Full Hp Mechanic (Design Concept)

zorlox77·7/4/2016, 6:25:51 PM·1 votes·257 views

If you don't like reading I made a TLDR; at the bottom.

Lots of interesting abilities are allowed to as powerful as they are because there are conditions to using them: TahmKench's Devour is really strong when used on an enemy, but first you have to get acquired taste stacks. Irelia's Blade surge wouldn't be all that interesting, if it weren't for the fact that if it kills it's target it gets reset. Nasus's Susan strike only gets stacks when it finishes an enemy. But it's strong enough to define his kit. Ect.

I was trying to think of other interesting mechanics, and I thought of one that is kind of interesting I was hoping to get some feed back on. Essentially an ability can only be cast on an enemy if has a full 100% hp. In the process it would damage the target making the mechanic unavailable until they heal again. This creates interesting dynamics, and interactions with different champions.

Imagine what would happen if Irelia' Q had this mechanic rather than its current kill the target passive. In lane every new minion wave arrives for you, she has a whole slew of people to jump to. In function it would be similar to Yasuo and his E. However now her ult is a weapon against her mobility rather than a tool to increase it. If her ult lands on a minion they are no longer at full hp and can't be jumped to, moving her ult to more of a dueling/sniping role. Team fights is where it would get interesting. The front line tanks would probably tank a little poke, making it so they can't be jumped to. You could coordinate with your team to halt the poke until you go in, but that's damage wasted. Also their team could walk over to a minion wave or jungle camp to take a little damage to disable your resets. The enemy ADC also has to be wary of kiting too well. If after taking damage they kited and lifestealed it all back, they would make them selves a great target, allowing them to be repeatedly jumped to as they heal them selves up.

Obviously this isn't the best fit for Irelia. She has her current resets because her kit was made to have them, but I hope that example illustrated some of the dynamics this mechanic could offer.

This mechanic isn't exactly new, and no one like the ability it is implemented on. Again with Irelia, her E stuns targets who have more health than her, and slows targets who have less. While it sounds good on paper, it mostly just means that if you can out damage her, she has a stun to turn the tables. The mechanic on her E is similar to my mechanic, but mine is different enough that it wouldn't suffer from the same mistakes. My mechanic certainly wouldn't be able to fix her E because of the type of ability that it is. Her ability is used best in 1v1s, or for catching someone out. The full HP mechanic is better for team fights or other times there are lots of units in one location, and possibly best on as a spam-able ability, allowing you to use every full hp target.

Anyway, after all that I'm going to make a TLDR; listing pros and cons and characteristics. Most things listed will have been discussed, but some may not. They should be self explanatory though.

TLDR:

Pros: Interesting new mechanic not really seen in league. Lends it self to outplays if on an appropriate ability. Has viable counterplay.

Cons: Rather specific on the kinds of abilities it can be used on. If team isn't cooperative, can make this mechanic literally unusable. Potentially has a rather high skill floor depending on the ability its implemented on.

Characteristics: Only usable on full health targets. Stronger against in the beginning of fights. Stronger against targets with sustain, ADCs in particular. Easier to be used in laning phase, but can be used later, however it requires more skill. Best used on champions with a focus on outplay.(Skirmishers) Potential to be used on a support. (Most useful on targets that are far from dieing: not good at finishing off a target or KSing)

Leave a comment, I'd like to know what you guys think this mechanic.

1 Comments

zorlox777/4/2016, 6:26:06 PM1 votes

Also there could be the exact opposite of the full hp mechanic, only being able to be used on targets that aren't full hp. Just look at the TLDR and invert everything it has to say. I don't think it would be as good of a mechanic, but it is worth noticing.