Power Enchantments [New Mobility / Anti-Mobility System] aid in dealing with mobility creeping

Stacona··3 votes·627 views

IMPORTANT NOTICE: Power enchantments work similarly to the Trinket system, just instead of its own item slot it shares with the 6 item slots you are given, to not interfere with your build at all the Power Enchantments may be combined with Tier 2 boots so they do not use up an item slot later on. So this system is to grant the ability to still start the game and laning phase with Flash if you so choose to do so with the creativity and customization of allowing the breathing room to create options among your spells since Flash is still in the game for your 'flashy plays' that you guys love so much and 'outplay plays' but freeing up that second spell slot allows for spell diversity and bring back low popularity spells like Clairvoyance, Clarity, etc. since Flash no longer interferes for the spells; so you can use clarity ignite anivia can be an option, cv and heal vayne, etc etc

New free items that can be combined with Tier 2 boots, dealing with the mobility creeping, Flash being removed as a summoner spell, and more on this concept post!


Below are Power Enchantments, different from Enchantments and completely separate, involving mainly actives to change your gameplay based on the pace of the game. Since Power Enchantments are free selling one for another will place it on a 90 seconds cooldown similar to how swapping out Trinkets work. Just like boot Enchantments you may still swap your Power Enchantment for another even after you already combined it with your Tier 2 boots. Of course an important thing to note is only one Power Enchantment at a time of course. Once you reach champion level 9 you unlock the opportunity to purchase an enhancement for your Power Enchantment; sell value is reduced like all gold purchases, swapping out for other Power Enchantments will take in both the sell value and the cost of the Power Enchantment or enhanced Power Enchantment that you are swapping into.


Flash Scroll: Recipe: Free; can be combined with any Tier 2 boots by clicking and dragging the item into Tier 2 boots

Statistics: UNIQUE Active - Flash: Instantly teleport to the target location (300 seconds cooldown). (400 units range)

At champion level 9 you may enhance Flash Scroll for 1000g: Enhanced Flash - Range increased to 600 units and grants a spell shield for 1 second upon casting.


The Sheriff's Handcuffs: Recipe: Free; can be combined with any Tier 2 boots by clicking and dragging the item into Tier 2 boots

Statistics: UNIQUE Passive - Chained: Basic attacks against enemy champions chain their target to the location of where the target initially took damage for 3 seconds. If a chained champion dashes, instantly teleports, or exceeds 1500 units of the chained location then Cuffed can be used. Flash does not trigger Cuffed.

UNIQUE Active - Cuffed: Pull chained targets to the chain's initial location (45 seconds cooldown).

At champion level 9 you may enhance The Sheriff's Handcuffs for 475g. Enhanced Cuffed - Cooldown is reduced by 15 seconds and cuffed targets are snared for 1.25 seconds.


Ninja Cloak: Recipe: Free; can be combined with any Tier 2 boots by clicking and dragging the item into Tier 2 boots

Statistics: UNIQUE Active - Cloaked: Become transparent for 2.5 seconds granting the ability to ignore all impassable terrain, unit collision, and reduce all damage by 80% (240 seconds cooldown). Attacking, using spells, using abilities, using item actives, or dealing damage will cause you to no longer be transparent.

At champion level 9 you may enhance Ninja Cloak for 475g. Enhanced Cloaked - Cooldown reduced by 60 seconds, transparent duration increases to 4 seconds, and grants damage immunity while transparent.


Iron Horse Hooves: Recipe: Free; can be combined with any Tier 2 boots by clicking and dragging the item into Tier 2 boots

Statistics: UNIQUE Active - Stampede: Grant a large burst of movement speed that steadily decays over 3 seconds when moving towards enemy champions and become immune to displacement effects while this effect still holds (210 seconds cooldown).

Displacement effects being all knock-ups, knock-backs, and pulls.

At champion level 9 you may enhance Iron Horse Hooves for 600g. UNIQUE Passive - Tenacity: Reduce the duration of disables by 35%. UINQUE Passive: Increase summoner spell Ghost's movement speed by 50%. Enhanced Stampede - Increase Stampede's duration to 5 seconds.


Power Enchantments are colour coordinated! There is a coloured boxed outline around the item which stays for when you combine it with Tier 2 boots and a "+" in the corner of the item to indicate that the item is enhanced; these are important information for the enemy to know what they are dealing with when fighting against you.

Flash Scroll = Yellow outline The Sheriff's Handcuffs = Red outline Ninja Cloak = Green outline Iron Horse Hooves = Blue outline

AFTER NOTES:

Something I need to bring up, all these Power Enchantments are situation picks, meaning they do not make the best summoner spells / be over powering in a spell slot. Because they are very situation picks allowing you to swap between them based on where the game is at and how it is progressing instead of being locked in the spells the entire game, for example Flash may be needed for the laning phase but Cloaked may be needed while playing Ashe to help stay alive from that fed Zed jumping on you, or to escape Jarvan's Cataclysm.

Flash Scroll - So the biggest reason to moving Flash from a summoner spell to a free item that can combine with your Tier 2 boots later is solely to open up spell diversity and allow for customization for the summoner spells and allow freedom for everyone to do what they want for spells instead of being pressured to take Flash because of fear of the community bashing on you if you take something else. I do expect Flash to get the most used, but when people get used to the Power Enchantments I imagine the system will work like trinkets where everyone starts with Yellow trinket (Flash) and change it out later for the other options as the game progresses and you can see what works best for you at later portions of the game. Another piece of information is Distortion Enchantment still buffs up Flash, the tooltip would be adjusted but it would do the exact same thing.

The Sheriff's Handcuffs - This item is to help deal with the mobility creeping by punishing champion's dashes and blinks as well as if a champion travels too far too quickly. The average movement speed with Tier 2 boots is 400 units per second this means you travel on average 1200 units within 3 seconds so to travel more than 1500 units within 3 seconds means you used some kind of speed buff. This effect does work on multiple champions at one time, landing multiple basic attacks on the same unit will of course move the chained location and reset the duration. There are two ways this item can be used, either you pull an escaping champion back to try to finish them off OR use it as a self peel tool mainly if you are a ranged champion to pull a threatening champion away from you, like Riven trying to hope on your face. The low cooldown is intentional since this is to deal with mobility creeping and the low cooldown basic abilities; this effect is useless if you are a mobile champion yourself, this is intended for non-mobile champions to deal with the mobile champions.

Ninja Cloak - NOT STEALTH! Transparent will look like you are stealth, but you are always in full vision of the enemy. This item allows the use to walk through walls on a shorter cooldown than Flash, but this is to be entirely defense only for you to either get away from Jarvan's Cataclysm as a non-mobile champion or avoid an assassination attempt with the damage immunity. To avoid hourglass abuse cases, you can use hourglass for that, you cannot deal damage AT ALL while transparent if you did damage then you will no longer be transparent and be vulnerable to dying once again pre-maturely. You are still target-able and affected by spells, meaning you can still be stunned, feared, slowed, knock-up, rooted/snared, etc. By the way, Ninja Cloak has a 0.5~ to less than 1.0~ second grace period so that damage over time effects like Red Buff burn does not instantly remove your Transparency. The no damage dealt is mainly for Fiddlesticks and Swain type champions cannot use this item as a sudo-hourglass, so you either deal damage and take damage, or you do not take damage and cannot deal any. Another thing to point out, and this is semi-obvious anyways, Baron, structures of all kinds, and of course the edge of the map are all limitations to the 'impassable terrain ignore' for being Transparent; so no hiding in Turrets and Baron for a short time. Another thing I didn't realize but this item will help prevent 1v2/2v1 odd match ups you see in LCS and competitive play since Ninja Cloak will be much better in surviving an uber tower dive early on since Flash is rather useless here, not like I got issues with tower diving, but I have issues with unfair lanes- standard lanes are a lot more interesting and fair play.

Iron Horse Hooves - This is for initiators and tanks to get in the fight and make plays. Displacement immunity is to get in the fight even against champions like Janna, very useful for junglers and tanks like Skarner who gets completely denied by the Janna meta; do not think this makes Janna useless unless all 5 champions take and use this item at the same time which this item will be taken by one time for each team most games, the champion that makes the most plays and initiates. This is the only enhancement that grants passives if you buy it, allowing not only a faster Ghost (41% movement speed, 60% with distortion enchantment and this enhancement) but giving Tenacity as well allowing any boots upgrade outside of Mercury Treads to give Tenacity (very inefficient with mercs and Iron Horse enhancement since Tenacity passives cannot stack). The main goal for this item is to create an unstoppable Stampede to trample over your foes, or at least close to unstoppable.


A lot of these effects is to help weaken and create a solution with the ever increasing mobility creeping in the game, and of course create spell diversity by removing Flash from a spell to being an in-game situation pick as a new tool known as Power Enchantments. Do remember that the items attach onto your tier 2 boots so they do not consume an item slot later on.

Enjoy the thoughts and ideas and have a nice day! ~ Stacona

17 Comments

Davids Uploader1 votes

As someone who plays a lot of custom hide and seek games, I approve.

Lord Dusteon1 votes

One (rather large) problem with the chaining one; that utterly dominates some champions for using their escape smartly, AND it gives a hard cc with it if upgraded. LeBlanc being pulled back is meh; she has a second dash. Riven being pulled back is really meh; she probably only used her Q so that's ~125 movement back. Azir being pulled back means he literally dies instantly. Rammus being pulled back means he dies instantly. It's a binary, unfun mechanic. You PUNISH people for using their kit correctly, and when upgraded can kill anyone who tries to escape without flash. Giving anyone who wants it a free hard CC that ALSO negates their escape is bad; it's akin to the threat of a permanent flash Azir ult to everyone, for free.

Stacona1 votes

Snares are not hard cc, they do not disrupt or stop attack, abilities, or spells - Snares stop ONLY movement -- so it is lock down but not hard CC, this item is entirely to equalize non-mobility and mobility to see an equal amount of play from both types of champions instead of seeing (and this is currently happening) a huge favour for the mobility champions

Rammus is a tank, he will not die instantly- movement mobility is the most flex with the chain because you just need to not exceed the 1500 range from the chain's ground position for the 3 seconds

No using your kit correctly is not getting caught out stupidly and living, using it correctly is play smart and living because you played smart- if an Ashe plays dumb she dies, if an ezreal plays smart he lives, this item is entirely to deal with mobilty creeping so that Ashe and Ezreal live playing smart and die playing like retards Yes, this item is to punish the mobility champions for being dumb, that is the point--- non-mobile champions only have flash for mobile escapes so it is fair game for mobile champions to have the same aspect

The chained location is where they took damage - most ranged attacks do travel a few that dont are velkoz, thresh, kayle, etc. and melee attackers you can still use an dash/jump or instant teleport (other term used is blink) to get away before they attack you- if you are chained then you risk of losing your mobility spell if they decide to pull you back in, unless you Flash--- you use a mobility spell and Flash you completely just wasted your Flash since your dash just trigger the Cuffed active to pull you in making it so that mobility champions cannot get a double mobility anymore with Flash-- they actually have to play smart like the champions that do not have any mobility since the item grants fair play to every champions and not just allow non-mobility to get punished hard and mobility get away scot free


Now with all this said as far as balancing concerns come with this item it will be done in both long term and large scale play testing (LIVE servers) over months of time allowing people to get used to the items and seeing what the meta game shift into - the item will be considered perfectly balanced if you see an equal number (for the most part) of non-mobility and mobility champions getting played meaning the item does its job to balance the game and properly deal with the mobility creeping in a healthy way so that mobility is punished in the same way non-mobility is punished - the reason to why non-mobility is not played because they are so much harder to get played and a lot less safe suppose to mobility who can act like retards and get away safely... If mobility is still dominant that means the item needs buffs If the complete reverse happens to what is happening currently and non-mobility becomes overally dominant then the item gets nerfed until we reach a balance of non-mobility and mobility getting played (more/less)

Does this make any sense to you?

Stacona1 votes

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