My vision: A Maniac's Dream...the ext. ver. ~SORRY~ Champion/Game Play Ideas
1: LoL ESports should be on TVs in Buffalo Wild Wings. Riot, get on that. More people would watch that than soccer, and you'd have an instantaneous increase in your fan base I think. It's addicting to watch. Get those dumb jocks watching, get them dumb jocks playing, get them dumb jocks paying (Sorry, took that a little too far down a devious road, my bad)
2: We have the Love Birds, Xayah and Rakan (and their lackluster, unspokenly volatile relationship) but... can we get some Love Puffs in Yordle form? Maybe even some Romeo Noxus and Juliet Demacia "love will never keep us apart" duet thing? I'll even take some Outer Space Alien Love Triangle or something. Basically I know there's a bunch of interconnected lore and history between certain characters and I LOVE IT, I WANT MORE OF IT, but it takes a much more apparent role as rivalries and arch-enemies rather than lovers or best of beneficial buddies (TEEHEE.) Adds a whole new concept to team composition, especially for them big tournaments. And they don't have to be ADC/Supp either...I'll show you how not, just keep reading, my Warriors.
3: This will never happen, but the title includes "A Maniac's Dream" so bare with me for a second. When you level, you invest a skill point in 1 of 4 skills, typically, unless you're one of THOSE champs (Nidalee...uh...Karma............... lots a dot dot dots........uhh......can't think right now) anyway what if you started making champs that had optional skills you could invest in, like once you reach level 3 in your Q, you could literally swap it out for a relevant, but completely different skill. It adds a certain complexity to the game, especially for opponents who prosper in knowing their enemies. You did an amazing job with Kayn's Shadow Assassin/Darkin transformation, but you could expand that out into a revolutionary idea that no other MOBA even thinks about attempting. Skill trees.
4: Skins and Chromas are great, kinda hard to get a hold of what you want, but still a nice little addition to the game. I would love to see some new heroes coming out that you can customize, from head to toe. Make em super pricey, like 20,000 BE or something like that. Don't give em a name, just a title like "Aspect of the Summoner" or another example "The Summoner's Will", you get the idea, involve the player themselves. Players who purchase them get to name them, pick their skills and adjust their starting stats/stats per level (limiting game breaking combinations of course), and the cherry on top of the cake: change what they look like within reason of course. Make 1 for each role at first, as a beta trial, see if it can work without making pathing, re-skinning, and animations a buggy nightmare. IDK but it seems like a really interesting concept that appeals to many current players. We've been using your Champs Riot, time to show you ours. Lemme give you an example of all these dreams come together in one long, dragged out and beaten like a dead horse... fell swoop...
-PLEASE FORGIVE ME, I'M BAD WITH ABILITY SCALING AND GENERAL #/Stat KNOWLEDGE.-
Shiznitts (Worst Champion name ever), The Summoner's Wrath (TSW) Lore: In the dankest corner of Bilgewater City, a lonely tavern creaks and groans against the quayside's crashing waves. Inside; the bodies of an infamous Pirate Captain and his crew lay bleeding out. A strange haze is cast over the scene, and the doors creak open out into broken cobblestone streets as the fog dissipates into the cold, grey mist outside. A goblet clinks against an over-turned stool as it rolls away from a now twitching Pirate, gurgling in murmured agony, the life in his eyes drained and replaced with a glazed and dim stare, only the shimmer of light left behind that used to be his soul remains. He shuffles over to his former Captain, barely breathing in a pool of his own blood, and in an instant his lethargy turns to voracity, gnawing away at the captain's battered body, whose screams die out into inaudible gasps, as the resistance fades, and his body goes limp on the tavern floor. Moments later, the Captain's still body twitches and his eyes shoot open, baring the same blank stare as his former crew. The Mist is long gone, but it's scars remain, starving and merciless; Hunting...
World Lore: The Escaped soul, ethereal in form, seeking out the one who took her away from the mortal realm and her love. A dreadful banshee she has become, full of sorrow, anger, and anguish. The endless torment the soul suffered syphoned evil directly into it, corrupting it's mind while it's heart remained pure, untouched, and longing for its mate. The eternity spent inside that cage, swilling with evil magics has made her form a cold, misty catalyst of revenge, a shell of her living entity, capable of reincarnating evil souls and sending her foes fleeing in terror at her beck and call. Into the mist it disappears, and from the mist she arrives, seeking vengeance and the one soul she can never touch again.
Possible Roles: Assassin+Mage, Mage+Assassin, Assassin, Mage Partnership: Lucian Rivalry: Thresh Starting Stats: Non-Adjustable (I don't want to go into detail simply because I can't) Stats/Level: Adjustable (Same problem as before, I'm not versed enough in stats to give an accurate representation, BUT you could for instance, give her better AD/lvl, and suffer in AP/lvl, or vice versa)
PASSIVE UNIVERSAL: Ashen Remnance: Re-Animated Corpses that Turn To Dust cannot be re-animated, and leave behind a mist that marks enemy champions and large/elite monsters who pass through it. Additionally, when Lucian or Thresh are in the game, TSW's movement is increased by 5% while moving towards them.
Passive (Option 1) Soul Relinquish: Upon entering combat, TSW re-animates nearby slain enemy minions or jungle monsters to fight for her. Executing Enemy Champions or killing elite monsters re-animates a stronger minion that has higher life steal, and can attack longer before turning to dust. Re-Animated Minions can only use basic attacks, have 8% life steal, and Turn To Dust after so many attacks. This ability has a 16 second cooldown, and the max number of re-animated corpses scales at 1 for every 3 champion levels. Corpses will prioritize Scarred, Marked, and Slowed enemies first.
Passive (Option 2) Maiden: The Mist: Upon entering combat, TSW turns to mist for 3 seconds. During this time, attack damage and area of effect damage cannot hurt her, and she gains an additional 8% life steal, scaling at 1% every level. This ability has a 16 second cooldown.
Passive (Option 3) Eternal Hunt: Every 16s while outside of combat, and while not already having a marked enemy, TSW will reveal and mark an enemy champion. Marked champions take 10% increased damage from all sources. Upon entering any combat, she will drain 2% of the marked champions health per second whilst in combat. If the enemy champion should enter combat, she will scar them for 6s, causing them to take an additional 10% increased damage from all sources. These affects cannot affect the same enemy champion within 30s. If the marked enemy dies, TSW will instantly mark another champion for half the original duration.
Q Ability (Option 1) Chilling Swipe: TSW lashes out in a cone, dealing 50/75/100/125/150 Magic damage (+1/AP) to all enemies hit. If Chilling Swipe hits a re-animated corpse, TSW drains 5% (+.2%/AP) of its health every second for 3 seconds. Cooldown: 10s, Cost: 80(+12/ability level) Mana
Q Ability (Option 2) Shrewd Touch: TSW dashes to target location. Upon arrival, she deals 80/120/160/200/240 Magic Damage (+2/AP) to all enemies within melee range. If TSW is affected by The Mist, champions and large/elite monsters within a short range (3m) are slowed 15% for 2 seconds. Slowing enemies this way reduces this cooldown by 2 seconds per enemy slowed. Cooldown: 10s, Cost: 100(+15/Ability Level) Mana
Q Ability (Option 3) Dreaded Mist: TSW sprays target area with mist. Enemies within the area are Scarred for 2 seconds, and take 5/10/15/20/25 (+.2/AP) magic damage per second for 6s. TSW and Re-animated corpses in the area become misted for 2 seconds, and take 75% reduced AD, 100% reduced AoE damage, and receive an additional 4% life steal. Cooldown: 12s, Cost: 90(+10/ability level) Mana
W Ability (Option 1) Fettered Soul: TSW Re-animates a ranged corpse that deals 15/20/25/30/35(+.5/AP) magic damage instead of AD per hit, can attack more often before Turning To Dust, and can be controlled using the Alt Key. The corpse will periodically taunt any minions or monsters targetting TSW into attacking it instead. If TSW is attacked by an enemy turret, the Corpse will rush to her defense, Turning To Dust after the first hit is absorbed. Cooldown: 36s, Cost: 140(+20/Ability Level) Mana
W Ability (Option 2) Vengeful Grasp: TSW Latches onto target enemy champion or monster and charms them for 2s. Champions charmed this way will run toward the nearest re-animated corpse within 30m. After detaching from the target, TSW dashes up to 8m to the nearest re-animated corpse within 30m. While latched, her target becomes Scarred. Cooldown: 20/18/16/14/12s, Cost: 100 (+20/ability level) mana
W Ability (Option 3) Cold Shrill: TSW cries out in anquish, dealing 100/125/150/175/200 magic damage and fearing nearby enemy champions and elite monsters for 2 seconds. Cooldown: 16s, Cost 120 (+25/Ability Level) Mana
E Ability (Option 1) Grave Culling: TSW sacrifices her re-animated corpses to heal her for 10/12/14/16/18% of each corpses max health corpse. She can re-cast Grave Culling on an enemy within 4 seconds to explode in sorrow, dealing 50% of the total health healed this way as magic damage to her target, while taking half that amount in damage. Cooldown: 20s, Cost: 100 (+20/Ability Level)
E Ability (Option 2) Shrouded In Mist: TSW Conjures a wall of mist, dissipating after 4s that applies the Mist affect to her and her re-animated corpses, and marking any enemy champions or elite monsters. Her movement speed while inside the mist is increased by 25%, and her corpses will stop attacking to follow her through the mist. If the wall is cast on or connected to terrain, TSW and her corpses can move through it, each taking 3% of her max health per second while inside the terrain. After 5s without leaving the terrain has passed, TSW will suffer an additional 15% of her total health in damage, her corpses will Turn To Dust, and she will be shot out from the terrain from where she entered, suffering a 15% slow effect for 3s afterwards. Enemies already marked cannot follow her into terrain. Cooldown: 18s, Cost: 140(+30/Ability Level) Mana
E Ability (Option 3) Haunted Memories: TSW sends visions into her targets mind, rooting them for 1 second and dealing 5/10/15/20/25% of their total health as true damage over the next 6s. If a rooted enemy is attacked by 2 or more corpses, the damaging period is reduced to a converted 3s. Cooldown: 14s, Cost: 110(+15/ability Level) Mana
Ultimate (Option 1) Revenant of The Mist: TSW Re-Animates the corpses of nearby slain champions for 3 seconds. These corpses will cast mimicked abilities of their risen champions, at 50% effeciency, until they dissipate. If no enemy champions are nearby, The Revenant becomes a Mist Thrall with a ranged attacked that deals a large portion (20/30/40%) of the targets max health as magic damage. After 3 seconds, the Thrall dissipates, leaving behind a small patch of Dreaded Mist. If a Revenant of the Mist is dealt damage, it's current attack/ability is interrupted. Cooldown: 120s, Cost: 200(+60/Abililty Level) Mana
Ultimate (Option 2) Soul-Piercing Gaze: TSW gazes at target enemy champion or elite monster, dealing 200/250/300(+2/AP) Magic damage, interrupting their dashes and channels, scarring them, and rooting them for 1 second, before sending them fleeing in fear for 2 seconds. If this ability is cast on an already scarred or marked target, it deals an extra 35-50% damage, converted to true damage. Cooldown: 80s, Cost: 200(+40/Ability Level) Mana
Ultimate (Option 3) Voracious Gathering: TSW Re-animates an additional 1 ranged attack corpse at target location every second while channeling, for up to 5 seconds. Enemy champions and elite monsters in the target location become scarred while channeling and 3s afterwards. In additional, her and all her corpses receive the Mist effect for 3s upon spawning, with an added 25% increased critical rate. Cooldown: 120s, Cost: 220(+70/Ability Level) Mana
Officially I read this and I think, wow, she is OP AF, need to tone some of that down, but I also think, wow, so many different options just for one champion. I think... I get a feel for her backstory immediately because we know this character already somewhat. Lucian's wife, somehow managing to escape Thresh's Soul Lantern, hunting for her lover, for her killer, angry, sad, but something altogether different...slightly evil even......it's all there. Riot just has to slap a wax coating on it and polish it off. No but seriously, am I the only one who does this kinda stuff? More than playing the game itself, I'd rather be on Riot's team, doing this kinda stuff. Supporting my family and doing what I love... I live for that idea...just wish I could get on a team and make it come to life.
I probably started typing this about 3 hours ago, and although the idea behind it has been there, I just thought up this specific champion while rambling on and on. Even if it's impossible, I like to dream it's not, and how it would work if it was possible. From there you take a few basic models the player can choose from when creating the champion, add attachment points that additional augmentations such as wings, hats, backpacks, weaponry, off-hands, etc, and for each augmentation, allow chroma applications and pre-skins for each of these, giving them their own distinct look and personality, then let the player go wild with re-skinning, augmentations, models, stats, and abilities, and you've got a recipe for "DUDE I CAN'T BELIEVE WE CAN DO THIS...THIS IS SO HEFFING SWEET!!"
All Riot would have to do to make this a worthwhile venture is charge RP for re-customization options. Plus it brings this whole new concept of "going your own way" to the game that is often disregarded simply because there really isn't much of an option for that currently. You can play champs differently, but it all depends on the situation you're in. These ideas more or less allow you to put yourself in the situation you want to be in, but still keeps it grounded enough to prevent the game from breaking, simply because players who have found awesome wombo combos with their champions will be evenly matched with players who have found ways to counter wombo combos with their champions. Currently there are about 15 or so champions that if used at all, are very few and very far between, usually only appearing in ARAM. Champions so disgusting and deemed so useless, even by Riot themselves, that no action has been taken to fix them (CORKY, QUINN, SKARNER, ETC). Sure it does happen (SWAIN, XIN ZHAO, KAYLE), but as it does, more champions are being churned out everyday, and those solemn 15 souls become further and further away from ever being used again and everytime a new champ is made, another is one dangled off the edge of the abyss.
In the instance I mention, no one would ever stop playing their own creation, to the point that you'd might want to create their own game mode for players who still wanna play known champions. From there, you wouldn't be making champions so much, but rather making custom champion add-ons or features such as Option 4's and Option 5's, and what not, dyable chromas, hair, weapon and off-hand reskins, all possible, all with pre-made templates to work off of. It also prevents tournaments from becoming obvious wins and losses simply based off team compositions, because deep down we all know a team full of chasers and knock-ups trumps (oh boy....) a rag tag team of pushes, pulls, charms, and fears, and a jungler that excels at chase but keeps getting swallowed and inevitably interrupted by his Tahm Kench because Tahmmy boy is just trying to do his job. The draft picks wouldn't even be necessary anymore...I mean..that's so obviously redundant with this concept.
So while players are in tournaments planning out their specific champions and ability paths, the other team isn't going to have a clue on how that's gonna play out until it does, and this makes in-game adaptation so much more complex, and heightens that difficulty to new levels. The best players in the world are going to have to learn how to adapt on the fly, more so than ever before, and some will no longer be the best in the world anymore. They'll have to experiment with RP purchases and new ability paths to determine which is the best for their playstyle in that specific game, and they'll be playing a guessing game going into every game on what paths the enemy's team have chosen.
NO I DONT STOP HEFFING BLABBERING, IM SUBER PASSIONATE ABOUT THIS! refer back to the title of this discussion.... Now, I've said my piece, debate, agree, dismiss, hate, love, comment, troll, whatever you wanna do, but get this to the attention of Riot employees! Because even if they go..."Awww heff nah Shiznitts! You be doin to much stfu gtfo with that crepe!!", Then it'd still be pretty heffing sweet to see tournaments on screen in B-Dubs and other chain pubs.