Hey DreamWalker, it's been a while
(do you remember me t.t)
A bit irrelevant to the post but there's a champion concept I wanna work on but I'm still a noob soz... balance issues are sure to be there.
Was wondering if you'd like to you know....
Colab?
The concept is a defence oriented champion. (Or even a negociator?) from medieval times.
The ideas for abilties ATM
are
M bar type
SWAY
Base sway is 50. This is gained upon successfully parrying/blocking? Killing enemies, damaging towers/champions will all generate sway. Upon passing 75 sway will ALWAYS gradually decay at a rate of 1 every 2 seconds. If you are below 50 sway, you gain sway 1 every 2 seconds..
Alliterative to SWAY
is MORAL
Moral is a diffrent concept that starts at "0" which is the center of your bar
Moral can go both directions, negative or positive.
The higher the advantage your team is at within a 2500 unit radius, the higher moral is. Also items can be bought in store. (Special little section) that increases moral either permanently or for a short duration.
(Champions are worth 5 moral, minions are worth 1 2 and 3 moral. (More can be added later)
Both sway and moral are not so much expended as much as they strengthen/weaken abilities.
Sway is a currency situation, in which moves cost sway, but having higher sway increases the power.
Moral is not a cost, using abilities will tip scales your way increasing moral, however negative moral is possible.
A) A minion "turner" (makes an enemy minion (in your lanes range) become an "allied" minion, appears as allied to both teams, this minions aa's heal the target for twice it's AD. (Moral alternative AD+moral?) (This works on towers) (Works in stacks, takes 3 stacks for super minions, two for cannons ETC) This minion will not be targeted by your tower & your enemies can kill it in 1 shot despite it appearing as an ally. Upon turning the minion you receive 50% of it's value in gold.
This minion costs either 10 sway or increases moral by 5 (While it is alive) when the minion dies moral is decreased by 10 for 20 seconds.
This costs 20 sway or takes/gives 0 moral. Each enemy killed by this spell gives 1 moral (in addition to any - moral being gone due to it's death) Moral increases the duration it can last without enemy enemies in it (.5 for each moral) & increases the damage by 3*moral
B) shoots a barrage of arrows, these arrows will continue for scaling amount of time in seconds, or until nothing remains in the area, these arrows in base only deal moderate amounts of damage, if there is a poision champion nearby (either team) (Singed teemo twitch ETC) the arrows become corrosive and will apply 5+level of the type champion dmg true dmg corrosive over 5 seconds for every 3 seconds they remain within the barrage.
Type 2- Fire- deals bonus damage equivalent to 10+level in magic. ETC Additional types could be ICE, MAGIC, and ARCHER
With potential combinations from more then one type? (Still in thought process here)
Or the other possibility is based off of the most recent dragon/plant to determine the type of arrows.
C) Defensive orientation, Passive? when below X% hp (or toggle?) the characters right click becomes a parry/block (so you still have to time it? (Heavy skill based concept) that is 10% of your ad in %. IE 500 ad = 50% chance to block/parry the incoming attack/spell if you right click on time.) However in this mode, one is unable to attack. (Spells are still legal) maximum is 75% block chance (OR decreasing 5% chance each consecutive block UNLIMITED chance.)
Sway is given for successfully blocking/parrying attacks.
Moral is reduced to 0 in this mode. (base moral of 10 (higher then the normal champion of 5)
D) Reduces the damage/armor/MR of a target for a duration, this is done by creating a "pathway" (Similar to a victor e?) if targeting a tower/building the sabotager has (Scaling hp) & will not be targeted by buildings and takes (Scaling time) to cripple the target (is done over time. IE if it was a 5 second duration that reduced armor by 100, in 1 second it would do 20). This can be killed by a player.
Upon targeting minions, it works by targeting a minion group, it has a slight camofauge but can be seen to some degree. (Like a glowing ball?) (or a shimmer?) then appears as a enemy minion (Appear allied to both sides similar to group A) this will allow all nearby minions to receive -(Scaling armor/ap/damage) scales with sway/moral.
E) Creates a zone (Size of the lane) that slows movement speed, deals damage like a GP ult at the 4th and 5th levels (Ie certain areas of the zone not everything) (Is a moat?)
Potential ULTS
F) Fortifications. Creates 3 towers (Wooden stone and iron for the 3 levels? (cosmetic effect) (or 1 & stacks like hemierdinger turrets per level?) these towers have 500/1000/1500 hp?
Ranged champions OR 5 ranged minions can get on the tower (or 3 cannons?), any can booted off (by right clicking) Being on the tower gives you an additional 300 attack range (500 in the case of minions) However for ranged champions they lose the innermost 150 units of range.
Ranged champions attacking people on the towers. (AA's and targeted spells) have a "reduced" range of 50. Melee champions must kill the tower first. (However as mentioned before whoever is on the tower cannot target below them due to the range handicap.)
Minions on the tower gain an extra 50 damage OR 35+2xMoral dmg. Each tower is worth 10 moral.
G) Fortifications V2. Creates a "Castle" (Size bigger then a gp ult) This "castle" has 4 doors that can be opened by the allied team. (Or broken for 250,500,750 HP)(Spells do not work) Whilst within the "castle" your armor & MR are increased by 50.+Moral This is unpassable terrain. Turrets (dead ones) whithin the "Castle" are recreated as archer towers that have 500 hp, and have an attack of 100 DMG at attack speed of .75 (True dmg) within the castle. (Range)
(Just alota concepts ATM) & probs alot to throw at you
(Or just send a no reply T.T)
Ty for your time!