Invoker Style Champion Mechanical Concept [Post thoughts/concerns please]
In an effort to create a invoker style champion I have come to a style that I believe allows a significant amount of counterplay and high skill floor.
First I want to explain the core and mechanical idea behind the champion.
The Core idea is a Aoe or skillshot mage that requires positional awareness to use your abilities to great effect. The invoker style is a concept that a champion has “13” abilities available to them. These thirteen are divided into 3 core skills and an “Enter Combo” ability which casts the combo'd spell. The three core abilities Do not deal damage to enemies but give buffs to the champion using them.
video of how invoker works https://www.youtube.com/watch?v=oCcsA4P3dUM&ab_channel=DotaCinema
The mechanical side of it is a Marker system, wherein the champion places a marker on the ground in a location this then grants the buff to the champion within a radius around it. The markers can then be placed in a set of 3 on the ground at a time. These 3 are then used to create a triangle in which the spell is cast at the center or shot from them to the center. The Q,W, and E all would be on an ammo system as the champion would most likely be manaless as to use their mana bar for showing what the three on the ground are. You could make the champion have mana but then would need significant readability on the markers to be able to understand what spell would be coming. My proposal is to have the Q, W, and E have a base of 2 ammo at rank 1 and go up by 1 ammo every rank or every other rank to a max for each of 4 or 6. This allows for some downtime for failed combos and prevents complete kit usage in a fight thus requiring the player to have to think through what spell they want to use with the Ammo charge time in mind.
Q places a Red Marker, if champion is in the markers area of effect they gain 1 / 2 / 3 / 4 / 5 AD and AP
W places a Blue Marker, if champion is in the markers area of effect they gain a 1 / 2 / 3 / 4 / 5 Armour and Magic Resist
E places a Green Marker, if champion is in the markers area of effect they gain 3 / 5 / 7 / 9 / 11 MS
*numbers are a guess on what would be balanced
All of these stack up to 3 for being in the effect of 3 of the same marker.
Q, W, E would all have a base CD of 1 second.
The ultimate ranks would increase the damage and possibly reduce the CD of the 10 spells.
THE SPELLS WILL BE WORKED OUT LATER, this is just to see about the mechanical idea for the champion. If this is considered a good idea by many I will start flashing out the spells and take suggestions on this as 10 spells is something we as a community should try to come up with together.
What are peoples thoughts/concerns on this? Is it too hard on the player? The opponent? Do I need to explain better on anything?
I will respond/bump this tomorrow as I am heading to work soon.
all fit into this category. This is a way of just getting more abilities out of a single champion by way of changing them. They are essentially two champions in one that only ever really shine when they are one champion altogether. There is an alternative shapechanger archetype that is not used yet, but I have an udyr rework idea in my mind that would utilize it. Basically, every time you ult, your basic abilities are replaced with forms of what shape to change into. This means that you might have three(or even 4!) available shapes, but that runs the risk of over-cluttering champions with ability creep.
and
fall into this category.
is a hybrid of this category and the combo mage category.
is the only champion who utilizes this archetype. There are many ways of doing this but thus far
's deck of cards. That's a very unique way of gaining several spell types in one deck, but its also very tedious. Only TF uses that.