Unique gameplay mechanics that you think Riot should try
There's a number of unique mechanics that Riot hasn't used for one reason or another. Post up what you think would be a neat mechanic and discuss it.
There's a number of unique mechanics that Riot hasn't used for one reason or another. Post up what you think would be a neat mechanic and discuss it.
Mechanics, as in ... stuff like Thresh's lantern?
Well then (I don't know if some of these count as mechanics) :
That's it ^^
Ooh, we got a red! Let's give them some more!
Here's one that I've been trying to implement for a while: Fatal Bonds.
In DotA, the Warlock had the ability to link together several enemies with a debuff called Fatal Bonds. What happened was that when one of the bonded targets took damage, the other bonded targets would also take damage equal to a percentage of what the original target took. This was SCARY good for AOE compositions.
Implementing it the same way in League wouldn't work, but I have a way to work around that.
This iteration of it comes from one of my Champion Concepts. (Please don't get antsy about the numbers. The concept is what matters.)
Yuurei releases dark spirits after a short wind-up, dealing 150/250/350 (+0.8 AP) magic damage to all enemies in a large area (550 radius) and slowing them by 30% for 2 seconds. This also curses the target area for 8 seconds. Enemy Champions in the AOE are afflicted with Fatal Bonds; when one takes Champion-based damage, all other Champions with Fatal Bonds also take 20% (10% for AOE and multi-target damage) of that damage (post-mitigation) as magic damage. Fatal Bonds has a total damage cap of 600/1000/1400 (+1.0 AP). Damage from Fatal Bonds cannot be lethal, instead reducing your health to 1 if it would otherwise be fatal. Damage from Fatal Bonds does not stack upon itself. 140/120/100 second cooldown. Costs 125 mana.
This iteration has clear counterplay: Get off the cursed ground to remove the Fatal Bonds debuff. Additionally, the feedback damage is lower for AOE and multi-target damage so that it doesn't overwhelmingly favor AOE compositions. Lastly, the damage cap prevents Fatal Bonds from getting way out of control.
I'm not sure if I've covered everything, but it's a good start, and I'd love to see a Champion with such a mechanic.
To add, Minion conjuring champion.
Think Lycan from Dota. The guy can summon 2 wolves that last up to a minute and he can send them anywhere in the map. They are really strong, able to critical strike and turn invisibly when out of combat. Mid game they can output almost the same damage as another champion.
Right now the only real minion casting champs are Yorick and Annie. Yoricks ghouls just dont feel good, and Annie's Tibbers is more centered around the acitvation damage and its her ultimate. I do wish there where a champ like Lycan in LOL
Here is my first one: Stealth on-ally.
Xypherous once told me that Riot is avoiding such a mechanic because it destroys certain counterplay. His example was that if you stealthed a Malphite, seeing his ultimate coming becomes impossible.
My solution to this? Make it so that if you stealth an ally, they cause an indicator to appear over the heads of nearby enemy Champions (ala Warwick's Blood Scent), telling them "HEY, SOMEONE'S CLOAKED! BE CAREFUL!" This makes the ability not nearly as good for stealth-ganks or initiates, but retains its functionality when used to save a teammate's life.
I think implementing unit selection to support controlling multiple units is a very important step in a huge area of potential champion ideas.
Day and night cycle!!!
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And skill shot auto-attacks sound great but that's a big change.
Three really come to mind for me:
A champion that can disguise themselves as an ally
A champion that relies on traps (like Cait and Nidalee's W, only all their skills)
A champion that can sabotage turrets to attack friendlies and wards to explode.
Other ideas I have
A champion that can martyrdom themselves.
A champion that can turn enemies against each other.
A champion that can switch bodies with an ally or enemy.
A champion that uses an overload mechanic (locks away their mana upon using a particularly powerful ability.)
A champion that can fuse with a large minion wave to empower themselves.
I have two idea I think would be interesting to see. The first is a champion that has a blink/flash ability. Think of it like when Shen taunt's then flashes at the end. I see it as the first button press would be a dash and if you pressed it again before the dash ended then you would blink. This could be really interesting, imagine if each button press moved you in the direction of your mouse at the time of the button press. Or the simpler option would be the dash would go in the direction of your mouse but the blink would be forced to go the same direction. I personally like the option of being able to blink a different direction though. Of course, it would have to have some drawbacks for that kind of mobility. Such as slowing you character if you chose to use the blink, or maybe locking you out of flash/ghost.
The other idea, is more for a champion. I'd like to see a champion completely designed around tethering people. So the whole kit would be used to tether; enemies to enemies, enemies to allies, allies to allies, or maybe even just enemies to a spot on the map. Of course, in my mind it would be a support because I just see these tethers mainly used to strengthen/weaken the people that they are on. But I think some pretty cool things could be done with it and it would cause some interesting interactions in the game.
Just some thoughts I've had, I might be the only one to find them interesting though lol.
TL:DR To shorten the wall of text, a combination of a dash and blink (though of this when someone said dask by mistake) and a champion revolving around tethering/linking champions together.
Well I made an expansive list based on some champion concepts I have:
A self-sacrifice ult/skill- Unlocks at 7% hp, and deals fatal true damage to you, healing the 2 nearest allies, and moderately slowing nearby enemies and granting them increased movespeed.
Would need a long cooldown