Let's just do a quick rundown of these ideas. Some are very similar to each other, so I'll be grouping those together.
I'll start with the easy ones.
[{quoted}](name=Ars Techne,realm=NA,application-id=3ErqAdtq,discussion-id=PZ3I3R84,comment-id=,timestamp=2017-02-15T20:03:55.417+0000)
Attack Speed slows already exist, from items, champion abilities, and the Summoner Spell Exhaust.
- Studder - Force 1 sec AA CD on target player, So like how a heal/exhaust works, would delay the next AA damage
- Paralyze - Random interruptions for X seconds
An auto-attack based "silence", preventing the target from using auto-attacks.
This already exists (called Disarm) in Lulu's Polymorph (both a Disarm and Silence) and Amumu's Ult (Disarm and Root).
Absolutely nothing like how Heal or Exhaust work. (Heal.. heals you and a nearby ally, Exhaust reduces attack speed and damage dealt)
- Confuse - May walk in the random direction
This is how Fear used to work before it was changed into a more reliable form of CC.
- Berserk - Target Player attacks a random target, friends included, for X seconds (boosted damage?)
A Taunt-like ability, though I'd adjust it to "attack nearest target/champion within range" to make it more tactically viable.
- Dizzy - Skill shots will shoot a random X degrees off target, random in range for point click
It's one thing to miss a skill shot.
It's another to be forced to miss a perfectly aimed skill shot, or a skill shot that would normally have missed to randomly hit anyway.
This is a bad idea.
- Dulled Blades - Reduce AD/AP for X seconds
Reducing stats is an unreliable way of lowering a target's damage output. Either it's very strong against most anyone and everyone, or it's extremely weak for its intended purpose.
Say it reduces AD/AP by a flat amount.
Making it effective against high (300+) AD/AP targets will render most anyone else (100 or less AD/AP) useless, and balancing it around the champions with lower AD/AP will barely affect any high AD/AP champions.
So, if flat amounts don't work, what about reducing AD/AP by a percentage amount instead?
Similarly, while some champions rely on high levels of AD/AP to be effective, others are more than capable of damaging with minimal levels of AD/AP. It'll hit Marksmen and Mages harder, but Juggernauts and Bruisers are still flattening you with only 1 or 2 damage items.
Next, let's at champions with alternate ways of increasing their damage output regardless of their AD/AP. Some champions scale off other stats to increase their damage output (Ryze uses Mana, Jhin uses Crit and Attack Speed) and others deal damage through additional effects (most any on-hit build, champions with %-based damage).
So, to summarize, if you want to reduce a target's damage output, reduce the damage being dealt.
- Reflect - Making a Skill shot shoot backwards or reflecting the skill shot
Sounds cool and seems to have quite a number of possible ways to implement it. However, it also sounds like a coding nightmare.
-
What would be used to reflect? (e.g. A wall/area (Braum/Yasuo/Shen/Poppy), a shield/buff (Morgana/Rammus), a parry (Fiora), etc..)
-
Would this reflect only skill shots or all projectiles?
-
Would the reflection persist for a set period of time, or break after X amount of projectiles/damage? (e.g. Yasuo's Windwall vs. Yorick's Soulwall)
-
Would this reflect enemy, ally, or all projectiles? (e.g. Nami wave reflected by ally reflection)
-
Would projectiles change who/what they affect, or just change the direction they travel? (e.g. Reflected Nami wave knocks ally team up vs. Reflected Nami wave passes through allies and knocks enemies up (potentially hitting them with a second knockup))
-
Would it travel back along the same path it took? (e.g. Reflected Nami wave travels back to the position it was originally cast)
-
Would the travel path change based on the angle the projectile hits the reflection? (e.g. Nami wave hits the Reflection at a 90 degree angle, sending the wave directly to the left/right)
-
Would it travel directly back to the source/champion, even if they've moved to an entirely different position? (e.g. Nami sends wave down the middle of lane, Nami moves to the edge of lane, wave is reflected and sent to the edge of lane)
-
Special cases - Would reflecting a Nami wave/Galio wind area give the movement speed boost to allies or enemies? Would Vel'koz ground splitter/Galio wind area be removed or bend/double-up based on how it's reflected? Would Vel'koz splitting shot become an issue?
There are most likely more that could be done. List any you think down below. But let's make tanks useful again!
Well, most of your suggestions are either already in League of Legends or were changed to an improved form, and one is just a bad idea that would end up causing more problems rather than solving any.
However, I do think Berserk and Reflect have merit (along with putting Disarm/Stutter on some more champions). Berserk would probably not fit on a tank, and Reflect would have tons of potential coding issues, but I do think there might be a place for them.