@Meddler: Since you're on, would you be interested in making another HEAT Champion?

darkdill··2 votes·3,767 views

I'm making a Champion who uses the same Heat Resource as Rumble, but plays more of a dive-fighter style than Rumble's battle-mage style. But regardless of how it plays, I'd like to know whether or not using the Heat Resource on a new Champion would be off-limits or not.

Anything you could provide for insight?

The concept in question is here - http://boards.na.leagueoflegends.com/en/c/skin-champion-concepts/RMnR5Jth-ebonmaw-the-terror-of-zaun

8 Comments

RiotMeddler4 votes

We've talked about using Heat on another champion occasionally, it's not something we feel must remain a Rumble only thing. Would definitely want to offer a different take on it while retaining the same core rules (build heat through ability casts, at max heat lose some functionality) though, avoid just rehashing Rumble's gameplay.

darkdill1 votes

Thanks for the quick reply.

I'm doing my best with Ebonmaw to differentiate him from Rumble. Ebonmaw is a dive-heavy fighter who scales off AD, relies more on auto-attacks to do the bulk of his damage, and synergizes really well with "Wombo Combo" Champions like Orianna due to his ultimate.

Like Rumble, he does build Heat by using abilities, but instead of his abilities gaining damage boosts or potency boosts while in the Danger Zone, his abilities get bonus effects while in Danger Zone. This means if you're not heated up, you miss out on significant parts of your kit.

Lastly, while Rumble gets bonus magic damage on-hit when Overheating, Ebonmaw gets a nasty immolation effect while Overheating, but is both silenced and loses some innate bonus AR/MR.

Details on it are through the link above, but here it is again: http://boards.na.leagueoflegends.com/en/c/skin-champion-concepts/RMnR5Jth-ebonmaw-the-terror-of-zaun

Maybe you could give it a glance? I'd love to see good old Ebonmaw get a new place in League after Vilemaw kicked him out of The Twisted Treeline.

Tortferngatr3 votes

What about the reverse? (like an AD carry that builds heat via autoattacks and uses their abilities as "heat sinks"--losing their ability to autoattack but gaining further ability enhancements instead)?

(if need be, tune lifesteal on him to not be Double WotA Kennen 2.0)

Dig Dux1 votes

Chain gun... has to be a chain gun.

and a real MANLY chain gun not like the bs jinx is carrying.

Jungle Lux God2 votes

Pow Pow is a minigun, not a chain gun.

Thryale1 votes

Well, one of the core things about heat is how the player manages it. It's not like mana where you need to prevent yourself from going oom, and it's not about fury, where you (usually) wanna get it maxed asap. It's all about keeping as close to that sweetspot as possible, with either extreme (none, and max) being detrimental.

So what about a character that litterally employs heat in it's kit? Something like no heat has some kind of penalty associated with "heating up" (think reduced range on spells or whatnot) and overheat being a two edged sword (increased dmg but possible a significant health cost?) But if you can maintain your heat in that "sweetspot" then you are rewarded more thoroughly than just "oh, yer playin well, so no penalties for you"

Maybe incorporate a "primed" zone where essentially the next spell cast while within this small zone is almost like a mini karma mantra type of thing.

But I dunno, I'm just throwing stuff at the wall and seein what sticks. What are your thoughts?

Totalwanabe1 votes

why not as long it has an interesting kit.

Espy Psyche1 votes

I designed a concept for a tanky support that used heat almost two years ago. Her passive was something akin to a Sunfire Cape. When she was in the Danger Zone (50-99), she gained bonus damage on the passive but could still use her abilities. If she overheated, she gained even more bonus damage on the passive than in Danger Zone but was unable to cast until she cooled back down. Her ultimate completely changed everything if she had it ready. When she used it, it gave a major boost to her team and took her instantly to 100 Heat, but made her immune to silences for the duration of the ult. This meant that she buffed her team.

The kit was something like this:

Passive -- Burning Spirit: Reshira emits an aura that deals a % of her max health every second to nearby enemies. This increases when she has between 50 and 100 Heat. If she hits 100 Heat, she is silenced for 5 seconds while she cools down but the passive increases further.

Q -- Straight line, piercing, medium range, low cooldown, low damage skillshot that generates 20 Heat. Targets hit become sources of Reshira's passive for 2 seconds, hitting their friends for Reshira's base Burning Spirit damage.

W -- Summons an untargetable bird at very long range that emits Burning Spirit for 2 seconds and generates 20 Heat. When the bird expires, it dives the nearest enemy champion and applies a long duration snare.

E -- Casts a shield on an allied unit that absorbs an amount of damage. While the shield holds, the ally emits Burning Spirit.

R -- Emits an aura that causes herself and all allies to deal bonus magic damage on hit and on spell hit for a duration. Instantly raises Reshira to 100 heat and prevents her from losing Heat, but makes her immune to Silence effects. Once the ability expires, Reshira overheats and is silenced until she cools back down.

I had numbers and everything, but I feel adding them detracts from the design for this specific topic. Besides, CertainlyT and the other champion designers don't do the numbers, the balance team does.

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