A change to range granting passives / abilities to add a layer of depth and gameplay

Critkeeper·7/19/2014, 6:51:56 PM·2 votes·361 views
  • Active: For 8 seconds, Kog'Maw's attacks gain range and deal a percentage of the target's maximum health as additional magic damage (caps at 100 against minions and monsters). Bonus Range: 130 / 150 / 170 / 190 / 210

Toggle: Kog'maw's auto attacks cost mana and gain range and deal a percentage of the target's maximum health as additional magic damage. He cannot auto attack a target within a minimum range of 300 units. 2 second cooldown. Bonus Range: 130 / 150 / 170 / 190 / 210 (mana cost to be determined)

  • The range on Tristana's basic attacks, Explosive Shot and Buster Shot is increased by 9 × (Tristana's level - 1). At level 18, the bonus is 153 (703 range total).

Tristana gains 9 × (Tristana's level - 1) (At level 18, the bonus is 153 for 703 range total) range on explosive shot, buster shot, and her auto attacks for 2 seconds if she damages a unit that is farther than 400 range from her with an auto attack. (power level would go down, so buffs to other aspects of tristana's kit would be prudent)

7 Comments

Stacona7/20/2014, 3:30:12 AM2 votes

This will overally complicate the game for no good reason, it would never be implemented, especially since the initial goal to the creation of LoL was to simplify and universafy the MOBA genre for everyone to get into it (which also includes awesome art style to allow for a nice looking game and be very low extensive on computers for everyone is able to play league even on the oldest, worst toaster of the lands)

Worgslarg7/19/2014, 6:58:40 PM1 votes

Kogmaw's sounds good, but tristana's works fine as is.

Orinne7/19/2014, 9:53:57 PM1 votes

Kog'maw's doesn't sound that bad, but I find it silly to give that limitation on Tristana, who has a gap closer that would naturally cause her to incur the self damage debuff. That doesn't really add depth or gameplay. If anything, it would actually remove gameplay, because it sends the idea that using Rocket Jump to deal damage is a poor idea.

Cerbearus7/19/2014, 10:01:14 PM1 votes

So you want to turn Kog into Jinx?

Dragon Fang Shot7/19/2014, 10:11:40 PM1 votes

I think you might be missing the point to Kog'Maw. He is a squishy, very low mobility ADC. But then how does he get his damage off if he can't come within 20 feet of one enemy without getting absolutely demolished? He has to deal it from far away. Now, I know the response would be "but that's what he's got his ult for!" However, his ult doesn't come without a meaningful weakness. It is easily spammable, but quickly consecutive casts cost more and more mana to use. Mana and mana regen are awkward stats to build on and ADC, with only two items (Manamune and Essence Reaver) that can help with mana problems but have yet to be widely used. So if Kog'Maw uses his ult over and over, he won't have any mana to use any of his other abilities. He'd then be a sitting duck with average autoattack range and no escapes or defensive capabilities.

Tristana, on the other hand, is a different case. She is naturally an all-in ADC with an escape that resets after a kill and an ultimate that can save her in a pinch. She'll be in a close to melee range in most fights, even in the late game where she actually gets her range, so that nerf would be meaningless. It gets rid of her late-game scaling, which is one of her main strengths and the main reason she is played.

Ironclad Dragon7/20/2014, 5:48:05 AM1 votes

I find abilities that passively increase your attack range thematically uninteresting and purposely cheap.