Unique gameplay mechanics that you think Riot should try

Yousonerfed·5/9/2014, 6:24:03 PM·9 votes·3,505 views

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.

43 Comments

JackYAqua5/9/2014, 6:55:23 PM10 votes

Mechanics, as in ... stuff like Thresh's lantern?
Well then (I don't know if some of these count as mechanics) :

  • Displacing allies
  • Shop-bound champions (champions who's skills rely on own-items and/or get free items, or discounts, or something else that has something to do with the shop)
  • Walking through walls
  • Creating brush
  • Day and night cycle
  • Skill-shot heals
  • Skill-shot auto-attacks (there's Karthus, but he doesn't count)
  • Disarming enemies (like silence, just with auto-attacks)
  • Stat-sharing (Take away 10% of your AP and give it to someone for a while, similar to Trundle's stat-stealing)
  • Creating living terrain (imagine a skill like Trundle's wall, but it hits you)
  • Reverse-aura's (get stronger the more allies are near; they have this with enemies)
  • Twin-champions (not a clone, actual twins (or more). I think there's a hero like that in Dota, a goblin horde or something. You play 5-6 goblins. Idk, I don't play Dota).
  • Destroying terrain
  • Spell-copying (Activate a Spell Shield, get hit by an Ez Q, get to activate Ez Q for X seconds)
  • Minion-related champions, that can interact with minions.
  • Passive ping triggers (enemy walks into ward zone, there's a ping on the map ; enemy walks into trap, there's a ping on the map).
  • CC-specific resistances (there's an anti-slow, why is there no anti-silence? Or anti-root-like-cc)
  • Multiple-target-point and click spells(?) (imagine a spell like Heimer's rockets, but instead of a skill-shot you have a pointy lazor and you have X seconds to point at targets and X maximum targets to mark. Every target hit by the lazor is marked and later hit by a rocket)
  • Trigger-based transformation spells (you know with game bosses, how they get stronger the weaker they are and they get new spells. How about your spells change depending on your HP)
  • Making a clone of allies
  • Raising dead allies
  • Raising dead monsters as clones to troll your enemy jungler
  • Movement-based debuffs (your debuffed for X second or until you walk Y distance)
  • Target-based clairvoyance (shows an enemy champion, regardless of where he is)
  • Robbing enemies gold
  • Throwing your own gold at enemies for damage
  • Stealing wards or minions (like in Age of Empires)
  • Damage-based stuns -> "sleep" (is stunned until you attack).

That's it ^^

Yousonerfed5/9/2014, 9:16:41 PM3 votes

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.

NA Darklarik5/10/2014, 1:58:25 AM3 votes

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

Yousonerfed5/9/2014, 6:27:04 PM2 votes

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.

Urgot my Waifu5/9/2014, 9:19:03 PM2 votes

I think implementing unit selection to support controlling multiple units is a very important step in a huge area of potential champion ideas.

Fusion3225/10/2014, 2:40:51 PM2 votes

Day and night cycle!!!summoner 21 summoner 13 summoner 21 summoner 13 summoner 21 summoner 13

And skill shot auto-attacks sound great but that's a big change.

Remlap12235/11/2014, 1:37:33 AM2 votes

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.

YourtrueKami5/12/2014, 12:33:31 AM1 votes

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.

ModCaptainMårvelous5/9/2014, 8:49:05 PM1 votes

Well I made an expansive list based on some champion concepts I have:

  • Map-wide charge with direction changing. (Mach)
  • Tertiary resource management. (Eclipse, Mach)
  • Combination Ultimate that fuses two champions. (Quantum)
  • Rapid, stance swapping ADC w/ energy. (???)
  • Buff that triggers teleportation to ally/taking the fatal blow for said ally (Ryota)
  • Hookshot / radial movement mechanic. (Mach)
  • Debuff "attachment" that moves the attached with the attachee. (Yaga-Yaga)
  • Unique anti-application debuff. (Fangor)
  • Scavenging AD/AP on unit-death. (Yaga-Yaga)
  • Attacking Ally to heal them. (Quantum)
  • Three unique ultimates based on outside factors. (Quantum, Eclipse)
  • Buffs applied on champion death. (Ryota)
  • Further exploration of the dodge mechanic. (Mach)
  • Particle-based invisibility effects. (Yaga-Yaga)
Worgslarg5/10/2014, 3:09:57 AM1 votes

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