Power Enchantments [Ideas]

Stacona·9/15/2014, 7:30:05 PM·2 votes·442 views

So I am going to go more in-depth discussion after I list my ideas. Power Enchantments are active upgrades that you can purchase for your tier 2 boots, before or after your normal boot Enchantments, but both Power Enchantments and Enchantments may be on your tier 2 boots at the same time (only one of each though).

First off, a small change to Distortion Enchantment (475g): UNIQUE Passive - Distortion: Teleport and Ghost summoner spell cooldowns are reduced by 20% and are granted additional mobility. The Power Enchantment Flash is enhanced as well.

Ghost: Grants 40% Movement Speed instead of 27% Teleport: 30% Movement Speed bonus for 3 seconds after use. Power Enchantment - Flash: Cooldown is 180 seconds instead of 270 seconds.


Power Enchantments:

Power Enchantment - Flash (750g): UNIQUE Active - Flash: Instantly teleport to the target location. Cooldown: 270 seconds. Range: 500 units.


Power Enchantment - Transparency (475g): UNIQUE Active - Transparency: Go into stealth instantly for a full 3 seconds while ignoring all unit collision and impassable terrain during this time. Gain 50% damage reduction while stealth by Transparency. Cooldown: 180 seconds.


Power Enchantment - Sneak (475g): UNIQUE Active - Sneak: Go into stealth after a 1.5 seconds delay for up to 30 seconds, but Movement Speed is slowed by 15% while in stealth. Cooldown: 150 seconds after the stealth effect ends. If you are within 600 units of an enemy champion that champion can see you.


Power Enchantment - Stomp (600g): UNIQUE Active - Stomp: Send out a shockwave around the user to deal (+100%Total AD)(+60%AP) physical damage and stun struck units for 1.5 seconds. Cooldown: 150 seconds. Range: 550 units.


Power Enchantment - Defender (300g): UNIQUE Active - Defender: Channel for 4 seconds to teleport to a friendly turret. Gain 50 Attack Damage, 50 Ability Power, 50 Armor, and 50 Magic Resist for 6 seconds while within that turret's range after successfully teleporting to that turret. Cooldown: 180 seconds; 120 seconds cooldown if the turret took damage from an enemy champion within the last 10 seconds. Range: Global


Power Enchantment - Quick (475g): UNIQUE Active - Quick: Gain 200% Movement Speed that decays over 4 seconds. Cooldown: 150 seconds.

So the very first thing to mention is that Distortion did not change at all, except for the bonus movement speed for Flash is removed but the cooldown is slightly lower, Flash range also got buffed slightly for it being purchased instead of a Summoner Spell. And to point out again, both one Enchantment and one Power Enchantment may be bought on the same Tier 2 boots. So the Summoner Spell Flash will be removed here, and this is to open up duo summoner spells and see more variety for everyone's summoner spells. To clarify though, I do not have anything against Flash, I have everything against everyone taking Flash every game except the 1 or 2 people in the odd game using something else like Ghost instead of Flash.

Now I am going to list some feedback for each Power Enchantment:

Power Enchantment - Flash: So exact same thing it does now, but the cooldown got buffed(lowered) and the range got increased because you need to buy it now. Flash is the most expensive power enchantment because I figured it would be considered the best one so price it accordingly - if it ends up appearing too weak then it will get buffed, but doubt it be considered too weak seeing as how dominant Flash has been over the years.

Power Enchantment - Transparency: This is to be a cheaper option as a defensive escape spell with the stealth, damage reduction, and ability to go through walls. So basically Transparency is to be the super enhanced variation of Flash's escape portion. This Power Enchantment will be nerfed if abused and misused outside of its intended use of being defensive, and is somehow making people be initiators with it instead. Also if you are mid-way through a wall and the duration runs out, you will get pushed outside to the closest side of the wall that you were on.

Power Enchantment - Sneak: This is to be the opposite of transparency and is meant to be used offensively and try to sneak your way around for a flank around that hit-and-run poke comp to actually get an engage off and end games. Sneak does have Evelynn's passive mechanics and if you get too close to a champion you will be detected by the enemy team. If Sneak appears to be too strong or misused it will be get nerfed.

Power Enchantment - Stomp: So just like Flash this is one of the stronger power enchantments because it can be used offensively or defensively so the gold value is higher than the other power enchantments but still lower than Flash since Flash I still deem as more powerful. So if someone jumps you and you are the squishy mage or marksman you will stomp the ground below you to stun enemy units and try to position yourself to help kite better, but if you can manage to get in range with it you may stun and deal a little bit of burst to try to get an assassination pick off to make for going for objectives easier with the man advantage.

Power Enchantment - Defender: Despite me listing this as the cheapest upgrade, it is definitely no where near the weakest - the purpose of Defender is to, well, defend your turrets. I want this as a way to deal with annoying split pushers; it is more for a way to deal with solo queue split pushers than anything else. If this appears too strong though or if everyone buys it every game, then the upgrade will get nerfed. The buff is both duration based and within a certain range based, but the duration ends abruptly the very second you leave that specific turret's range (the range of the turret's basic attacks).

Power Enchantment - Quick: This is also another very strong upgrade as you can use it offensively to try to get an engage off with the burst of movement speed or use it to kite the enemy if you are a damage dealer. If this is too strong it will get nerfed however.




Overall, I want more options in the game, and not just have one super dominant option overpowering and overshadowing everything else. I would like to see two summoner spells and see what every player will run as their spell options with Flash no longer being an option, while Flash is still left in the game, I still think people will purchase the Flash Power Enchantment, but not by everyone every game because the other Power Enchantments are extremely powerful as well and do certain things strong than Flash while doing things weaker as well.

~ Stacona

NEW Item (Consumable):* Sensor: Cost: 45g If destroyed, the destroyers get a net value of 15g Item Description: Place a stealth sensor on the ground that detects champions under a stealth effect within range of the sensor. Range: 1000 units; Duration: 180 seconds (3 minutes); Hit points; 3 hits. Maximum of 2 Sensors placed per champion at one time.

Sensor does not grant any vision, but will always detect a champion that is currently stealth shown as a visible stealth champion whether you have vision of the area or not.

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