High champion concept [Passive] (looking for ideas)
I am thinking of a new champion concept that alternates attack form between melee and range.
Yeah yeah, it has been done several times now, but this is still different.
ROLE My thought is for this champion to be a fighter or a skirmisher who has to engage and disengage regularly. I am also very unsure about what sort of abilities would be good for them specifically, and I do understand that these abilities will completely change the feel and balance of the champion. At this time, I'm mostly thinking about the passive, but I am definitely looking for ideas about what abilities would go well with them.
RANGES I want the "ranged" attack range to still be very small, something like Graves attack range (425) and standard melee attack range 125 or 150.
PASSIVE This champion's first attack will ALWAYS begin in the ranged form. Successive attacks within 5 seconds will change attack range form in a pattern of two ranged attacks, two melee attacks, two ranged attacks, two melee attacks, ... and so on
5 seconds out of combat will reset the pattern. This means regardless of your last attack, if you have not attacked for more than 5 seconds, your next attack will be ranged.
UTILITY This would of course all be laid out in the passive, and I also believe that the champion should have some other sort of utility which would help them to engage and/or disengage based on which form they have changed into. The following is simply an example of what COULD be done. I am definitely open to alternatives.
Example;
- Immediately after your second ranged attack, your attack range changes to melee form and you gain a movement speed boost that rapidly decays over 1 second.
I was a little concerned with the effects the change in form from ranged attacks to melee attacks could play on effective attack speed. My thought here is that the movement speed burst will help to allow the champion to move in to continue attacking. The burst in movement speed could also be useful to help disengage, but it would limit their ability to kite. At the same time, or as an alternative, there could be some form or damage modification or attack speed boost designed to compensate. (again, just looking for ideas as to what you think is better)
- Immediately after your second melee attack, your attack range changes to ranged form and you dash away from your last target to your maximum attack range.
The change in form from melee to ranged form would not be as much of an issue because your target will already be in range, however, what is the point in having ranged auto attacks if you are in your target's face. As for the specific distance you dash away from your target, I'm not certain that the 'maximum attack range' is best either. This would be great if you are trying to get away from the target, but if you are wanting to continue attacking, they will actually be just out of your attack range if they were already moving away from you. Adjustment can be negotiated as needed.
PATTERN I originally imagined this as an alternation on every other attack. (Ranged, melee, ranged, melee...). My concern with having this would be that it would actually become too confusing and possibly even frustrating, especially with higher attack speeds.
For this reason I am thinking that two attacks per form would be much better. I am not thrilled about the idea of 3 each because the whole 3 auto stack standard is a little too repetitive. (Unless anyone is able to explain why Riot seems to think that this is ideal). 4 or more seems almost too much, but depending on how the rest of their kit is laid out, is a possibility.
RAGEBLADE/PHAONTOM HIT CONSIDERATION I'm not sure that there would need to be too many items specifically considered for the sake of this champion, but I do think that this phantom hit mechanic should be addressed. Typically, the phantom hit will add to the sequence of attacks for champions who have an on-hit stacking passive. If this champion were to alternate on EVERY auto attack, they would essentially attack in both forms simultaneously, and that just seems, ... well, it seems cool, ... but not right. I would say in this case, when the Phantom hit is applied, it would need to be applied in the same form as the previous attack, and would not count toward the change in form. So in this case your attacks would be as follows (lower-case letters are phantom attacks)
R M R M R M (full stacks) R M m R M m R M m or M R M R M R (full stacks) M R r M R r M R r
With 2 or more attacks per form, the same principle can be applied
R R M M R R (full stacks) R R r M M m R R r M M m
RANGE SPECIFIC PASSIVE/ITEMS Like other champions who have the ability to change their attack range type, this champion would be able to purchase items with range limitations, but the related effects are applied based on their current range type.
As I have said, this is still very high concept at this stage. I am looking for feedback and ideas. If you want to take this concept and try and come up with your own champion, go ahead. I'd be happy to see it if you want to comment with a link here.
The last reason for me to share this is really just so that I have it down somewhere for me to refer back to later. I always find that it really helps for me to design a champion when I have it down in writing, opposed to just thinking of everything in my head. The champion also tends to evolve in the process, which happened with this one as well.