[Champion Concept] Bob (Placeholder Name). First full Pet User concept. (Slightly Long.)

HongChongDong·5/14/2016, 5:38:54 AM·3 votes·343 views

Before any of this gets going, I'm horrible at formatting together a nice post so if you want to read please be prepared for errors, lack of clean formatting, as well as potentially poorly put together sentences. Another thing is that I found the abilities names I thought of to be silly and sort of boring so I'll just keep it at straight forward names, maybe throw in "hextech" to make it sound alittle better.

1 more thing I wish to get across is that non of the numbers used are actually what I would expect of the abilities, they're purely what seemed balanced at the time of typing this and they were based off of damage, range, cost, cooldown, and duration numbers that I got off of similar abilities. So if it seems the numbers are off then they're of course changeable.


                                                                                                            #Concept Explanation

First, I'd like to start out by giving a general explanation to the champion to better give context to abilities rather than simply listing off his mechanics without context for how those mechanics interact with each other.

The concept is for a siege based AD Mage character that focuses on the unique use of a large scale stationary "turret" that's capable of ranged attacks from a global scale. The premise behind the turret is to give the champion what would be one of the ultimate map pressure mechanics through the use of some of the longest range abilities the game has seen.

The "turret" pet would introduce the reuse of a secondary currency system like the Gangplank rework that allows the use of another unique mechanic and special items that are only purchasable for the unique champion. The special items would be modifications for the turret and would act like normal items but would be stored in either a unique item bar for the turret itself or would at the least not take up slots from the main champion item storage. The currency of course would be something you gain from killing units or possibly some other means.

Finally the use of the turret mechanic.

The turret would be a stationary unit that the character placed down as a permanent unit somewhere in a nearby safe spot where the turret could safely support the main character and do other things without the worry of an enemy champion killing it early on.

The turret and main champion both have 2 completely different sets of abilities that become available when the player is in control of either one of them.

The champion's R is the activation key for taking control of the turret at which point the player would lose control over the champion but gain full access to the turret as well as its abilities.

Under normal circumstances the turret can only fire long range Basic attacks when not being directly controlled and it can only fire within a medium sized area around the main champion. If the player switches to turret control the basic attack range is switched to a long range area around the turret (increasing in level) that designates where the player can free fire the turrets basic attacks as well as abilities.

Switching to the turret leaves the champion uncontrollable as it's supposed to mimic the idea of the character remotely controlling the turret so in that case the champion goes into an idle defensive stance. When one of the units goes idle from the player switching control the idle unit will gain a permanent but small shield while they are idle that disappears after they are taken control of again.


Passive : Hextech Controller

  • Cost: No Cost

  • Range : 1000/250 (First range is the attack range around the champion, the second is the radius of the shell damage)

  • Coolddown: 9/6/2.5 Seconds. (Does not scale with Cooldown Reduction)

  • Bob can command his Hextech Turret to launch an explosive shell at a target location in the area around him dealing (100/200/235 (+125/145/170% AD) Physical Damage to all units in the impact zone of the shell. 50% damage to minions and monsters.

    • Cooldowns and Damage Level up with Ultimate Level.

Passive : Scrap collector

  • Melee Minions grant 15 Scrap upon death.

  • Caster Minions grant 10 Scrap upon death.

  • Seige Minions grant 30 Scrap upon death.

    • Upon killing an enemy minion, Bob collects scrap to use in construction of upgrades for his Hextech Turret.

    • Upgrades can be purchased from the Workshop tab in the fountain shop.


Q : Concussive shot

  • Cost: 60 Mana

  • Range: 400/150 (Shot range then cone radius)

  • Cooldown: 19/17/16/15/14

  • Bob Fires a concussive round from his weapon in a target, creating an explosive force in a cone that pushes back enemy units dealing 80/120/ 160/200/220 (+65% AD) Physical damage and Stuns them for 0.75 seconds.

W : Hextech Shield Projector

  • Cost: 90/100/110/120/130 Mana

  • Duration: 6 Seconds

  • Cooldown: 32/30/28/25/20 Seconds

  • Range: 400

  • Bob locks himself down and activates his Hextech Shield Projector which spawns a barrier that pushes all nearby enemies to the outside of the barrier and blocks all incoming enemy abilities and acts as impassable terrain blocking all enemy units from passing through.

  • The barrier blocks all incoming damage much like Braum's Unbreakable, but the barrier blocks all abilities from reaching units on the inside of the barrier including point and click non projectile abilities.

  • Enemy units can not enter the barrier no matter what happens however friendly units can pass in and out of the barrier as much as they want.

  • The barrier has its own health bar that absorbs the damage in place of friendly units. The maximum HP and Base Armor and MR of the barrier scale with ability level. Maximum HP is 650/1000/1400/1800/2000 and Base Armor and MR of the barrier is 50/80/110/140/190.

  • While emitting the barrier Bob can not move, attack, or cast basic abilities but he can still switch over to control his Hextech Turret.

  • Should the barrier be broken, the Hextech Shield Projector will overheat from strain and the Cooldown will be extended by 10 seconds.

E : Hextech Flash Grenade

  • Cost : 70/75/80/85/90

  • Range : 950/350 (

  • Cooldown : 26/24/22/20/18 Seconds

  • Bob fires a flash bang shell from his weapon at a target location, dealing (60/110/160/180/190 (+35% AP) Magic damage and causing nearby enemy champions who are facing the direction of the blast to become near sighted and slowed by 40% for 2 Seconds.

  • Champions who are facing away from the area of detonation are only slowed for half the amount (20%) and do not get affected by Near sight.


R : Hextech Turret

This ability is available to the champion from level 1 like Karma's R and allows the player to place down Bob's signature Hextech Turret. Once placed the player can use the turret' basic attacks in an area around the champion through the Alt command key ( or some other special binding) or switching to direct control of the turret by pressing R again.

  • Cost : No Cost

  • Cooldown : 1 Second delay after switching between Bob and the Hextech Turret to switch back. 90/80/60 Second Cooldown to place a new Hextech Turret when the current 1 becomes destroyed.

  • Range : The base range starts out at 3000, increasing by 200 every Champion level with an additional 500 for every point into your ultimate.

  • Upon switching to control the turret that player gains access to 3 new basic abilities and the ability to free aim the turrets basic attacks and abilities within the available range. Pressing R again will allow the player to switch back to take control of Bob.

  • When switching from Bob to the Hextech Turret or vice-versa, the unit that's left idle will remain protected by a permanent barrier that will regenerate back to full every 10 seconds without taking damage. (Basically a malphite passive)

  • Using Hextech Turret Abilities do no cost mana and use separate Cooldowns from Bob's Cooldowns. All Abilities share the same range and can be fired anywhere within the turrets maximum range.

  • All Abilities that belong to the turret scale with ult level.

  • Finally Bob can pick up the Hextech Turret by moving within melee range of it and using the pet command, putting it on a 15 Second Cooldown so he can reposition it.


#Hextech Turret Abilities.

Hextech Turret Q : Ground Charge

  • Range : 450

  • Cooldown : 27/23/16 Seconds

  • The Hextech Turret fires a high explosive burrowing shell that detonates underground causing a massive eruption, knocking up all near by enemies and dealing (150/220/270 (+ 75% AD) Physical damage to enemies caught in the ability. Enemies closer to the center of the eruption are knocked up longer than enemies closer to the edge.

Hextech Turret W : Poison Bomb

  • Range : 400

  • Cooldown : 26/23/19 Seconds

  • The Hextech Turret fires a canister filled with deadly poison at a target location, which upon landing fills a large area with poison gas that deals (100/130/150 (+35% AP) Magic damage and gives near sight to units that are within the gas. (Essentially a graves W that also deals damage to units while they remain in the gas)

Hextech Turret E : Fat Shell

  • Range : 600

  • Cooldown : 100/90/85

  • The Hextech Turret fires a destructive large shell at a target location, dealing (250/350/460 (+85% AD) to all enemies caught in the blast and slows them for 50%.

  • This ability is not available with the turret at Level 1 and will become available upon reaching level 6 like a normal ultimate ability.


#More Details

As you might guess the abilities and basic attacks from the turret aren't meant to be instant and they're intended to have varius visual and audio queues to make them dodgable, at the same time that's also why they have particularly high damage. I would want this champion to be the type to have super difficult to set up abilities but have a massive payout in damage dealt for when those abilities land.

Each ability should have something like a whistling sound to it and each unique ability would have a unique whistle. Another warning sign would be a faint shadow on the ground indicating that a shell is about to lane to let the enemy know to get out of the way. Having the ability to harass the enemy with high damage when you're not even close to them is one hell of an advantage but obviously if it isn't easy to dodge then this sort of concept becomes unbalanced quick.

1 thing that I won't be adding is a backstory unfortunately as I've never been good with that sort of thing so I'll leave it at the mechanical concepts and just hope people enjoy that.

The idea behind the champion in the first place was my love for long range champions, however when playing the champions of league no matter how long range they get like xerath, varus, ect. it still feels like I'm not that long ranged. It ends up feeling like I'm given above average range in return for being more vulnerable against champions that can jump on me.

With this design I could truly be a sniper that's capable of hitting them from a distance all the while still leaving that chance for them to hunt down my ability to snipe and destroy it, basically playing a defensive role till I can set up my offense again.


#Variations


There are obviously alot of variations that I came up with for different abilities but for now I'll leave 2-3 here that I think might solve balance issues with a few mechanics.

  1. Instead making his W barrier impassable it could be made so that abilities meant to be unstoppable like Vi and Malphite ult would still beable to break into it and if Bob was CC'd from it then it would cancel the barrier.

  2. As I'm sure having the ability to launch abilities and super beefed up basic attacks on an almost global scale like the turret can could be a major issue how about this: Rather than having the range centered around the turret in a colossal area, how about making it so that the area is instead centered around Bob with the area smaller than before but still very large. This would make it so he'd actually have to be closer to the fight when he takes control of his turret but at the very least he wouldn't be completely annoying to fight. Side Note I totally prefer the first version but that's probably because that sounds like so much fun to play with, maybe not against though.

  3. I wanted him to actually have a somewhat ace in the hole with Fat Shell but I also had 2 other ideas. The first idea was a simple carpet bomb type of ability where it hit an area with a line shot like rumble ult but it was an instant damage AoE rather than a DoT. The second was basically a mini Jarven Ult that functioned in the same way but was more geared towards the idea of zoning off enemies for your team, cutting off pathways, or possibly even trapping them.


To those of you who've read the post, thank you for reading. I'm looking forward to opinions and if you notice anything lacking proper explanation, or any missing details on abilities please let me know.


EDIT- Forgot to actually Expand on the Scrap System, which i of course will do now.

The scrap system is a secondary currency system that is used to purchase modifications for your turret, much like the way you purchase upgrades for Gangplank ultimate except with abit more.

Potentially the turret would have 3 or more available modification slots. (functioning the same way as normal item slots)

For every available modification slot that could be potentially added their should be a ratio of atleast 2-3 modifications per slot to actually give potentially build/role variety to the turret.

There could be a modification that increases the turrets basic attack shell speed to make the shell land faster, a modification that heals Bob off of a % of the damage dealt with the turret basic attacks, and finally a modification that gives a very small vision radius on the impact zone of the turret basic attack. This would make a build focused on your turrets basic attacks.

That's a basic explanation.

After fleshing out the concept for abit I realized perhaps the mechanic for special items for your turret might be pointless and overload the kit. So in the end this kit mechanic is optional to the kit but if anyone has anything to say on that matter, as I said above I'd really love for some opinions on this concept.

1 Comments

LoudestMoan5/15/2016, 8:37:07 PM1 votes

i really like the concept but his w is busted, his r should be added to his passive and upgrades with lvl make a new w ability that goes well with his kit make the w strong increase the cd and move it to his r i think this can work really well