AD Scaling Support idea

Great Ozymandius·12/3/2017, 10:57:54 PM·2 votes·301 views

Some people were talking about how it would be cool to have a support scaling off of AD.

For fun, I tried to figure out how you could make a champion who would want to build offensive AD items but would also want to play in the support position and would provide his team with utility.

The basic idea is to scale utility off of ad/crit and to strongly limit the power of his kit when no allies are present.

Passive: Critical strikes on a stunned target deal an additional 1.5 x AD damage.
Passive: dealing a crit grants MR & Armor equal to AD for 1.5 seconds Skill 1: Slow Zone - places a rectangular slow zone in target location which lasts for 5 seconds. Enemies within this field are slowed by 10% + .4x(%crit chance) as long as they are in the field. Targets in the field for more than 2 seconds are stunned for .5 + .1x(Bonus AD) seconds. Moving out of the field does not reset the counter (eg., if you are in the field for 1.5 seconds, exit the field, then reenter it for an additional .5 seconds, you would be stunned).
Skill 2: Jump 500 units beyond target allied champion and obtain a shield for 40/50/60/70/80 + 2x(Bonus AD) + 3x(%crit chance) HP. This shield blocks damage only in the direction your champion is currently facing. The shield decays over two seconds.
Skill 3: jump through allied champion. Both you and target ally obtain 10% + .2x(%crit chance obtain)% increased movement speed and attack speed for 3 seconds.
ultimate: nocturne/khazix ult hybrid -- all enemy champions within 1500 units have their vision reduced to 300 units for one second. Can be reactivated up to three times with a 1-second internal cooldown

Skills 2 & 3 force this champion to be played as a support, as he has no mobility without allies present and his skills do no damage.
Skills 2 & 3 give him a pattern of harassing in lane -- use skill 2 to jump through your ally to harrass the enemy; use skill 3 to get back out.
Skill 1 provides utility to his team by slowing enemies in an area. It is also gives him the opportunity to stun a target and utilize his passive.
The ultimate is weaker than Nocturnes ult in some ways but stronger in others: it is not global and works in only 1-second bursts, but, on the other hand, it can be reactivated three times, so it can be used to play mind games with enemies by doing one thing in between ults an doing another during the ult (e.g., disengaging, reengaging).

Thoughts? How would you change this kit to make it balanced as a support? I'm not sure if this kit would be under-powered or over-powered.

5 Comments

PhearBunny12/3/2017, 11:31:13 PM1 votes

Nocturne actually isn't bad as support right now.

The only thing that's ever kept him from being a laner was his mana restrictions. Mana is no longer a problem with manaflow band.

Even12/3/2017, 11:43:41 PM1 votes

I feel like auto attack harrass would be too annoying.

DemonBoneJangles12/4/2017, 12:37:27 AM1 votes

proposed adjustments

Passive: Critical threat (aura permanent): Critical strikes from allies deal an additional 10%-40% based on (champion) level Passive 2: Bulwark Assault (Self passive): Champion gains 10% combined armor and magic resist as Bonus AD+ and additional 2% every 6 levels

Q- Defensive maneuvers: Engages the enemy in a target area Taunting them for 2 seconds and taking 25% less damage from them, after 2 seconds enemies in the zone are stunned and (champion) leaps towards the nearest ally unit (if no unit is in range it leaps away from the enemy towards its base)

W- Phalanx: Rushes to the target area and gains a shield for 50% current hp, allied champions passed along the way grant bonus shield strength equal to 25% of their current hp

E- Guardian: Move to a target ally champion or turret, for 5 seconds Champion moves with them and grants a linked shield, damage the ally would take is instead taken by Champion. while shielded the ally loses 50% movement speed but gains AD equal to 50% of the lost movement speed

R- False retreat: Champion channels for 5 seconds during which allied champions may join the channel (similar to how tahm kenches ult works) they tehn appear to retreat, gaining camouflage for 2 seconds, attacking breaks camo for that champion only, after 2 seconds the next attack from any champion is guaranteed to stun the target (this attack is shared among the group and also applies to abilities stunning the first enemy champion damaged if it is an AoE ability)

Like these changes? reasons

Passive 1 was reliant upon having a high AD something a support wouldn't do even with ad scaling Passive 2 was ok but wouldn't benefit much from the ad scaling because it relies on crit which conflicts with passive 1

Q: was just a larger version of sorakas silence circle W: Similar to braums e but requires an ally nearby and doesn't block anything, used less effectively E: a Leaping version of Nunu's blood boil ability without a self cast and again requiring a nearby ally R: range limiting the non vision part was good but how would it look on the minimap? would it be like a fog of war zone? or would it simply remove the icons from the minimap till the duration ran out plus casting it 3 times would be hectic and near useless if the enemy was able to keep vision on you granted it would make keeping vision harder.

overall I liked your concept and wish you well on this champion design ^_^

DemainaNyx12/4/2017, 4:29:04 AM1 votes

Would love the idea of an AD support. Normally there are too many AD champions in a game, but occasionally you have all AP and the ADC, so having an AD support would help to balance out the comp.

EcchiOtakuTM12/4/2017, 4:51:45 AM1 votes

Suppoppy. Trundle. And I think there was already another viable and legit AD support.

Edit: After realizing that this was not a "Can we have an AD support but more of a suggestion one"

Honestly I'm a bit sleepy right now, I'll try to give proper thoughts in the morning if I remember. Sorry. If a reply happens I would have a higher chance of returning.