Wight, the Grand Rocketeer

Stacona·1/4/2019, 8:15:11 PM·3 votes·3,185 views

Wight was a little yordle boy that had a dream to fly through the skies and be like a heroic bird fighting evil from above!

After many years of working and studying hard, many failure inventions, and becoming tough to join the scouts he eventually made his dream come true. Wight has formed a powerful booster jet so he can fly through the skies with a trusty grenade launcher to bring down hell against the bad guys!


Wight is a high-skill marksman that varies between a short range attack that becomes very long range while he is flying with his jet pack.

With no cooldown to his jet pack means there is other balancing in place which is fuel consumption, allowing him to either fire attacks from afar or fly over terrain and units while in flight, but also managing his fuel in the process. His attacks also explode in an area damaging all enemies and even himself if he is too close.


Attack Range: 450 / 800 units Movement: 340 units per second Attack Speed: 0.635 +2% per level Attack Damage: Very High


Rocket Fuel (Passive):

Explosion Radius: 300 units

Wight uses Fuel for his jet pack, holding up to 100 Fuel for a full tank. While not consuming Fuel, Wight refuels by 12 Fuel per 1/0.9/0.8/0.7 second and 4/6/8/10 Fuel for every enemy struck by his basic attacks.

Kills or assists against enemy champions, structures, or epic monsters restore 100 Fuel.

Additionally, Wight's attacks will explode in an area upon impact, dealing between 100% to 40% damage based on distance from the centre. This blast will damage Wight if it hits him, but at 75% reduced damage.

Misfire Launcher (Q):

Cooldown: 4 seconds; Cost: 60/75/90/105/120 health; Range: 900 units / 45 degrees

Wight's grenade launcher malfunctions and fires a huge cone of flames in the target direction, dealing up to 35/40/45/50/55 (+110/120/130/140/150%AD) magic damage to struck enemies based on how close they are. This can critically strike for 50% more damage. Deals max damage at 600 or closer range.

Struck enemies are ignited for 2 seconds. Ignited targets will heal Wight whenever he damages them with his basic attacks for 9/13/17/21/25(+15%AP) health for every enemy struck.

If Wight casts this in flight, he consumes all of his remaining fuel and spews flames all around him instead and extends his air time by 0.5 to 1.5 seconds based on the amount of fuel consumed, but struck enemies are no longer ignited. Maximum extended air time if 90/75/60/45/30 or more fuel was consumed.

Flare (W):

Cooldown: 20/18.5/17/15.5/14 seconds; Range: 1400 / 900 / 550 units

Wight fires a flare to the target location, revealing the area around it as it travels and remaining in play for 3 seconds when it lands.

Wight can attack the flare or strike it with his damaging abilities to cause it to explode in a large radius, dealing 20% more of the source's damage plus 40/75/110/145/180(+60%AP) as magic damage. If Wight gets struck by the blast, then he is dealt 40% of the damage.

Exploding the Flare with Rocket Blast will refund 0%(+15% per 100AP) of Flare's cooldown (max 75%) and 0%(+5% per 100AP) of Rocket Blast's cooldown (max 25%).

Rocket Blast (E):

Cooldown: 19/17/15/13/11 seconds; Range: 400 / 800 units; Flight: 550-1100 / 800 units

Wight blasts forward in the target direction, dealing 90/130/170/210/250(+100%AP) magic damage to enemies behind him.

If Wight is currently in flight, then he consumes all of his remaining fuel and travels 150 to 700 range further based on the amount fuel consumed. Maximum distance at 75 or more fuel consumed.

Booster Rocket (R):

Cooldown: None; Cost: 17/14/11/8 fuel per 0.25 second

Toggle: Wight activates his jet pack, gaining flight to fly over units and terrain and gain 350 bonus attack range, consuming fuel while active. Running out of fuel takes Wight out of flight, but will boost forward if he runs out of fuel while above terrain. Cannot turn off Booster Rocket during an attack animation.

Passive: Wight consumes 17/14/11/8 fuel per 0.25 second, refuels every 1/0.9/0.8/0.7 second and 4/6/8/10 Fuel for every enemy struck by attacks.


UPDATE NOTES:

Flare: Base damage increased to 40/75/110/145/180 from 20/60/100/140/180 Ability Power Ratio decreased to 60% from 80%

New effect added that exploding the Flare with Rocket Blast will partially refund the cooldown of Flare by 0% +15% per 100AP (max 75%) and the cooldown of Rocket Blast by 0% +5% per 100AP (max 25%)


(I want to better support an ability power burst mage build since it would play a lot differently to the attack damage marksman sustain damage shots flying around on the jet pack play style. I am happy with the level of potential burst damage that can come out (730 +280%AP at max rank for both abilities and hitting with both against the targets in the later parts of the game), so rather than increase the level of burst that can come out, increase the viability by making the cooldown of the combo slightly less super long.)


14 Comments

ChaosReyn1/4/2019, 9:50:09 PM2 votes

Suggestions:

  • Treat fuel sort of like Energy. Most energy champs are at 200 energy (shen being the exception with twice that) and gaining 10 energy/s (50/5) back over time. with your mechanic, I'd make it 200 Fuel with a regen of 15/s (60/5) but only while not consuming fuel. this will help his early game considerably.

  • Change the passive to splash on hitting structures not everything, as free AoE on all autos limits gameplay and balance. Remove the damage yourself mechanic from this.

  • Remove the damage yourself mechanic from Q, and if you're going to have it be a long range cone, make it a very narrow one. This give counterplay while not literally killing yourself. Personally, I'd shorten the range instead of narrowing the cone...still feels a bit oppressive at 800 units, but if it's a narrow cone, then you're gonna have to choose between farming or hitting the enemy champion standing off to the side of his wave, similar to Xerath.

  • Remove the damage yourself mechanic from W. Needs reworded too...how about "Attacking the flare makes it explode, dealing 25/40/55/70/85(+30%AP) to enemies in the blast radius, and making them take 10% increased damage from all sources for the next 3s." Your version's AP ratio is absolutely LUDACROUS for a basic ability...this method will give you the potential for a lot of damage without just outright nuking someone for no reason.

  • Make ulti available at Lv 1 (if it isn't already) but nerf that range bonus...I'd personally make it 100/175/250 bonus range, as your kit is already pretty far range with strong mobility. Remove the passive fuel manipulation. Wight should have to work for his fuel points like the rest of us when we want our 10cents/gallon off, and earn his bonus fuel from his passive.

Stacona1/4/2019, 11:57:59 PM1 votes

UPDATE NOTES (1):

Rocket Fuel: Area damage now has damage fall off, dealing 100% to 40% damage based on distance from the target from 100% damage to everyone. Self damage reduced to 75% reduced damage from 40% reduced damage, even further with the damage fall off change, if struck by the blast radius.

(I want some kind of punishment tool for not properly spacing away from the enemy, but it should feel like chip damage and not bursting yourself out from the fight.)

Misfire Launcher: Cooldown lowered to 4 from 5 seconds Cost added to 75/80/85/90/95 health from 15% of the damage, no longer punishing you for building crit chance and attack damage

Now ignites struck enemies for 2 seconds, causing your attacks to heal for 9/13/17/21/25 +15%AP health for every enemy struck, rewarding the player for hitting as many targets as possible and utilizing the area damage of his basic attacks.

Flight cast extended air time is now 0.5 to 1.5 seconds based on how much fuel was consumed with maximum air time at 80/65/50/35/20 or more fuel consumed (you recover fuel during this time as long as Booster Rocket remains off for the duration) from 0.4/0.55/0.7/0.85/1 second extended air time regardless of amount of fuel consumed. Flight cast will not ignite struck enemies, creating a difference between extended flight and refueling while in your flight or casting while on the ground to apply an on-hit heal whenever you attack the ignited targets.

Rocket Blast: Flight cast dash range changed to 200 to 600 more range from a flat 400 more range based on the amount of fuel consumed, maximum dash range at 70 or more fuel consumed.

Booster Rocket: Stated that fuel is consumed at 15/12/9/6 per 0.25 second and refuel every 1/0.8/0.6/0.4 second from consuming fuel 0/20/40/60% slower and refueling 0/50/100/150% faster; there is no change that took place, just a clarity thing.


(Overall, this makes the fuel concept a lot more realized with his other abilities using it and more decisions and skill expression the player needs to make.)


Wacky91/4/2019, 9:09:10 PM1 votes

Change the passive to let him hold more fuel instead of consuming it slower. This will reward Wight more for playing well and getting kills and assists, while still allowing his ult to be relevant in lategame. Change Rocket Blast to have a greater length depending on how much fuel is consumed. Also letting a champion's autoattacks deal damage to the champion is an annoying mechanic and honestly kinda dumb. If someone dives Wight or silences him, he's gonna have some serious problems. 15% of the damage on his Q is way too high for someone with no way to get health back. Plus that Q is pretty similar to Rumble's flame ability. Otherwise this is a really creative idea and I think it'd be a lot of fun to play as.

Stacona1/5/2019, 9:07:09 PM1 votes

UPDATE NOTES (3):

Other: Attack range increased to 450 from 400 units; enhanced is still 800 range Attack speed adjusted to 0.635 +2% per level from 0.625 +2.5% per level

Misfire Launcher: Range decreased to 900 from 1000 units Max damage range increased to 600 from 500 units Max damage increased to 35/40/45/50/55 +110/120/130/140/150%AD from 40/45/50/55/60 +100/110/120/130/140%AD

Flare: Vision radius increased to 900 from 600 units Damage radius decreased to 550 from 600 units

Rocket Blast: Enhanced dash range while in flight changed to 550 to 1100 from 600 to 1000 units based on fuel consumed Max dash range fuel requirement increased to 75 from 70 fuel or more consumed

Booster Rocket: Bonus range increase lowered to 350 from 400; still grants 800 enhanced attack range

Fuel consumption increased to 17/14/11/8 from 15/12/9/6 fuel per 0.25 second [Roughly to 1.47/1.79/2.27/3.13 from 1.67/2.08/2.78/4.17 seconds of flight time at maximum fuel]

Passive refueling reduced to 12 fuel every 1/0.9/0.8/0.7 from 1/0.8/0.6/0.4 second [Passive refueling by the second would be to 12/15/18/21 from 12/18/24/30]

Now also refuels 4/6/8/10 fuel for every enemy struck by your attacks; reminder this only applies while NOT consuming fuel, so either from the short range attacks or during the extended flight duration of Q.


(The short attack range might have been a little too short making Wight too reliant on his extended range, so I increased the short range and decreased the maximum time of the long range to get him to attack more in the shorter range, especially with reduce passive refueling and refueling on his short range attack or get him to consume fuel for his Q+Flight to use everything in his kit.)

(Other reason for more short range attack range is because of his passive to give more room to not take chip damage by his own area damage. Max damage Q range with a decreased W explosion range is so that you can actually apply max damage to the Flare explosion and not be damaged yourself, less Q range to compensate and Q damage was feeling a little too low for its cost as well so I bumped up the reward (especially since I lowered the flare damage from last time). Also a slightly smaller damage radius grants some more fairness to the spell.)

(Final note, I nerfed the Flare duration to prevent too much zoning power, but then I realized the other use case for vision got hit a little too hard and no one would use it for vision and only for its damage potential, so I increased the vision radius by 50% for a huge area of vision when you use it (so at max range you can see things 2300 range away from 2000 range away).)


Stacona1/6/2019, 8:28:59 AM1 votes

UPDATE NOTES (4):

Flare: Base damage increased to 40/75/110/145/180 from 20/60/100/140/180 Ability Power Ratio decreased to 60% from 80%

New effect added that exploding the Flare with Rocket Blast will partially refund the cooldown of Flare by 0% +15% per 100AP (max 75%) and the cooldown of Rocket Blast by 0% +5% per 100AP (max 25%)


(I want to better support an ability power burst mage build since it would play a lot differently to the attack damage marksman sustain damage shots flying around on the jet pack play style. I am happy with the level of potential burst damage that can come out (730 +280%AP at max rank for both abilities and hitting with both against the targets in the later parts of the game), so rather than increase the level of burst that can come out, increase the viability by making the cooldown of the combo slightly less super long.)


Warlord Rhinark1/7/2019, 7:53:05 AM1 votes

It sounds a bit too similar to Tristana.

Stacona1/5/2019, 1:48:31 AM1 votes

UPDATE NOTES (2):

Rocket Fuel: Kills or assists against takedowns restore 100 Fuel from 60 Fuel

Misfire Launcher: Cost adjusted to 60/75/90/105/120 from 75/80/85/90/95 health Ranged increased to 1000 from 800 units; angle unchanged at 45 degrees Damage lowered to 40/45/50/55/60 +100/110/120/130/140%AD from 25/30/35/40/45 +120/125/130/135/140%AD Damage now begins falling off past 500 range instead of a static amount of damage at any range; so slightly less damage between 500-600 range and a lot less between 600-800 range, but now hits targets between 800-1000 range to compensate despite being a low value. This obviously applies to the all around cast of flight cast as well.

Extended air time fuel requirement for max duration increased to 90/75/60/45/30 or more fuel from 80/65/50/35/20 or more fuel

Flare: Cooldown changed to 20/18.5/17/15.5/14 from 18 seconds Flare duration once landed down to 3 seconds from 2/4/6/8/10 seconds to prevent a really long zoning tool, the player should make a decision of how they want to use the ability when they cast it, not 5-9 seconds later while zoning the enemy from the minion wave or tower during the decision making process with such a long duration.

Bonus damage (20% enhanced damage unchanged) decreased to 20/60/100/140/180 +80%AP from 20/80/140/200/260 +100%AP Self damage lowered to 40% of the damage from 90% of the damage if struck by the explosion; this would restrict use cases way to much with the self damage so high, the self damage is there as both a punishment for improper use and as a trade-off if you want to go for the easy flare explosions.

Booster Rocket: Removed the 10/15/20/25% +4% per 100AP bonus movement speed while in flight; this was just giving unneeded bonus power and good players will make use of the mobility you get for running into terrain in flight and turning it off for the boost forward, rather have the skillful use of mobility rather than an additional free mobility with the range you get on your attacks.

Clarified that the Booster Rocket cannot be turned off while an attack is in the middle of its animation, attack animations get reduced based on the user's attack rate (same as every champion in the game), just for clarity that firing an attack means fuel WILL BE consumed. The duration and downtime is set up in such a way so he is not annoying to deal with early on and appropriately scales in power as the game goes on and acquires his levels 6/11/16 to buff his fuel consumption and regeneration, between the duration and his attack speed early on - he gets 1 and maybe 2 attacks with good Q usage every 8 seconds at long range.