Assassin rework idea

Rozair··2 votes·2,087 views

Talon:

Passive: talons attacks and abilities cause Enemy's to bleed. Bleeding enemy champions leave behind bloodied footprints (even when stealthed)

Q: talons next basic attack causes the enemy to bleed (separate from passive)

W: talon throws knifes in a cone (they do not return)

E: talon appears behind his enemy showing them and increasing bleed damage they take for 8 second

R: Passive: talon gains movement speed when moving towards bloody Enemy's. Active: for 8 seconds talons basics attacks add their own stack of bleed to enemy champions he hits. Talon can reactive this ability to go invisible and gain movement speed.

Akali:

Passive : Akali basic attacks hit twice one with her main hand and one with her off hand. Off hand strikes deal 50% damage and main hand strikes deal 75% damage.

Q: Akali throws her off hand karma at an enemy disabling her passive and dealing damage. The karma sticks to them and akalis next basic attack against then deals 8% of their health damage and retrieves her karma. If karma retrieves her karma the cooldown is reduced.

W: Akali goes invisible for.75 seconds and gains movement speed. Her next basic attack slows an enemy hit.

E: the same

R: Passive : whenever Akali attacks she is healed for % of the damage she deals Active. Akali dives in a direction. If it hits an enemy they take Damage and the cooldown is refreshed. damage is reduced each time you use it consecutivly

15 Comments

Crett3 votes

You have to think about design goals before you rework these champs! Not just about how to make the champions viable but more importantly, giving them real counterplay and interesting mechanics. A bunch of movement speed, damage, healing, slows, all these reliable effects that all center around limiting the opponent's options are what these champs have right now, which is why they aren't stronger than they are now; it makes them really awful to play against.

Rozair1 votes

{quoted}

You have to think about design goals before you rework these champs! Not just about how to make the champions viable but more importantly, giving them real counterplay and interesting mechanics. A bunch of movement speed, damage, healing, slows, all these reliable effects that all center around limiting the opponent's options are what these champs have right now, which is why they aren't stronger than they are now; it makes them really awful to play against.

I gave both of these champions dome serious counterplay with the Fiora rework in mind. I made it so Akali has to land her ult consecutivly to use it again also if she uses her q she loses an attack that would apply on hit affects but now cannot. They enemy can simply walk the other way till the debuff ends and then Akali will be severely hurt till her passive refreshes.

With talon almost all of his damage is bleed effects if you slow him down when he ults he could only hit you once with it. Slows and armor would severely hurt talon. He has poke potential but he is squishy as hell so you could burst him if he dives you.

Fiora does more damage than ever now but,also has movement based counter play such as these rework I came up with.

Crett1 votes

Fiora's actually a pretty toxic champion even with her counterplay, because they stuck a bunch of slows and MS boosts on her, which ended up making the enemy champion's movements pretty invalid unless they were just as mobile as her.

Akali could be the same way, especially if her slow has a short cooldown.

Talon's going to be able to instantly pop onto somone, slow them, and move faster towards them; even if that kind of gameplay had counterplay, it certainly wouldn't be interesting. I think you should try to approach this from another angle; instead of making these champs really good at just assassinating a target, think of something that set them apart from the crowd, and think about how their skills work together to create a gameplay pattern in line with the theme you've made for their kit

Talon can assassinate a single target well enough, but teamfighting is actually his biggest strength currently, for example. With these changes, he loses that strength, and turns into a more single target assassin with even less counterplay.

Rozair1 votes

{quoted}

Fiora's actually a pretty toxic champion even with her counterplay, because they stuck a bunch of slows and MS boosts on her, which ended up making the enemy champion's movements pretty invalid unless they were just as mobile as her.

Akali could be the same way, especially if her slow has a short cooldown.

Talon's going to be able to instantly pop onto somone, slow them, and move faster towards them; even if that kind of gameplay had counterplay, it certainly wouldn't be interesting. I think you should try to approach this from another angle; instead of making these champs really good at just assassinating a target, think of something that set them apart from the crowd, and think about how their skills work together to create a gameplay pattern in line with the theme you've made for their kit

Talon can assassinate a single target well enough, but teamfighting is actually his biggest strength currently, for example. With these changes, he loses that strength, and turns into a more single target assassin with even less counterplay.

Both Akali and talon are assassin's... They are designed for that reason exactly.....

Rozair1 votes

And i mean look at rengar

CreationFlaw1 votes

But talon is the balanced assassin, why rework him ;-;

antydeth1 votes

cuz he is outdated like fizz they are both good examples of assissins but they have unfair kit so yeahTalon Taliyah Fizz

Rozair1 votes

I'm.using an iPhone so I can't edit but I forgot to add that Akalis ult only heals from off hand damage

antydeth1 votes

rengar: passive:the same but its range grows by leveling up(3% per level max:54%) q: the same mechanic but it applies crit chance now w: complitly new mechanic (its rly unhealthy for rengar) e: it will stun even if rengar is not in ferocity and in ferocity it triplicate itsself :) ult a.k.a r: the same but when activete it u jump in a target location(u do little area effect damage) and then u go invisible everything else is the same :)Rengar fizz: passive: complitly new q: the same with small changes w: new mechanic e: the same with some changes r: the same with almost no changesFizz

antydeth1 votes

also rengar can be damaged while he is jumping with his new ulti and E ability will be slower(cuz he needs to have counterpicks) and fizz's W gonna be changed into new ability cuz it needs to be fair to play againts ;)

antydeth1 votes

and rengar's tropheis will be reworked 2

antydeth1 votes

and also rengar's changed E on ranks : cooldown: 9/7.5/6/4.5/4 damage : 40/50/60/70/85 (it can scale with ad ) stun durotation: 1/1.2/1.4/2/2.2 (the throwing animation will be slower than before but it will be faster when rengar get more as a.k.a attack speed) Rengar

CreationFlaw1 votes

Necrooooooooooooooooooooooo

antydeth1 votes

wow

WoonStruck1 votes

Better idea:

Delete them all from the game.

GG, over the next 2 seasons League is in a decent state again because instant kills don't have to be balanced around.

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