Original Characters: Carefully crafting a new archetype

Tolinar··1 votes·956 views

Right now, characters revolve around primarily statistical or heuristic design.

Let's examine what we already have.

**Glass Cannon. **ADC, some mages: These characters rely on their teammates to defend, and have no health coupled with high damage output. **Tank. **Jungler, Top lane, some Support: They disrupt enemies, absorb damage and attempt to draw enemy fire, while the allies put out damage. **Assassin. ** Some jungles, some mids: They kill single enemies quickly but are weak in teamfights. Bruiser. Some mids, some tops, some jungles: An efficient mix of damage and health, they excel at one-on-one and contribute well to team action also. Booster. Support: These characters are weak on their own but strengthen allies a great deal. Pusher. Some ADC, some tops, some jungle: These champs excel at dueling and can exert great pressure on lanes. Zone. Mostly mid mages, a few tops: These champs establish an area of control and reinforce their team's power there. Global. Tops, mids, occasionally jungles: Somehow these champs exert pressure over the whole map.

Here are some archetypes I think are missing.

Defender. Seen very rarely, usually tops and mids. These champs specialize at neutralizing pushes and preventing objective capture. Examples: Teemo, Heimerdinger. Why we want this: Having an active Defender archetype makes it easier for the Pusher archetype to grow. It helps validate the split push strategy, and thinking about champion lane position etc. in new ways. Defenders may drag games out a bit, but stabilizing a team when things "go wrong" would be very valuable. How we get this: Defenders are actually already built into a lot of champ designs, but there is very little way to itemize for it. Usually a champ must simply itemize as a tougher-side Bruiser and hope for the best. If the next season of items has more ways to block aggressive pressure, reinforce turrets, etc. then the Defender archetype may emerge all on its own. Consider an item that deploys a 'mine' with a moderate radius for 15 seconds, or one that accelerates turret fire for a short time.

Brawler. Not really in use. A heavy AOE-fighter, fights very poorly in 1 on 1 skirmishes, does exceptionally well in large scale team battles. Examples: Sivir and Amumu Why we want this: The brawler archetype would essentially run as an opposite to the assassin. Rather than specialize in winning loner, 1v1 pickoff fights, and encourage the enemy team to group up, the brawler specializes in winning large battles, encouraging the enemy team to spread out. It also creates more space for the Defender archetype. *How we get this:*There are plenty of items already for the brawler archetype. What is needed, are champions that specialize in this type of fighting. Certain champs already have small passive effects or attack types that are excellent for large team conflicts, like Sivir. However most of these effects are not very pronounced or for the rear line, or their abilities work just as well for single targets. The ones that really specialize in large teamfights, like Amumu, are considered really STRONG for it. There should be more members of this family!

3 Comments

FyshinaTux1 votes

eh, I feel other things need fixing before this is looked at.

Personal opinion here, but there are many champs that need reworks (poppy, sion, viktor, yorick, nidalee... to name a few) and itemization also needs to be looked at/expanded before they take on something like this...

Also, runes and masteries could use a tweaking as well. What do?

KSHarrison1 votes

There might be some semantic differences, but the roles of your defender and brawler archetypes already exist. The "defender" exists in the sense that "pusher" and "defender" utilize the same skillset. They fall under "waveclear." Currently Ziggs is the best defender in the game. Any champion who can waveclear pushes and defends well. Some skillsets like poke, Heim's turrets, or minion healing may help resolve the two roles, but as long as solid waveclear trumps these other skillsets from a pushing/defending perspective, the only skillset that is relevant here is waveclear.

Now what you could argue is expanding the roles to reduce overlap, say to interact with turrets. A defender would buff a turret, while a pusher would debuff a turret. Abilities like these are few and far between, and where they exist are either too small in scope to build a strategy off of (Janna) or large in scope but still not worthwhile (Ohm Wrecker).

For my part, as long as abilities to clear entire minion waves at range are readily available, I don't see interesting gameplay coming out of enforcing a distinction between a pusher and defender. In the turret interaction example, you would have to design a pusher to be able to interact with a tower in a way that forces it down, in which case the only counterplay would be an equally powerful defender specialized as a counter to this interaction. This becomes about comp choices, only these comp choices are effectively the exact same choices we make now: Enemy picks someone with good splitpush or siege (will push you in hard), you respond with good waveclear, 1v1, or sustain (someone who can defend their form of push well). Informally it's similar decisions around how the comp is built, while the gameplay aspects of "splitpush" or "siege" remain much the same.

I think champs like Heimer are cool (the new Azir I think will also have interesting interactions!), but I don't think I'd describe their skillsets as falling under a unique archetype that LoL is otherwise ignoring. As for Teemo, I don't think we've seen proof yet that his vision skillset is balanceable in LoL. It may not be a healthy skillset on a champion, although I'd be happy to see a champion succeed here.

As for the brawler, the concept of AoE that decimates a team already exists with many champions, usually designated as "having a strong teamfight." Champions like Orianna, Braum, Twitch, Maokai, Yasuo, and Alistar are all really popular now. There are also many others who are not meta picks but whose kits still feature primarily strong AoE, such as Malphite, Vladimir, Miss Fortune, Brand, Karthus, Fiddlesticks, Kennen, and Shyvana. Comps featuring these champions are ones you don't want to fight in a 5v5. Calling them brawlers is arbitrary.

Well that's my take on things.

Potato Doc1 votes

As for the brawler Hecarim is a great example of this, he can win in a 1v1 but it requires alot more thinking and outplaying then most champions, however in team fights hes a monster

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