Power Enchantments [Aid in dealing with Mobility Creeping and Spell Diversity]

Stacona··2 votes·523 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, Revive, etc. since Flash no longer interferes for the spells; so you can use Teleport Revive mundo and karthus, 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

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

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

Statistics: UNIQUE Active - Cloaked: Become transparent for 3 seconds granting the ability to ignore all impassable terrain, unit collision, and be immune to damage (210 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 - Transparent duration increases to 5 seconds and grants 50% Tenacity while transparent.


Iron Horse Hooves: Recipe: Free; can be combined with any 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.


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.

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

21 Comments

Ironclad Dragon2 votes

If you add items that provide mobility, the strong will only get stronger. Instead of one gap-closer or escape, the mobile would have two; the immobile would still be disadvantaged. Riot has actually discussed this before.

Stacona1 votes

You can only have one power enchantment at a time, so you choose between, stampede, flash, cloaked, or chained/cuffed --- there are two power enchantments caterered towards non-mobility champions to stay alive, not to mention they can still use Flash - Stampede active is for amumus and skarners to get in and make plays running into the team

the only mobile power enchantment is Flash - two of the power enchantments involve either staying alive from things like assassins or j4 ult and the other being anti-mobility pulling a sped up, thresh lanterned, kassadin, ahri, ezreal, riven etc back to a starting location for non-mobility champions can interact with them and prevent the mobile from being so safe by easily clicking a button- the final item is for inmobility initiators like sona, annie, amumu, skarner to aid them in initiating- you only get a burst of movement speed when running towards enemy champions near enemy champions

Ironclad Dragon1 votes

I'm not talking about that. If you give someone who's naturally mobile any one of these items, they'll still outclass immobile champions.

Stacona1 votes

Then are saying remove Flash completely - so either we do something like this or remove flash - what is it?

Think about it, how do you use The Sheriff's Handcuffs against an Ashe or Anivia? this effect will never ever proc on them Why would an assassin use Ninja Cloak? how does the varus suddenly sneak up on that mobile assassin and one shot you as a marksman (we are not saying he is super fed 6 items full damage)

sure squishy damage dealers, mobile or not, is allowed to use ninja cloak to stay alive, but this does not grant any mobility

the only squishy champions who want Iron Horse Hoove will be kennen, sona, annie who are much about the play making with their ultimates---

and then there is Flash which gets moved from a spell to a free item- has not changed at all besides that you can upgrade it with 1000g which is a lot by the way in adding extra mobility to the spell and a brief spell shield

Ironclad Dragon1 votes

I'm not talking about Flash. I talking about champions like Yasuo or Riven or Kha'Zix, who don't need Flash. If you take out Flash and introduce these items, those high mobility champions will become all the more harder to escape from or to catch.

Stacona1 votes

that is why i introduced the anti-mobility item and granted it a low ish cooldown so you can bring them back after they try jumping away, upgraded will briefly snare them in place further preventing their mobility, there is no range cap to the handcuffs, it is just duration based- only Flash is immune because 45 or 30 second cooldown hard countering a 300 seconds cooldown is unfair---- but a 45 or 30 seconds cooldown countering a 30 to 3 seconds mobility spell (depending on the ability) is fair The handcuffs and Cloak were created specifically to deal with high mobility champions, and remember you have two spells now as well since flash is a situational item rather than a spell

Ironclad Dragon1 votes

Tell me how "this effect is useless if you are a mobile champion yourself, this is intended for non-mobile champions to deal with the mobile champions." I don't see a way it wouldn't be effective on them.

Stacona1 votes

How does Ashe, anivia, varus, kog maw, jinx (excluding passive), amumu, annie, etc travel over 1500 units running away? (of course amumu can Q a monster and counts a dash, but still) and most of them do not have any dashes or instant blinks, only instant blink they can get is Flash which the item does not work against --- so the handcuffs literally can NEVER trigger on immobile champions since they do not have these mechanics in their kit naturally, champions like riven, kassadin, khazix have dashes, blinks, jumps etc which all trigger the effect if they got chained so cuffed will pull them in of where they took damage from the basic attacks rendering their mobility completely useless since it undo their mobility spell if you use the active --- most ranged basic attacks, not all, do travel do the chained location (does not move) may be placed after the jump location but you have three seconds to run up to that location and pull your target there so even Ashe and Varus can catch them and kill them where they otherwise (sure Flash will not trigger the effect, but any other mobility spell will so if you were chained and use flash Riftwalk, GUESS WHAT!? Kassadin just wasted both his flash and riftwalk and gets pulled in to die cause he wasted everything since Riftwalk triggered the cuffed active, not to mention he would be very close to exceeding the range limitation that also triggers cuffed'd active)

Anyways, the handcuffs can really only work on immobile champions if they use either the mobility on iron horse or righteous glory and since these are initiating mobility effects you would never have been in range to basic attack, so talisman of ascension, thresh lantern, or sivir ult are the effects that make immobility champions to trigger the cuffed effect if they exceed 1500 units

Ironclad Dragon1 votes

I realize that I misread what you wrote. Hm.

Stacona1 votes

Iron Horse Hooves is similar to Righteous Glory, just is purely selfish movement speed and grant displacement immunity (slow, stuns, fears, charms, etc still work) - think a little bit like Jinx passive but you can trigger it whenever you want, but on a hefty cooldown, but only works towards champions

The Sheriff's Handcuffs' passive and active works, excluding Flash, when a champion is chained down when they took damage from a basic attack, the location of where they took damage is where the champion is chained to which lasts for up to 3 seconds, other basic attacks on the same champion will reset the duration since it creates a new chain- using dashes (jumps are included here) or instant teleport (or referred to as blinks) or exceeding 1500 units from the chained location will allow you to use the active of the item. If you use all chained champions that are eligible to be pulled will be pulled to their corresponding chained location. Causing this item to be strictly an anti-mobility effect, this is the item to help deal with the mobility creeping in the game.

Ninja Cloak - this is to either reactively prevent dying from assassins, you can still be CC'd OR get away from something like J4's cataclysm which assassins and J4 are both very mobile champions which makes this a sudo anti-mobility effect too- but all damage dealers would highly want this item probably more than Flash since it keeps them alive, there will be cases where Flash can be more useful and so does the handcuffs- this item I am fine with damage dealers in general getting it whether you are mobile ezreal or ahri OR immobile ashe or kogmaw this is for staying alive as a back line damage dealer- and I made sure you can never deal damage at the same time as you cannot take damage yourself and since you are still vulnerable to CC it cannot be used as a cheap way to get into fights- Flash or Iron Hooves are better for that

Flash is Flash, the only true mobility item here and does the same thing as it does now minus the 1000g enhancement you can purchase for the tempting spell shield and increased range- almost 1500g with distortion enchantment if you want a super Flash back in the days of beta / early season 1

Drakzul1 votes

{quoted}

I'm not talking about that. If you give someone who's naturally mobile any one of these items, they'll still outclass immobile champions.

You have to remember two things. Flash is gone as a spell. You have to buy tier two boots and Then purchase this "power enchantment"

This actually gives everyone the same tools. (Everyone can get flash) Or pick a more niche option that may be more effective on certain champs. For instance the chain trap would be amazing for someone like Darius.

As an aside though... Holy fuck the cloak is too good. Needs nerfed.

Stacona1 votes

Do you people even know what you want? Provide proper feedback in a civil manner, downvoting helps no one

SmokingPuffin1 votes

Removing flash from the laning phase will break the game. It's currently baked into all the core jungling and laning interactions.

Stacona1 votes

Did you read the post? Because I know you didn't

SmokingPuffin1 votes

I did. None of your post addresses what happens before you upgrade tier 2 boots.

Far from mitigating mobility creep, your plan results in only mobile laners being played.

Stacona1 votes

Can be COMBINED to tier 2 boots so your boots gain an active base on your power enchantment, the Power Enchantments are free items that you may purchase at the start of the game, selling them places them on 90 seconds cooldown (unless you used Flash and try to sell it to get a lower cooldown this does not work the higher cooldown takes priority) so you can start the game and laning phase with Flash and then sell the flash item later to get one of the other power enchantments since they will serve better in teamfights or dealing with mobility champions through the handcuffs

Tier 2 boots is when you can click and drag the item into your Tier 2 boots purchase- you can still swap out power enchantments similar to enchantments

in short you start off the game with one out of 4 choices, and being able to swap between the other any time you shop; with the sell penalty being a 90 seconds cooldown similar to trinket's sell penalty, at champion level 9 you may purchase an enhancement for your power enchantment making it stronger

SmokingPuffin1 votes

Okay, now I think I understand. To clarify:

Recipe: Free; can be combined with any Tier 2 boots

For me, this is a confusing description. All other recipes require the other items before they do anything. For example, Homeguards recipe cost is 475, but you can't buy Homeguards without a set of tier 2 boots.

Now I understand you to be proposing:

  • Flash is removed as a summoner spell
  • Champions can select two summoner spells
  • Champions can carry a power enchantment to lane in an item slot
  • Power enchantments can be merged, for free, with any tier 2 boot item, and do not conflict with boot enchantments

Is this a correct summary?

Stacona1 votes

Think of the items more like Trinkets, but instead of a dedicated item slot you can freely place it in any of the 6 item slots you have available, the reason for this suggestion is to keep the game simplified esq to not add anymore buttons, with Trinkets added i personally think League reach its limit to buttons to press, so we can set up the system as an active item that works like trinkets Just for the item does not take up an item slot later you combine it with your Tier 2 boots (an item you always get on everyone) so that it does not take up an item slot, early game it does not matter since you have plenty of room

But yes, you are allowed to choose between one of four Power Enchantments and swap whenever you like with 90 seconds cooldown sell penalty- so Flash can still be taken at the start of the game if you so please to do so just like how everyone starts off with Yellow trinkets and sells them later for red and blue trinkets you can do the same thing with Power Enchantments - so this is very much similar to the Trinket system including being able to upgrade the Item later on with gold

So with Flash removed as a spell, but not from the game - you are free to customize your summoner spells so you can use exhaust CV, heal CV, ignite teleport, smite revive, clarity ignite, etc etc the options are endless since the second slot is now free'd up since Flash is in a whole different category and still excessible at the start of the game for laning phase and even invades if you choose to do so

But yea, you got it now for the most part

SmokingPuffin1 votes

Ok cool. This is much more workable than what I originally thought.

The main design problem you'll have is that we're effectively adding a summoner spell to every champion loadout. That's a big deal in the lanes, but it's a gigantic enormous huge deal in the jungle. Having every jungler be able to bring exhaust or ignite is really intense pressure.

I do like the idea of being able to change spells for the midgame. You'd see a lot of people doing this, I think.

Your items are pretty interesting designs.

I'm pretty sure the cuffs are broken, but they're cool. Such a low cooldown means very scary things with champions like Olaf, Udyr, or Shyvana in the jungle.

The ninja cloak is a really cool skill. I'm afraid of it being better than flash -- anything better than flash puts strong pressure on competitive kits to have flash in them. It might have too many things on the active at once. Maybe the damage immunity part should be the upgrade.

As drawn, the hooves are going to be very niche. Probably just for Hecarim and Rammus types.

Stacona1 votes

The handcuffs are very reactive play though and only work with so many champions, but they are required to balance the mobility gain allowing mobility champions to get punished as equally as mobility champions, because right now Ashe gets caught out stupidly she dies, if Kassadin gets caught out stupidly he gets away safely like he is a god- what the handcuffs do is you like a retard and get caught out you should die whether you are ashe or kassadin so the item and even the threat of the item should encourage smarter gameplay and increase the skill level for the higher skilled players --- in short the item should make it so that we should see a balance of mobility and non-mobility champions instead of the majourity of champions being played on the mobility champion side like how things currently are- the item is to punish mobility champions, so udyr and shyvana can be punished by the item just like how they can punish mobility champions as well- it is not fair that only non-mobility gets punished and hence lack of their play

i didn't think of hecarim but it be good with him - it is for initiating and play making so sona, amumu, annie, rammus, hecarim - basically tanks or champions with game changing ultimates that need help to get in range

ninja cloak i think it will be cool seeing more things than Flash - and i intended for these effects to be stronger than Flash in certain roles and situations (like handcuffs being really good against mobile teams and when you are ahead to see a lot more decisive games rather than drawn out games that have a clear winner 20 minutes ago but have trouble ending because the other team is pure disengage high mobility and never die despite being caught out)

think of Flash being like a combination of trinkets and recall in this method since it is just given thing (i wanted there to be options for other things and not just Flash by itself), but the long cooldown is still there and unless you got 21 utility (suppose to 9) for the item cooldown Flash cooldown is even longer in most scenarios except for most supports and a few other champions

anyways, Power Enchantments will be the "mobility" system even though two are trying to deal with anti-mobility specifically and do not have mobility at all while iron hooves contains mobility for an anti-mobility aspect in trying to catch up and catch out mobility champions while Trinkets are the vision system

i am fine with two power enchantments being used more than the others, the only problem is if one of the power enchantments become far more dominant than the other, so the power enchantments just need to be balanced among each other so you can see diversity- handcuffs are technically the most situational since it involves multiple factors to get bought, while Flash, Cloaked, and Stampede are all role and champion based (i see something like your two main damage dealers using Ninja Cloak or handcuffs, a support using possibly Handcuffs since this can be a supportive item or just flash or hooves, top lane using flash or hooves, and jungle using anything but ninja cloak)

GaleWinUnleashed1 votes

Please don't take this the wrong way. It's great that you're trying to think of ways to even the playing field where mobility is concerned. But adding more mobility to everyone is not the solution.

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