I think we need more mechanics like the xayah/raklan buffs.

Catastrophic·10/31/2018, 5:48:44 AM·4 votes·2,621 views

You know how rakan gets attack speed when xayah uses W near him, and gets more range on his E? I think there should be more of these effects, BUT less impactful than the xayah rakan ones which make them a bit overbearing.

Here are some examples:

  • If you're caught by Caitlyn's trap, Vi's next attack on you deals 10-100 more damage.
  • If you get hit by TwistedFate's gold card or Graves's smoke bomb thingy, the other champion gains 10% increased move speed towards you.
  • Getting hit by Shen's taunt gives Kennen a stack of his passive, and proccing Kennen's passive decreases shen's passive cd by 2s or something.

I think these will make the connection between lore and gameplay much better. And while you may argue that it makes for more weird, hidden info in the game, I think that can be fixed by putting that information in the effects bar above the ability HUD.

16 Comments

XYGSYS10/31/2018, 6:33:47 AM3 votes

I think that putting too much of this stuff in could hurt balance. Do they balance them based on not being with their partner, or with their partner? If they balance them based on being with their partner they will be too weak without them. If they are balanced on not being with their partner they will be too powerful with them. I just think this would create issues with balance. It would just suck to be penalized for playing a champion you enjoy just because you don't have an ally who wants to play their partner. If the effects are going to be small enough it doesn't make much of a difference why even bother including them? I don't see any value they would add to the game to counterbalance the balance issues, but maybe other people would like it enough that my opinion on it is irrelevant.

Warlord Rhinark10/31/2018, 9:06:17 AM3 votes

Although the idea sounds cool, it'd ruin diversity and creative thinking as you'd almost always pick a champion that has synergy with another one on your team.

OniZetsu66610/31/2018, 5:55:59 AM2 votes

YES FUCK YES Also can we get more really little ones like we see with Thresh and Lucian interaction. One that just makes you go "huh thats kinda neat"

Ayzev10/31/2018, 10:33:09 AM2 votes

I dont think champions should be made to synergize with each other artificially like this through just some numbers. They should instead have kits that naturally complement each other, like MF and Sona or Lulu and Kog'maw or Ivern and Rengar, for example. I'd love if in-game synergies like this made sense in lore, but let's not brute force things.

Salron10/31/2018, 10:41:52 AM2 votes

No if anything, there shouldn't be anything like that in the game It's good for some champs to synergize with each other It's not ok for some champs to specifically gain additional effects on their kit just because they have a certain champion near them

XeroKimo10/31/2018, 11:32:30 AM1 votes

Shen and Kennen actually had something, along with akali.... it's called this unit is a flippin ninja :(

nm101010/31/2018, 11:36:03 AM1 votes

They used to have small effects for certain champions and skin, most of them have been removed I think. Like every ninja champion on your team used to give -1 hp to all ninjas because “ninjas work best alone”.

saltran10/31/2018, 7:33:49 AM1 votes

Reworks incoming Kayle Morgana

Schenix10/31/2018, 5:58:21 AM1 votes

The diverse mechanics of unique smite buffs depending on jungle camps was removed because people couldn't be bothered to hover over what they were attacking to read, making it seem like an entry level barrier -- and was punished for being a slightly invisible powerwall. Even though it was one of the best mechanics to play with in the Jungle. Much better than plants anyway, but the difference is Plants are frontloaded information and therefore clearer and visually comprehensible.

Personally, the connections would be cool. But, it would be far worse backloaded information than something like the jungle smite camp buffs that were removed for far less. I don't agree with those unique smite buffs being removed, however I can see from a design standpoint how this would add a very large dimension into the game that requires even more time investment than it already demands out of players and a barrier of information that is not visibly present to identify quickly.

There's also the argument that real new players are scarce, and adding these kind of dynamics will actually only improve the state of the game or at least its entertainment value. However, competitive advantages are controlled with a firm hand due to LC$ being a large property of interest for the company, and thus making it even more difficult to implement, even if it would actually be wonderfully fun and make the game feel more alive as competitive interactions with the most impact would always be chosen and the rest having balance issues in solo queue or being useless and forcing certain better interactions unless they really all were fulfilling niches.