Gold-Empowered Champion? (Terms and conditions to Unsolicited Ideas policy accepted at bottom)

Revan Sulli·11/28/2013, 11:12:54 PM·2 votes·891 views

Wondering about the above? Well, the specified champion proposition, in my own opinion, would be rather interesting to play, seeing as farming is about 20x more important to him/her.

For a passive, I would go with something along the lines of the name Goldmine or Avarice, which allows (What will be referred to as Golding) to collect Greed, his Resource, by copying 33% of all gold gained into Greed, which goes up to a total of 150/300/500/750 (depending on ulti level).

This passive also takes 10% of Golding's gold gain and, after reaching a certain point, grants temporary 25% gold increase from monster/minion/champion kills and adds +current Greed as bonus damage.

Q(Costs 25/30/35/40/50 Greed,20 second cooldown):

Golding throws a fake bag of explosives disguised as money, drawing all enemies toward it for 1/1.75/2.25/3/4 seconds and exploding after 3.5 seconds. Does 75/150/200/250/300(+33% AD) magic damage and 25% current Greed in True damage.

W (Passive): Golding becomes more selfish, gaining 30%/35%/40%/45%/50% Greed (+10% AD) in damage with basic attacks to champions with 75 movement speed over Golding, or Champions under Turret range

E (Costs 60/90/120/150/200 Greed, 60 second cooldown): Golding becomes a man of gold, receiving 20%/40%/60%/80%/immunity to magic damage for 1/1.25/1.75/2/2.5 seconds and receives 20%/17%/15%/13%/10% more damage from physical attacks.

Ultimate (Costs Full Greed, 2 minute cooldown): Golding laughs for 5 seconds, and then sends out a large pulse of sinful energy dealing 150/300/450 (+2.5% Total Gold Value-includes value of items~max gold bonus is 1000) magic damage and turns hit enemies into Golden statues for 1/1.5/2 seconds. Leaves golden statue behind if enemy dies in that state, allowing Golding to collect the statue as a buff instant resale at the shop (the statue is worth 15% of the total damage dealt, Statues have 3 hp (like a ward), Statues disappear upon death, enemies can destroy statues).

Thanks you for reading! As for any RIOT Employees reading, here's the two bits you actually wanted:

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(I may have misread or missed something at some point, but you get the idea, right?)

8 Comments

Lvl100 Zigzagoon11/29/2013, 6:19:33 AM3 votes

The theme of "gold-obsessed" is an interesting one, and I like some of your ideas. But, there are a ton of problems with your current design. They say that when you workshop you should start with praise, but I don't want to leave a bad taste in your mouth so I'll start with the criticism:

  1. All champions scale off of gold.
  2. This champion scales more than any other champion, as he gains his own scalings in addition, including the universal 1.0 AD ratio on auto-attacks.
  3. A mechanic that prevents/discourages you from buying items prevents diversification of builds and adaptability.
  4. Incentive to earn gold is at odds with incentive to not spend it.
  5. Champions who gain significant, indefinite power gains without having to back (Nasus, Veigar) can be frustrating to play against.
  6. There are already four farm-based champions - Nasus, Veigar, Sion, and (to a degree) Gangplank.
  7. Gaining gold based on the gold an enemy is holding promotes other players to back often and spend their gold as fully as they can, which gives him invisible pushing power and punishes champions who rely on expensive items like Needlessly Large Rod and BF Sword.

If you want to reiterate on this design - I know it's heartbreaking - I would scrap most of it, and rebuild the champ from scratch focusing on the golden-statues mechanic.

As a theme, the statues are perfect. Mechanically they make sense: I want gold, so I kill you and turn you into gold, then I sell you for more gold, because I want gold. The theme and mechanics line up very well, while your other mechanics - ones like "I deal damage based on how much gold I've earned" - aren't particularly intuitive thematically. Are you throwing money at them? It seems strange.

I have stated above the flaws with the current ultimate, however. Also, if it needs to activate on champions, and is an ultimate ability, it won't proc very often. Play with other methods of proccing "X becomes a golden statue that I can pick up." For example, maybe one of his abilities is "Midas Touch" which, if it executes a unity, turns it into a golden statue that he can pick up and place into a special "inventory" and then sell for an amount based on the unit's bounty. This builds off of the established farm-based paradigm of champions like Nasus and Veigar, who selectively farm high-priority targets, and not the fairly harmful paradigm of Sion, who passively gets more stats per unit kill than everybody else. Gangplank is somewhere in the middle (if you consider him farm-based).

Be careful about inflating your champion's mechanics: Pick one core mechanic, like turning units into statues, and build the rest of the kit around it. That mechanic can be complex, but remember that complexity comes with a cost. Look at a champion like Aatrox - his Passive and W (the stance) are fairly intricate skills; to compensate, his other abilities are "dash+knockup" and "skill-shot AOE slow." Even his ult is "point-blank AOE + attack speed/range buffs." Aatrox's passive and W are the only abilities that can't be described in ~10 words or less.

I think you've found an interesting idea in the statue-grabbing, but that's just what I liked. Maybe you can find something else in your initial idea that brings you in. I would suggest finding what speaks to you in your initial design, throw everything out, and then build around that. Every initial design contains one piece of 100 finished products; find the one that speaks to you.

ThatGuyNamedAce11/29/2013, 5:09:03 AM2 votes

It's a brilliant idea, except for a few problems.

On a good game, without much farming competition, I can have a good 10,000 gold by 10-15 minutes. He'd massively outscale anyone who couldn't counter farm him properly.

Second, This would also mean that he'd screw himself if he bought any sustain items at all, seeing as he needs gold to operate, and his ult needs item slots.

Overall, it's a unique idea. I like it.

Cerbearus11/29/2013, 10:21:58 AM1 votes

One problem, Riot hates hyper carries.

Revan Sulli11/29/2013, 7:28:04 PM1 votes

Taking all of this into cconsideration, He/She will be modified to compensate for Op-Ness and mechanics.