant glow by connecting with any of his abilities. This buff/de-buff lasts for 1/1.5/2 seconds and can be extended by connecting with another one of his/her abilities or with allied or enemy basic attacks. Attacks on De-buffed enemies by him/her or allies restore a portion of his/her missing energy. 1st ability: Ki tether; the ninja shoots an energy tether as a strait-line skill shot that collides and effects champions or neutral monsters. On enemy contact roots target for 1 second and siphons life from that target the ninja gains life equal to 35% of the damage dealt; on allied contact Siphons life from the ninja too the ally at 135% effectiveness. Inner glow bonus; on both enemy and allied contact the ninja is propelled to the effected target of Ki tether. This is the ninja’s longest range ability and is damage modifier is based off of percentage of max health.
2nd ability: Cloak of Light; A buff/de-buff that affects attack damage. If an ally is targeted Cloak of Light buffs that champ’s AD, if an enemy is affected it de-buffs that champ’s AD. If an ally is affected by Inner glow; Cloak of light applies a shield in addition to its normal effect. If an enemy is affected by Inner Glow it reduces that champion’s armor in addition to its normal effect.
3rd ability: Illuminating Charm; the ninja creates a zone of light that grants vision and slows enemies by 25% this area of effect lasts for 5/6/7/8/10 seconds. If the ninja or an ally affected by Inner Glow is in the area of effect of illuminating charm that champion is healed over time for a maximum of 3 seconds. If an enemy is affected by Inner Glow that enemy takes damage over time for a maximum of 5 seconds. At ability level 5 with 40% cool down reduction the ninja should be able to have 3 Illuminating Charms out at a time. This allows for checking bushes and chasing down enemies through the jungle late game, a one ninja zoning machine.
Ultimate: The Gathering; The ninja creates a spear of light around his-self/her-self That lasts for 3/4/5 seconds and follows the ninja is He/she moves. All allies that are in the sphere are healed over time any enemies within the sphere take damage over time equal to the total healing per-tic. All within a medium range can right click the ninja to instantly transport to the ninja while his/her ultimate is active this can be activated once per ally and only once per instance of The Gathering.
So what about play and counter play? The ninja’s singular abilities cannot be meaningful in and of themselves. When playing as this Champ you need to think more about positioning and tactical advantage rather then Find squishy; jump on squishy. If you all in pre level 6 you’re going to be out of energy and out of luck if things don’t go your way. If you are supporting you and your partner can focus an enemy and regain some of your energy so you can jump back to your marksman with Ki Tether if crap gets hairy. Since his/her abilities only affect champions and neutral monsters this prevents the ninja from being hyper mobile champ like Lee Sin but gives the ninja an ability to save a champ or to jump on a priority or low-health target.
A few basic plays are mimics of other champs for example If you lead with Ki Tether so you don’t jump to your target you can bind then use Illuminating Charm too mimic Morgana’s classic two part combo, but should have reduced damage in comparison to Morgana’s combo at similar levels.
Thank you for reading this champ proposal; feedback is appreciated.