Dem Gimmicks
Before listing any actual abilities, I'd like to ask what kind of abilities are healthy "encouragements" in this game, and which are unhealthy. In general, I would pose that a healthy ability is one which rewards you for using it, while an unhealthy one is an ability which punishes you for not using it. To clarify that second part, since I know it's not immediately obvious, an unhealthy ability is one which holds large amounts of potential power, but that power never be accessed without very specific behaviors being involved. Or an ability that, while powerful, can have that power stolen away when even very minor things go wrong. In some rare cases, a power will require self-damaging behavior before that new power can be unlocked to begin with.
So now I'll reveal it: this is a Mordekaiser thread. While I'm intentionally not focusing on Morde, he makes the strongest example for what an 'unhealthy gimmick' really looks like. The dragon-pet in particular is extremely rewarding when acquired, but in order to acquire it Morde is kindly asked to be present for ALL dragon fights, and is also encouraged to bring as many friends as possible. While none of these things is inherently bad, it takes a great deal of strategy and decision making out of the hands of the Player. The nearest comparison I can see is Bard. Bard really does need to collect those chimes, but is constantly faced with the question "how do I do this without screwing my team?" Simply reading that question will suggest to the mind that Bard's ability is an unhealthy one. However, there are a wide variety of ways Bard can be useful to his team while roaming. The Power certainly puts him in a difficult position, but it is still workable, and leaves many options open. Morde, on the other hand, can choose between a huge temporary power spike, or simply continuing in his lane. There is really very little decision to be made. The optimal decision is always to seek out that power spike. If Morde chooses to ignore it, the globally heard death throes of each dragon he is not present for (whether his team took that dragon or the other) sounds almost like a taunt. A slap in the face. a spurned suitor declaring "you missed your chance". Even more than the potential gain, it is the avoidence of that sense of loss that will drive a Morde player to participate in dragon fights. Even fights that are best avoided, or even suicidal 2 v 5 contests become maddeningly baiting.
#So I ask you, What is it that makes this kind of Gimmick healthy, or unhealthy?
#Even more importantly, What kind of new abilities could be added to this game that would be healthy?
Below, I have posted a number of currently existing abilities which encourage certain player behaviors. I know I've missed at least a few, and I have not labled them as healthy or unhealthy. I want you to do that. What kind of encouragements can we give to a champion to behave in X manner, and which methods should we best avoid?
encourages duo laning: Harvester's Sorrow (Mordekaiser) --> don't share XP from minion kills. Concussive Blows (Braum) --> allies can stack basic attacks to stun target. Children of the Grave (Mordekaiser) --> dragon pet eats power budget. Oathsworn (Kalistia, black spear) --> deal %health damage when allies focus autoattacks. Devour (Tahm Kench) --> protect ally from all damage for 5 sec. available at level 1.
encourages solo laning: Carnivore (Cho'Gath) --> regain health and mana from cs. Carrion Renewal (Swain) --> regain mana on cs and kills.
encourages roaming: Travelers Call (Bard) --> spawn collectable chimes all over map. collect for bonus scaling and mana. Shadow Walk (Evelynn) --> stealth and massive mana regen when away from enemy champions (aka: while traveling) Mark of the Kindred (Kindred) --> damage scaling from jungle CS all across map. (also from kills)