MECHANICAL IDEAS FOR LEAGUE OF LEGENDS GAMEPLAY ( share ideas of mechanics for league of legends)
Few mechanical ideas for league of legends. future champions or updates. just throwing some ideas out there in the hopes that riot would be inspired by them. if anyone has any ideas about mechanics in league of legends feel free to post what you think.
as you all know mechanics make any game more interesting makes the game thrive. reacting to your enemy and the enemy reacting to you. you earning your damage not only through gold but also skill. the more impact the player has the more interactive they feel and the more entertaining league of legends becomes.
Just a heads up this is very long but please read through everything if possible. the juiciest ones are in bold. just sharing ideas not criticizing riot in anyway. pls i beg readers stay on the mechanic topic and don't eat me alive.
**Cursor based abilities: ** when an ability is cursor based it means that the cursor doesn't only executes the ability but determines what the ability is. The standard way of using abilities is to press the button and only use the mouse to execute the ability. there are also many variations of this method, the closer one to being called a "cursor based ability" being skill shots. but the reason it is not fully considered to be a cursor based ability, is because even do the cursor determines where the ability lands it does not determine what the ability is. In short cursor based abilities would be using one button on the keyboard and letting the cursor determine what the ability is. an example visualize yourself pressing a keyboard button then smoothly dragging the mouse in different ways to perform controlled fluent abilities in one mouse button.
(optional) couple years ago i though of a champion that uses kicks as main abilities it was like a combination of riven and vayne you could say. (mechanically. riven with true damage and stealth omg) the champion in my mind resembled lenalee from D. gray man in both appearance and mechanics. but it was just a though and i didn't put any effort to turn this in to reality. couple years into the future a riot fan came up with a similar idea and actually put effort in to turning this into reality. The champions name being Rae an alternate version of vi with augmented legs. I am a total fan of gaming curios and found out more about this champion and the possibility of it coming to life like Aurelion sol. i'm not trying to steal any ideas nor claim anything. is just that Rae seems like a champion that would utilize cursor based abilities to its full potential. kicks take momentum and in order to imitate that you would need something different than just press button and click. but rather use the cursor to create the kick fluently and add limited but vast variation of kicks and abilities using this method. i am just a random riot fan who had a similar idea years back just wanted to add some mechanical ideas for future champions. I am also not criticizing riot at all just throwing ideas. some of this ideas are probably in use by riot already who knows. well moving on.
combo mechanics
League of legends already had this in mind with champions like Annie, Vladimir, Ryze Brand and Anivia who were one of the first champions and there has been significant change since then. but the combos still only alter stats and in some cases like Ryze the ability is only altered slightly. I am not criticizing for i love those champs but even now the combos are very simplistic and easy to pull off. i personally don't like the idea of simple combos deleting people under the impression of skill. it is understandable to have a good low skill floor for new comers. but experienced players need some love too with higher skill capped champions. the perfect balance in my opinion would be medium skill floor and high skill cap. the purpose of combos in my opinion is to make the summoner more interactive towards the champion and its surroundings. like in fighting games the harder the combo the higher the damage and/or utility but only if the player is skilled enough to perform the combo in the first place. this would also have a lot of counter play since the enemy or enemy team will try to Interrupt your combo to minimize your damage output or lock you down in place. combos can also be used on many supports that lack the utility and game presence in comparison to the fake supports that only offer high base damage. it can give supports more choices in abilities and empowering some utility spells based on the complex order. in short performing combos is the condition and the end result is some what of a positive outcome.
couple of ideas to create more space for combos, even do some are already in used in league of legends but not as often. ability alternation, auto attack proc alternation and auto attack ability alternation.
-Combo bar: some champions have a bar under their resource bar indicating the effect of upcoming abilities. but what if there were a bar under the champion being targeted that could change and alternate abilities depending on how many stacks it has. this would be extremely good on all champion roles especially melee or mobile champions. the stacks can also indicate how much damage the next ability will deal as in landing continuous abilities could make a rotation or single ability deal more damage. this could also be used to determine exactly how much damage is being accumulated when a champion like zed uses death mark by looking at the amount of stacks present.
- ability alteration:
you use abilities and the order of abilities alter the next. now a days the abilities are altered slightly, it could be taken to the next level if a totaly different ability were to be cast as the spell rotation is being executed.
- auto attack proc alteration:
In auto attack proc alteration champions that come to mind are lee sin and riven. the reason why is because after an ability lee sin gains attack speed for the next two attacks and riven next auto after the stacks from abilities deals damage based on ad. but that does not have much alternation (in stats only). the idea is that after an ability your auto attack becomes an ability or at least becomes a different type of auto attack depending on the champion. there are many possibilities but it is not right to make the proc just based on stats since that would be hard to balance around it and the reason why is because the enemy player cant react to it or do anything about it other than buying defensive items. it would be better if it is an ability that can be dealt with but not easily.
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auto attack ability alteration:
after certain amount of auto attacks abilities are present, and/or altered. like Ashe can only use q after a certain amount of auto attacks. in many MMORPG there have been combo systems involving auto attacks ( or at least a main short cooldown ability with low cost on resources), but i have yet to see this often used in league of legends. i believe this would make marksman and melee fighters a lot more interactive and mechanically intensive.
-champion alternation
using a combo will transform the champion changing its abilities, out ward appearance and or just empower the champion.
Charge abilities
we all know the classic hold to charge ability. where you get higher damage or range. what if it does not have to necessarily be damage? it could be a way to empower a utility skill or even other allies. but this is not seen often and it can actually be a old yet new skillful mechanic. the idea is just like the name implies you charge an ability but what can be different and challenging is how. what must i sacrifice in return to perform this move? will it be useful right now or should i hold on to it? do i even have the time to perform it in the first place? like all skills in league of legends you need a condition and a price to obtain an end result.
- Create condition: there can be many ways to make charging an ability more challenging. example a simple idea is to instead of making the indicator the usual air pressure Gage when filling up a tire, why not make it a bit more unpredictable like a seismograph. (maybe not that unpredictable) the player would then have to let go at the precise moment to have a better end result. the possibilities behind how to charge abilities are vast and creative this was just a simple idea. good effects can happen while the ability is charged as well. an example can be movement speed as you charge or increased critical chance as the ability is being charged, again the possibilities are vast. in short what to do to charge the ability and what happens while you are doing it.
Price: when charging an ability to obtain a good end result there must be some what of an equivalent price. that interacts with the champions kit. free damage is unbalanced and no one likes that but making high risk high reward situations is quite fun. an example would be sacrificing health or even time to charge. the price can be anything depending on the champion.
it can be anything depending on the champions kit and style. a simple example would be a marksman that uses an ability. while on hold speeds the champion ("condition") . but drains health per second (price) then shots a fury of bloody arrows (a bit of theme) that deals damage based on the champion's missing health(end result). a bloody archer that manipulates health and shoots blood can use the mechanic like this.
**Team combo abilities ** league of legends as we all know is a team based game. even do players in league of legends support each other in other to win games. the interaction in game-play between champions is very limited. Yasuo is a good team combo champion. if anyone in your team knocks up the champions on enemy team Yasuo can then ult. this is a perfect example because Yasuo can react to an ability from someone else on the team not just himself. Oriana can put her sphere on an initiator to pull out some nice plays. but what if multiple abilities in league of legends could create something new and have a totaly different enhanced effect that does not require you to use your ultimate. one of the mmos where i have seen a similar mechanic is on guild wars 2 where different aoe spells combine to form an effect. the way the mechanic worked is that a skill must be a combo field (usually an aoe) or a combo finisher (projectile, gap closer, melee skill) to be combined For a combo to occur. a combo field skill is used creating an area effect and then one or more combo finishers can interact with the field to create a combo. in league it would be like jayce uses "accelaration gate" (the field) then ash uses arrow volley or ult (the projectile) that takes on the properties of the field. it would probably have increased size , damage and be faster than normal. another example would be tryndamere he has a wirldwind (the leap) it goes through an aoe and now the spin can spread the effects around in a team fight or when he goes through he can be empowered by the effect is also possible one of his abilities could be modified for a limited time. it does not have to necessarily be in this sort of way but something like this would be a start.
**role based masteries. ** in league of legends we are aware that roles exist. but some times there is not much of a difference between champions corresponding to the role. what i mean is that you can play any melee champion as long as they have a gap closer as an assassin or any ranged champion with absurd auto attack range, utility and damage as adc. a prime example would be lulu the champions has decent base magic damage and ad plus utility the average adc does not have such utility and if they do then something is sacrificed but with lulu she gets all of it for free. the point is there should be a way to identify the role a person plays through their play style. role based masteries would give perks that interact with the player and assist the player perform their role. this is just a basic idea and can be changed as riot sees fit.
Acended perks: each role would have special utility beneficial to that specific role. each role would have a variety of perks in which they would have to choose. an offensive perk sacrificing something, a utility perk changing your abilities and even play style of the champion and a defensive perk mostly team oriented grants protection to you and/or allies if a condition is met. if you choose the offensive perk you can get some traits of the other mastery trees but the more you stay true to one path the more benefits you will gain from it. unlike the current keystone masteries this perks would be more interactive and you could choose more than one in each tree. it would be some what like Skyrim when putting points in professions and not a way to just get free damage but rather play the same champ in very distinct ways. tl:dr perks that identify the role you playing.
items: having items interact with the keystone perks can bring a bit more balance to the game as well as more strategic interaction. the idea is that an item will have a different effect on role champ x than role champ y. yomu's ghost blade on assassins will be slightly different than yomu's on just any other assassin wanna be. unorthodox champions can be played as any role but they would have to put commitment to playing in the ways of the role if they want to use the perk. is similar to a jungler with out smite sure it can jungle but running anything other than smite as a jungler is very disadvantageous.
again all of this are basic ideas that riot can change as they see fit in hopes to improve the league of legends experience a bit in a mechanical way. it is quite long and messy but it would be really appreciated if everything was read. pls share your ideas as well and stay on the mechanics topic.
ps: also write those about those weird mechanic errors that happen once in a while you know like blitz grabs ezreal but ezreal doesn't get pulled. but pls stay on topic do.