@riot Sparkle Deathfire Touch Idea, with a quote.

Zerenza··3 votes·320 views

[{quoted}](name=Riot Sparkle,realm=NA,application-id=3ErqAdtq,discussion-id=djhhyIkO,comment-id=001a,timestamp=2017-12-07T19:19:58.097+0000)

The issue with Deathfire Touch as a keystone, which we've talked about before, is that it had very little gameplay. You just...got more damage... in exchange for nothing. I know it was really fun for mage players because you just...got more damage (and that's fun!)...but the pattern was not producing good play or counterplay (in that...there was no pattern). This is actually also somewhat related to why we switched up the triggers to Electrocute, etc., to require more specific interaction on the side of the rune users.

Okay i wanted to qoute you then put a response to this since i read after this and jesus league player's can be rude.

But Deathfire Touch could be included into the game in a Similar to way to Arcane Comet but vastly more fun.

Basically how i imagine it is that Mage's use magic so strong it Burns the ground, a good example is with Xerath's Q, so xerath will cast his Q and if he hit's something Deathfire will proc, but insteal of procing like before, it leaves an area of Scorched ground that's the same size as his Q hit box was, this area lasts for a short amount of time and deals the classic DOT. I don't know what the cooldown would be for something like this but it would be really cool because unlike previous Deathfire it's not just "Free Damage", you have the choice to walk through it or not and it makes sense Thematically as well.

Deathfire would work the same way with all AOE abilities, it's size and shape would be based on the skillshot that was used to Proc it. Now i think that's REALLY hard to do but it would be cool to think over.

Note: I'm unsure if this would work with Single Target abilties, probably not though but i don't see a problem with it spawning underneith someone in a small circle when their hit by like a Morgana Bind or something.

11 Comments

nelogis4 votes

Its all fun and games until a teamfight breaks out and the map changes to magma chamber

Jokes aside but i think this will be hard to implement... mainly because everything will be burning when a Fiddle ults in and then seeing what the fuck is going is going to be really hard because of this.

Zerenza2 votes

Certain abilities i think wouldn't work the same as we imagine, like Vel'koz ulti or Fiddlesticks ulti, like with either of them you'd basically turn the whole game into a Magma chamber but i'm sure there's a work around for both of them.

nelogis1 votes

If you can make it so it is visible that you are standing in it but not so visible that it distracts you (Like Trundle arena) then I think it will be a good Keystone yeah

And is consitent with all abilities, I would make it so that it only appears as a circle around the champs you hit and not in an AOE of the spell.

So Fiddle ult works the same as Velkoz Q for example

Zerenza2 votes

The reason that doesn't work is because it's exactly what Riot Sparkle says is bad, if it just appears as an AOE circle on every ability once it hit's, it's no different than Comet except it does less damage but has a shorter cooldown.

nelogis1 votes

hmm also true... but making it work 50% of the time normally and the other 50% because the spell isnt AOE / too large of an AOE (Karthus would look badass with this lol)

the inconsistency just doesnt feel good IMO

Zerenza1 votes

Well, i don't think it wouldn't work 50% of the time, it just works differently for different abilities.

AOE Spells IE, Xerath Q/W, Karthus Q, Cass Q, Teemo Shroom: Creates an AOE DOT effect in the same area as the ability.

Single Target Spells or non-AOE spells, Ahri Q(classified under this for clarity), Lux Q, Morgana Q, Xerath E, Ekko Q ect: Creates a small circle around the champion that applies DOT.

Fiddlesticks Ulti, Swain R, Rumble Q, Vel'Koz R: Probably makes the circle once then again the next time the cooldown for Deathfire is up, swain would be busted if it was like this though.

Lux ulti would be so scary though XD My idea may be trash, but it's still an idea and sometimes those can spark other people to make better ideas.

ChaddyFantome1 votes

{quoted}

Certain abilities i think wouldn't work the same as we imagine, like Vel'koz ulti or Fiddlesticks ulti, like with either of them you'd basically turn the whole game into a Magma chamber but i'm sure there's a work around for both of them.

If you have to purposefully make it not work with most abilities, youve fundementaly proven it isnt a good idea.

Zerenza1 votes

Most abbilities? Abilities that are like Fiddlestick's Ulti, Rumble Q, Fiddlesticks R, Swain R eccetra would simply need different work arounds, it's not that they wouldn't work at all it's just that they can't work the same way as 90% of the other abilities would.

Basically an AOE spell that comes from the Caster, while the Caster is moving, oh Karthus has an ability like this too, would need to work differently than other abilties to not clog up clarity. That's something that the developer's would figure out, not me, if i were to do a work around, i would simply make it to were it creates the AOE after the spell ends. That; however, would make it bad on those champions.

ChaddyFantome1 votes

{quoted}

Most abbilities? Abilities that are like Fiddlestick's Ulti, Rumble Q, Fiddlesticks R, Swain R eccetra would simply need different work arounds, it's not that they wouldn't work at all it's just that they can't work the same way as 90% of the other abilities would.

Id say roughly 80% of the roster has some AoE that would simply make the keystone stupid.

Basically an AOE spell that comes from the Caster, while the Caster is moving, oh Karthus has an ability like this too, would need to work differently than other abilties to not clog up clarity. That's something that the developer's would figure out, not me, if i were to do a work around, i would simply make it to were it creates the AOE after the spell ends. That; however, would make it bad on those champions.

So basically you admit it is priblematic but exempt yourself the responsibility of actually figuring out a way to make it work without being convoluted or overly complex?

Zerenza1 votes

Your turning this into something bigger than it is, it's just an idea i don't have to figure out everything and write an essay...

Vekkna1 votes

My idea for a keystone is basically opting into the Death's Dance passive:

X% of magic damage from abilities is converted to true damage but is instead dealt over 3-5 seconds as a bleed.

The idea here is to:

  1. give poke and dot mages their DFT equivalent back

  2. give mpen-reliant dps mages some of their damage back without any of the problems created by actual spell pen in the itemization system (eg burst mages and AP assassins)

Basically, we need a keystone with some anti-burst protection to give battle mages and dps mages a strong keystone that's not easily abused.

This also presents interesting choices for champs like Lux. If they keystone delayed 30% of damage, a lot of her burst combo could be shielded/healed in the delay time. But it would make her poke/siege a lot stronger, so there's an interesting choice for the Lux player to make there.

There's also an interesting choice here for assassins. If the enemy team has Zoe, Warwick, Twitch, Leona, and Orrn, do you take Electrocute to delete the Twitch/Zoe, or do you delay 30% of your damage to be more effective in longer fights with Orrn and Leona? If you're Kat/Akali, can you afford the delay to healing or resets, or will you die too quickly?

Idk, I think it would be super cool.

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