Random question: would this passive be 100% OP, or situationally OP dpending on the kit?

DisasterSola··1 votes·404 views

Passive: Balance of powers When HP is reduced to 0, champions HP pool enters "negative". When the negative HP equals max HP, the champion dies. When mana is reduced to 0, champions mana enters "negative". When the negative mana equals maximium mana, the champion dies.

While HP and mana are positive, champion gains +20% damage reduction, and 0.5HP/5 per level. While HP or mana is negative, champion takes 20% increased damage, and gains 0.5/5 of the negative per level. While both HP and mana are negative, champion takes 40% increased damage and gains the effects of ghost.

4 Comments

67chrome3 votes

Champion kits are balanced as a whole in the QWER sense, where amazing passives like those on Aatrox tend to come with incredibly underwhelming abilities elsewhare (such as his ult, probably one of the worst ults in the game).


Such a passive would eat out a monstrous chunk of the power-budget of whatever champion it was on though. You're essentially making HP 80% more powerful and mana 100% more powerful on whatever champion has such a passive, and your making HP 80% more powerful while completely circumventing %HP damage being a counter, and rendering %current HP mechanics obsolete for that bonus 80% HPs.

As stats are multiplicative, 80% more HP means armor and MR extend your HP by an additional 80% as well, creating a tank that's only surpassed in durability by a mid-ult Alistar (dat 80% damage reduction pentupling his EHP). To a certain extent such a passive is similar in many ways to the revive passives on Zac, Anivia, and Aatrox (all with massive cooldowns though).

Having such a passive with 100% up-time pretty much insures that passive is about the only thing any champion bearing it really has, the rest of their kit would be something horrifically weak.

DisasterSola1 votes

{quoted}

Champion kits are balanced as a whole in the QWER sense, where amazing passives like those on Aatrox tend to come with incredibly underwhelming abilities elsewhare (such as his ult, probably one of the worst ults in the game).


Such a passive would eat out a monstrous chunk of the power-budget of whatever champion it was on though. You're essentially making HP 80% more powerful and mana 100% more powerful on whatever champion has such a passive, and your making HP 80% more powerful while completely circumventing %HP damage being a counter, and rendering %current HP mechanics obsolete for that bonus 80% HPs.

As stats are multiplicative, 80% more HP means armor and MR extend your HP by an additional 80% as well, creating a tank that's only surpassed in durability by a mid-ult Alistar (dat 80% damage reduction pentupling his EHP). To a certain extent such a passive is similar in many ways to the revive passives on Zac, Anivia, and Aatrox (all with massive cooldowns though).

Having such a passive with 100% up-time pretty much insures that passive is about the only thing any champion bearing it really has, the rest of their kit would be something horrifically weak.

In my head, "negative" stats would function the same way as "positive". Base stats would also be incredibly low to compensate. Ive had an archemage concept running through my head, as well as a true undead concept. this passive is kind of the amalgam of both concepts. (think a vision oriented support who had something like 5 effective wards, bush traps, an attack speed scaling CC, and a mana damage toggle.)

SmknWdl1 votes

This would be ok, but the issue is if you built tanky it would get out of hand really quickly. 6 warmogs? double the health? even if you were building it on a squishy that is still really op. I wish it wasn't, cause that would be a really cool passive

DisasterSola1 votes

{quoted}

This would be ok, but the issue is if you built tanky it would get out of hand really quickly. 6 warmogs? double the health? even if you were building it on a squishy that is still really op. I wish it wasn't, cause that would be a really cool passive

Even with 50% incoming damage? in the mid game. 600 damage crits are the norm.

But youre quite right; the two together make for a massively strong thing thats more home in, say, dota. base stats would also be low to compensate; somelike like 600 base health which goes up to 1300 at level 18

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