Working on a Fury Based Support

DotEleven·2/27/2015, 7:01:21 AM·1 votes·721 views

Okay, so, I created This thread once before but I got next to no feedback and I forgot to add a poll.

I love to play support, but I hate mana as a resource, it's just so bland (not that it's bad, but it's just, mana is like the baseline.) So, I'm trying to work on my own, but I've hit a bit of a snag as to how to have his resource management work and wanted feedback.

I call his passive "Misdirected Anger" and I have 3 ideas on how it would help him gain fury and want to see which the community would find the most balanced or interesting way.

Suggestion 1) The support would gain Fury based on each individual bit of damage nearby allies took. For argument's sake, let's say a value of 5 for every hit. It doesn't matter if that hit is 1 damage or 1 million, He gets 5. My issue here is that well, that could gain him a LOT of fury in teamfights, which isn't a bad thing, but the question is would it gain him TOO much.

Suggestion 2) Stealing from Kalista, give him an item to link to his AD which grants him fury while he's linked carry is in combat (or, as before if that's too much generation just when in combat with enemy champions)

Suggestion 3) Scrap the idea as a passive and instead put it as a short-medium duration spell with an added effect (maybe an AD/AP increase or something)

3 Comments

Tamur2/27/2015, 3:30:50 PM1 votes
  1. mix 2 with 1 only make it 10 fury when marked ally is hit and 5 when this champion is hit.

Here is an ability for you to use

Rage Blade Has varying effects depending on current amount of Rage. 0-25: Deals 50/80/110/140/170 (+0.9 bonus ad) physical damage to all units in a straight line. 26-50: Deals 60/100/140/180/220 (+0.9 bonus ad) physical damage to all units in a straight line 51-75: Deals 60/100/140/180/220 (+0.9 bonus ad) physical damage to all units in a straight line, slowing them by 50% for 0.5s. 76-100: Deals 60/100/140/180/220 (+0.9 bonus ad) physical damage to all units in a straight line, slowing them by 80% for 0.75s, and gaining an attack speed bonus equal to 25/50/75/100/125% of the consumed rage for 4s. Cost: Consumes all rage Cooldown: 10

Dyslexai2/27/2015, 5:06:06 PM1 votes

It's difficult to give a whole lot of advice on something as central to a character as their resource system without knowing what their kit is like, looking at a rage passive in a vacuum is a tricky proposition. That being said, I'm highly intrigued by this idea, and I have a few thoughts that might help you decide.

Option 1 would be best served in my opinion if you made it grant rage based on the percentage max health lost by nearby allies in addition to the normal way of generating rage. If this champion uses rage to fuel all his abilities, he needs to have a very reliable way of generating it without smacking on minions, and I don't see it being an easy thing to do without making it a passive. However, if you opt for this route, I'd say it'd be good to steer clear of health sustain on this champion, but maybe have a shield or some form of mitigation effect that would improve rage generation while in effect. Getting the range of his passive right will be the tricky part, though.

This raises another question. Do his abilities consume rage, or merely get stronger the more he has? I think that's another important distinction to make here, as that would change the teamfight dynamic by quite a large margin. If it's the latter, then you're heavily incentivizing this champion to wait for full rage before casting spells, and if it's the former, he's going to want to spam in teamfights, which goes well with having it as a passive.