New Item - Totems
No idea where to put this, sorry if I'm in the wrong section.
This idea kind of sparked off of WoW's Shaman class. In the shop, there could be totems that can be placed at certain areas (limited to one per player) that give buffs to allies and debuffs to enemies, as well as giving vision. All the totems have 4 hits to cancel. Here are some examples of possible totems:
**Healing Totem **- Heals .65% of allies health per second when near the totem. (Lasts 3 minutes, 650 gold) **Protection Totem **- Grants 25% bonus armor and magic resist to allies near the totem. (Last 3 minutes, 650 gold) **Speed Totem **- Grants 35% bonus movement speed to allies near the totem. (Last 3 minutes, 650 gold)
Flaming Totem - Deals .55% of enemies health per second in magic damage. (Lasts 2 minutes, 750 gold) Sapping Totem - Steals .45% of enemies mana per second. (Lasts 2 minutes, 750 gold) Weakening Totem - Reduces armor and magic resist of nearby enemies by 10% **Slowing Totem - Reduces speed of nearby enemies by 20%. (Lasts 2 minutes, 750 gold) ** Golden Totem - Increases gold income of nearby allies by 25% (Lasts 5 minutes, 500 gold) Vision Totem - Provides massive vision in a form of a wave (think of submarine radars). (Lasts 3 minutes, 600 gold)
Functioning and tactics:
Laning - Placing a healing totem near the turret can help provide a safe place to heal without the need to back to base and risk losing tower. Placing a weakening totem in the enemies brush to give them an unexpecting armor reduction to all in them. A slowing totem can be placed in a brush to help escape ganks.
Team fights - Players can place down these totems mid team fight to help turn the tides of the fight. For example, one player could place down a Protection Totem and a Weakening Totem to easily dominate a team fight.
**Jungling **- Placing a Flaming Totem in one of the jungle camps can provide vision and security to the jungle, reducing the chances of the enemy to counter jungle.
would be happy.
and
and also supports that are very tanky
it will probably a ridiculously high armor and MR that will most likely to be something like 150 armor and MR.Even with
and
you still wont do that much dam.
SOLUTIONS:
#1-10-15% bonus armor and MR depending on level
3.Speed-do you know how fast 35% speed is?Especially if it last three minutes
SOLUTIONS:
#1 - 5%-10% depending on level
#2 - when placed grants 35% to neat by allies for 3 seconds. Disappears afters 5 seconds
4.Flaming- a little too much damage per sec early game but isnt that much late game
SOLUTIONS:
#1 - 0.35% - 2% magic damage every 3 sec depending on enemy level
5.Sapping- again I have no problem with this one.This could force enemies out of lane quicker.
6.Weakening- a 10% decrease isnt that much so no problems here
7.Slowing- same as speed.A 35% is waaaaaaaaay to much seeing how it is 3 mins.
SOLUTIONS:
#1 - 5% - 10% depending on enemy level
#2 - when placed slows nearby enemies by 35% for 3 seconds.Totem lasts 5 seconds
8.Golden-a little too much
SOLUTIONS:
#1 - Grants players a random chance to get +4-20 gold per minion.Increases gold income by 5%-15% depending on level.
9.Vision-not trying being to negative but this defeats the whole purpose of wards so this might need to be tossed.
+350 health
+10 CDR
Unique passive: holds 8 charges of totems that refill in store( thought that there should be a ping like selection screen of which you can choose what totem you want to place)