Early Champion Concept, Ranking/Abilities Foundation

Elite4Runner·7/6/2016, 10:09:45 PM·4 votes·398 views

The current ranking system I was thinking about the standard way that stats increase for abilities relative to ranks in that ability, and I was trying to think of a different way this could be done. Currently, most abilities increase/decrease the combat and utility stats for that ability when you add a rank to it. This of course makes perfect sense. I put a point into my Q, my Q now deals more damage, is on a lower cooldown, costs less mana, provides me more utility, .. and so on.

What if... What if placing a rank in Q adjusts one aspect for ALL of your active abilities? Lets say for example, the number of ranks in Q increases the base damage statistics for all of your abilities, Q, W, E, and R. Having a single rank any of these abilities gives you access to the active use of that ability, but placing further ranks in your W does not increase the damage stat for your W, instead it does something like decrease the base cooldown of it and all of your other abilities.

Slightly beyond This could still work with the standard 5 rank Q, 5 rank W, 5 rank E, and 3 rank R and ultimately a level 18 champion would have the same stat balance as every other level 18 build of that same champion. But to go just slightly beyond this idea, what if there were more than 18 rank slots available? Udyr kind of has a similar mechanic to what I am describing. He has 5 ranks in Q, W, E, and R, meaning he can not max all of his abilities. This means at level 18, there are 8 possible configurations in which a player could have divided the 18 ranks available among 20 rank slots. (Sorry if my math is off here)

Put them together If these two ideas were merged, and given a little more room for diversity, what would you get? In theory, you would be able to control the outcome of this champion at level 18 in ways that could make them deal high damage but would have long cooldowns, or maybe they have low cooldowns but don't deal as much damage, just to use the two previous examples.

My ideas I would actually take these ideas and borrow the way Jayce's abilities level. No ranks in their ultimate, instead make it a toggle ability that changes the active effect for all or some of their other three abilities. Bump the rank maximum per ability up to 8 making 24 rank slots. (I'm not going to try and do the math on how many configurations there could be, .. it's more than 8, I know that)

Example I mentioned two of the passive effects, Q increases base stats for damage or utility, W decreases cooldown for abilities. .. My idea for E is actually slightly different and more specific to this idea, but I didn't want to include it in my original system because it is a little too specific and I want to leave the concept open to change. I would actually make the mana costs for each active ability scale up by level instead of by rank, and the ranks in E would increase mana regeneration. This would prevent insane mana costs at low levels. Placing ranks in this ability would be useful while damage, utility, and defensive stats can come from items. By placing as little as 2 ranks in E and the same items, this champion can throw out high damage abilities and will quickly run out of mana, otherwise they will need to invest in mana and mana regeneration at later levels.

Abilites One of the greatest things about this concept is that the abilities can be just about anything.

Items As I briefly mentioned earlier, the idea for this would play in an interesting way with item focus. The way the player decides to rank their abilities is intended to leave a hole in their strength. They will either be lacking in damage/utility, cooldowns, or mana. The items they build will either emphasizes this gap, giving them a major drawback to deal with, or will make up for this gap, making them more balanced in these aspects.

Conclusion I'm going to continue to work with this idea and I'm really hoping to come up with an actual champion concept, but I'm looking for thoughts and ideas at this point. Anything you want to give me that might help would be great. Anything from suggested abilities to champion name, backstory, what they look like, ... and I'm more than happy to hear about any problems you see coming from this concept. In fact, I am asking for them.

6 Comments

CobaltTheMadMage7/23/2016, 6:38:52 PM1 votes

Certain champs already do this with abilities having passive effects that augment their base stats, or like Ryze interact with other ability casts in different ways.

Elite4Runner7/23/2016, 7:46:26 PM1 votes

Master Yi and Jarvan IV: Both of these abilities increase stats relevant to auto attacks, which are not abilities.

Darius and Garen: Both of these increase damage mitigation stats, which are again, not abilities.

Ryze: These effects are interactions between abilities, or combos.


So this tells me that you don't really understand what my post was about, and again, could just as easily be my fault as yours.

I want to try to clarify this.

Lets look at Aatrox (because he is the first champion alphabetically)

All of his abilities, Q, W, E, & R all have their own respective base damage stats and cooldowns that change based on how many ranks have been invested into each abilitiy. (I am not using mana for this as an example, 1. because it is much more complicated, and 2. because Aatrox doesn't use mana.)

Lets say that we took Aatrox and changed his abilities to scale by rank in the same way I was describing. This would mean that with 1 rank in Q and 1 rank in W he would have access to both abilities and they would both be at their lowest base damage, and their highest cooldown. Lets say you place your next rank in Q. Instead of Q being the only ability to increase in base damage, Q & E both increase their base damage, however, both are still at their highest cooldowns. If instead that third rank were placed into W, both base damages would have remained at thier lowest figures, while both cooldowns would have decreased to their next rank.

Does this make more sense?