[CLASSIC Concept] Well, the Hydrosoul
[Content deleted until further notice].
[Content deleted until further notice].
I love pet mechanics and concepts! You have presented an interesting take on a pet mechanic, so let's look into it!
Your Hydrohomies last indefinitely. That's dope. Are they melee or ranged? If they are ranged, you probably won't be able to hit them and an enemy with your spells at the same time very often, but they are incredibly powerful! How do you balance it? Do they attack at the expense of their own bodies? Throwing out a few autos before having to sink into the ground again to recharge?
Do they have HP? Or are they invulnerable and can only be killed by straying too far from you? Both are cool. If they have HP, then you have created a champion who will occasionally summon a beefcake bodyguard to go kick butt, take names and tank for you, but who will eventually, and probably sooner than later, die. However, if they don't have HP, then boom! playstyle change! Your champion is now a lategame powerhouse, who will, over the course of the game, summon for himself a mighty army of twenty or maybe more Hydrohomies to run down his enemies! This is assuming that they do not die automatically when you recall. Think to yourself, which of these two playstyles would you rather have?
Will he automatically summon a Hydrohomie if his passive is off cooldown and something dies? Or do recently killed beings leave behind graves for a little, so that you can select when you want to summon a homie? Does it matter? Do different units grant more or less powerful Hydrohomies?
Wave of Loathing hits the targeted location and then bounces to one other unit. Maybe it doesn't? Maybe the beam of water explodes, dealing damage in an area, giving Well 20% mana back for every Hydrohomie he hits? Will good Well players actually be able to gain mana from using this spell? What if, if Hydrohomies have limited attacks, getting hit with this spell will refresh the number of autos they have left before they have to recharge?
Summon Geyser is cool, but the diameter is not wide enough to hit many homies. What if this spell had an inner and an outer circle, the inner knocking up and the outer simply dealing damage? Shields are cool, but what if instead, Hydrohomies hit by this spell became empowered, gaining extra attack speed?
Extremely awesome mechanical concept with Vortex Form here. Do vortexes affect enemy champion movement? As they are dormant, do they exist as a patch of harmless water? Are Hydrohomies affected by being in this water? Are Hydrohomies affected by being inside an active vortex? Maybe they get the movespeed buff instead of Well? Maybe their attacks now slow? Maybe they get extra range?
Wrath of The Immortals? dope. Is the Idol a giant Hydrohomie? That would be awesome. Here's the thing though. 10 seconds is an EXTREMELY long time. The longest channel in the game is technically Swain's ultimate, clocking in at 12 seconds, but he gets to move around. For something stationary, it's okay to cut it down to like 5 seconds, and then double the damage per second. A global cast range is probably a little too epic, and thematically it should probably be summoned pretty close to himself anyway. Maybe within like 500 units? Are his Hydrohomies really unaffected? What if the weren't? What if they get unlimited attacks for the duration of the ultimate? What if they get stronger? What if they split in half? What if they all combine to form the Idol itself, making it more powerful the more Hydrohomies he has??
Theorycraft with your champions, it's fun!
Firstly, thanks this detailed feedback! I must clarify though that there are two types of spawned unit in this concept:
Acolytes: spawned via the second part of Well's passive, Rebirth, and are sourced from dead large minions and large monsters. These do attack, and are either melee or ranged.
Water Elementals: spawned via the first part of Well's passive, Waterspeaker, and appear periodically in a nearby location. These do not attack; they only empower Well's abilities.
Your Hydrohomies last indefinitely. That's dope. Are they melee or ranged? If they are ranged, you probably won't be able to hit them and an enemy with your spells at the same time very often, but they are incredibly powerful! How do you balance it? Do they attack at the expense of their own bodies? Throwing out a few autos before having to sink into the ground again to recharge?
I should change this, since the a) Water Elementals should not be allowed to remain indefinitely but the Acolytes do. Then he'd just spawn loads of them and activate his passive over and over again, when it really should be a special, empowered version of his typical abilities. Also, no, they don't attack or move, they remain at their spawn location until expiry. The trick for Well is to force the enemy into positioning in a specific area in order to allow him to attack them over a Water Elemental.
The Acolytes should be given health bars, which will allow them to be attacked and killed to stop him from amassing waves of water soldiers. I've updated the OP to show health values; they can be killed in a few autos. Also, they deal a low, flat amount of damage (no scaling, even with Well's stats) so this passive actually falls off late game unless he's ahead and able to farm a lot of minions.
Do they have HP? Or are they invulnerable and can only be killed by straying too far from you? Both are cool. If they have HP, then you have created a champion who will occasionally summon a beefcake bodyguard to go kick butt, take names and tank for you, but who will eventually, and probably sooner than later, die. However, if they don't have HP, then boom! playstyle change! Your champion is now a lategame powerhouse, who will, over the course of the game, summon for himself a mighty army of twenty or maybe more Hydrohomies to run down his enemies! This is assuming that they do not die automatically when you recall. Think to yourself, which of these two playstyles would you rather have?
Answered mostly above. Given Well's low AP ratios, I don't think he should gave EPICLY into the late game, so I'm settling more on the first playstyle. Being able to summon minions as slaves for free sounds strong enough on its own, even more so than Malz's voidlings.
Will he automatically summon a Hydrohomie if his passive is off cooldown and something dies? Or do recently killed beings leave behind graves for a little, so that you can select when you want to summon a homie? Does it matter? Do different units grant more or less powerful Hydrohomies?
Since he can only target Caster Minions, Super Minions and large monsters, it would be the second. You can select when you want to summon an Acolyte. Also, to keep things simple, there are only three types of Acolyte - one with a melee attack, one with a ranged attack, and one that only attacks towers, but tanks. I've not included it in the thread since it's still in the works, but that would be the idea. There's a 80% chance it will be either melee or ranged, and a 20% chance it will be a tanky Acolyte.
Wave of Loathing hits the targeted location and then bounces to one other unit. Maybe it doesn't? Maybe the beam of water explodes, dealing damage in an area, giving Well 20% mana back for every Hydrohomie he hits? Will good Well players actually be able to gain mana from using this spell? What if, if Hydrohomies have limited attacks, getting hit with this spell will refresh the number of autos they have left before they have to recharge?
I prefer the splash mechanic since it mimics the behaviour of water, and also since he already has area control spells (his W, his E and...his R). Thus, I wanted the Q to be a bit more of a 'poke spell' or trading tool, since this is what champion Qs usually are. I like the idea of mana refund per Water Elemental but I'd have to drop the number below 20% or it could be a bit too much value.
Summon Geyser is cool, but the diameter is not wide enough to hit many homies. What if this spell had an inner and an outer circle, the inner knocking up and the outer simply dealing damage? Shields are cool, but what if instead, Hydrohomies hit by this spell became empowered, gaining extra attack speed?
You're right; I should probably extend the radius a bit. The 'inner circle, outer circle' addition is also nice, since it'd mean he'd have to use his peel more carefully, a bit like Vel'Koz E. Usually I avoid allowing the Acolytes to gain any sort of buff from the Water Elementals, though.
Extremely awesome mechanical concept with Vortex Form here. Do vortexes affect enemy champion movement? As they are dormant, do they exist as a patch of harmless water? Are Hydrohomies affected by being in this water? Are Hydrohomies affected by being inside an active vortex? Maybe they get the movespeed buff instead of Well? Maybe their attacks now slow? Maybe they get extra range?
Let's say Well is laning against
LeBlanc. She walks up to last-hit a minion, so well drops his E on top of her. Initially the spell does nothing, since the vortex is dormat. He would have to press E, cast it at the target location, and then click it again to activate it. Although this would give LeBlanc time to react (in this case she would probably walk away from it), it also means Well has flexibility in his casts, since he can deny a section of the lane for a period of time while waiting for his second E to charge up. LeBlanc knows she could lose the trade if she doesn't leave the area, since Well can active the vortex to start damaging her, so she will avoid that place for the duration of the spell.
If he decides to activate the vortex, assuming LeBlanc hasn't reacted to it, then she gets caught inside. If he had a second Vortex up and managed to catch her between two of them, Well can then recast the ability to move her to a location within 550 units. However, there's no sort of slow or other movement speed debuff, so LeBlanc can still use Distortion or Flash to get out of it.
Since this ability gives a lot of area denial, I'm not sure I want the Acolytes to gain any sort of MS buff.
Wrath of The Immortals? dope. Is the Idol a giant Hydrohomie? That would be awesome. Here's the thing though. 10 seconds is an EXTREMELY long time. The longest channel in the game is technically Swain's ultimate, clocking in at 12 seconds, but he gets to move around. For something stationary, it's okay to cut it down to like 5 seconds, and then double the damage per second. A global cast range is probably a little too epic, and thematically it should probably be summoned pretty close to himself anyway. Maybe within like 500 units? Are his Hydrohomies really unaffected? What if the weren't? What if they get unlimited attacks for the duration of the ultimate? What if they get stronger? What if they split in half? What if they all combine to form the Idol itself, making it more powerful the more Hydrohomies he has??
10 seconds is long, but the theory behind Well is that he is a battlemage first and foremost, with his low AP ratios being metered out by his ability to stay in the thick of a clash. That said, the Idol does do a lot - reducing enemy resistances while dealing damage, buffing ally resistances, and affecting the MS of both sides. I might cut it down to 7-8 seconds as a result.
As for the global radius, remember his lore: in the past, as Soterios, he relied on his knowledge of arcane power and the willingness of the men underneath him to sacrifice themselves to his cause. As Well, he no longer relies solely on his own strength, and now draws his power from the all-seeing, all-present Immortals, the gods of Runeterra's water system. Since water is everywhere, theoretically, Well should be able to summon an idol...well...anywhere (though I might add a clause where he has to summon it close to/in a river, but still globally). He still gets punished for misplacing it, what with the high mana cost (300) and cooldown (240 seconds). Also, it only buffs allies and debuffs enemies in a radius the same size as a level 1
Nocturne ult.
Did some balancing. Nerfed Well's passive and ult, so it no longer gives bonus armour and shreds enemy armour. Debuffs/bonuses are now only applied to MR.