Introducing: Exertion (new Resource)

Shénzhì··5 votes·1,284 views

The burst spammers... Constant harassing without a resource to manage and no enemy trade gives the player incredible advantage, which is perfectly fine but not without at least a slap on the wrist. Now this idea sets a new consistent gameplay mechanic that SHOULD NOT detrimentally up-heave already-learned methods of each champion.

This idea fills a gap in many champions that have no cost in using their abilities. Particularly that Riven. I've noticed on the NA boards people more outraged against old kits. One champion in particular: that Riven. But what does this really mean?

It targets champions that are able to effortlessly distance-close, at greater distances or not, and crowd-control upon landing an ability. Before or after these two there is damage from abilities or basic attacks plus other utilities to assist their whole process of engagement. "What do you mean?" A specific set of abilities; a kit that can effortlessly dominate go unpunished is an intolerable and outrageous game design. And so...

Here I propose a simple idea!

Resource: EXERTION

BASICS:

  • [ + ] Exertion increases with frequency of abilities in-combat.
  • [ - ] Exertion decreases with frequency of damage taken.
  • [ - ] Exertion incrementally decreases immediately out-of-combat. (Slowly decreases faster and faster)

COOLDOWN INCREASE-DECREASE:

  • Exertion increases the cooldown of your abilities. [all Exertion; % gauged]
  • [Exerted]: "Ability cooldowns actively increase as Exertion increases by #/#/#/#/#/#/#. Cooldowns actively decrease as Exertion decreases."
  • "actively": Exertion will effect cooldowns. After combat, the ability's cooldown will decrease faster back to normal! (HUD animation to indicate)
  • (Much Exertion allows enemy oppression effecting your early Minion farm)

HEALING DECELERATION:

  • Exertion prolongs heal-over-time [above 25% Exertion]. (Heal for same amount but longer)
  • [Exerted]: "Heal-over-time abilities are prolonged by 5%/15%/30%. Remaining heals will work faster if Exertion drops thresholds."
  • TEAL colored health indicating decelerated healing process. (Sona prioritizes heals correctly)
  • This excludes heals-over-time from allies.
  • This excludes all instant heal abilities. (below 70% Exertion)
  • This includes normal Health Regeneration.
  • Exertion changes instant heals into heal-over-time [above 70% Exertion].
  • [Over-Exerted]: "Instant heals become heal-over-time. Remaining heal will complete if Exertion drops threshold."
  • TEAL colored health indicating decelerated healing process. (Sona prioritizes heals correctly)
  • This excludes in-combat self-heals: Life Steal and Spell Vamp.
  • [Spell: Heal]: Burst heal and heal reduction is exempt and will apply normally.

SUMMARY: What does this mean?

  1. They now have a resource to manage.
  2. Momentarily less able to output like low Mana.
  3. May become momentarily vulnerable if over-exerted.

The cooldown impediment and specific healing controls are the two consequences of using too many abilities and not receiving damage simultaneously. More specifically on the healing control: this is to synchronize recovery with resting Exertion. "Why a healing control?" While you are burst-attacking and frequently casting less abilities you are still more or less securely able to push, wait and strike a kill. This is fine but it'll always be better to rest your Exertion. The healing control will remind players of timing when best to commit an engagement or otherwise this whole concept is .. pointless. Naturally, you will not notice the healing deceleration if you actually decide to rest Exertion, which you should!

  1. It won't effect harass &'pokes' too much as Exertion incrementally decreases. A quick rest before ability-spamming again!
  2. It will not reduce value of healing; just spread them out longer (shortens when exit combat, resting). (You may not even notice it happening if you control yourself)
  3. Champions basically play the same as before ... just with a control. Champions basically play the same as before ... just with a control.

EXAMPLE: with Riven

  1. She's bunny-hopping, spamming abilities and landing hits but not taking hits. She may get a kill but she's probably Over-Exerted by now. She can continue to secure a kill (basic attacks or unused ability) or flee and recover (playing safe).
  2. She's bunny-hopping and taking hits from all sides. Because she's taking hits her Exertion is mitigated / is decreased. Her spam ability isn't increasing Exertion so fast so she can persist in battle longer but her healing is still decelerated.. This is important in team fights!
  3. She's Over-Exerted and done fighting that duel. Riven runs over Bard's shrine but it does not instant heal? Riven is healing for the same amount but over time! (Teal-colored HP) As her Exertion is reducing by now (below 70%), the remaining instant-heal value completes.

Riven's enemy may notice her absence more often as Riven disengages. Because the recovery increases more when out of combat longer it will be no problem waiting to get back into farming and fighting.


I expect heavy criticism like examples on other ability-spamming champions without a resource, theories with Exertion, and how this idea may not work in those scenarios. That's ok. Just please don't be a dick.. This may be a solid idea! :O

So much typing... I may edit this post later.

edit: The healing deceleration's teal color could be replaced with a jagged HP line if this helps colorblind people better. Exertion decrease could have halved if exit champion combat but stay in minion/monster combat.

6 Comments

LaughingMan112 votes

This is actually a Fairly nice idea, it could potentially bring certain champions under control, but since Riven as your example was shown, I figured you might like to see the following post:

http://boards.na.leagueoflegends.com/en/c/gameplay-balance/r6trUdnF-riven-with-energy

Most of the other cooldown champions without a recourse (imo) are fine being completely CD oriented, because their not as oppressive or have other draw backs if they try to be.

50000000000000002 votes

Something like a negative CDR? That's an interesting concept! How would it interact with building over 40% CDR?

Shénzhì1 votes

CDR will work as normal reducing cooldowns of abilities. Each added second (fixed value) is actively applied when increasing Exertion and actively removed when decreasing Exertion.

  • If managed correctly, the normal cooldown of abilities will be on schedule.
  • If not managed correctly, the normal cooldown of abilities will exceed their schedule.

What the player will see happening to their cooldowns simply 'speed-ticking' up or down. It is very important that HUD indications make the cooldown fluctuations predictable prior to re-engaging combat after some premeditation during resting.


I figured this negative cooldown resource management isn't enough to put the player in a tricky situation and so I continued with the healing deceleration idea. The healing deceleration also works similarly when decreasing Exertion.

Evewynn2 votes

I think this is really nice, similar to Rumble's heat meter where he is punished for spamming his abilities too much.

Shénzhì1 votes

Yes. Pretty much a scaling version opposite of Rumble's over-heating without a lock-out at the end. :)

  • Heat allows Rumble to capitalize nearer the full capacity end of resource. Punished for excessive use.
  • Exertion keeps champion's initial burst-attacks to capitalize at beginning of resource. Punished for excessive use.
Icestar11862 votes

This is a very interesting idea. I'm not sure if it would work on Riven, but it would be cool to see a champion with this resource.

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