A better moba than league : Summoning War
There is lot of thoughts i put into this, i would like to make it work if i could, feel free to ask me any questions or say your thought about it, if you can and want to code the game for me i would love it :
Map Layout : the map would have an horizontal zelda rupee shape, there would be one turret per lane for a faster gameplay (the base turrets and inhibs layout would still be the same) the river would have a celestial dragon at top and infernal dragon at bottom (i'm not sure of the buffs for each camp yet), the camps in the jungle would be gnolls, trolls, goblins, imps, hill giant and fire giant
Itemization : Instead of a restricted number of items i thought about stats boosts and on-hit effects (not sure about duration yet), able to be stacked, here's a list :
- +200 health
- +5% physical damage reduction (armor)
- +5% magical damage reduction (mr)
- +5% armor penetration
- +5% magic penetration
- +2/sec health regen
- +2/sec mana regen
- +10% odds of crit
- +30 attack damage
- +30% attack speed
- +5% health penetration
- -1/sec health regen
- -10% healing effect
- +20 overtime damage
- +2% overtime health pen
- +5% slow
- -2% slow effects on you
- -10% crowd control duration
- +10% cooldown reduction
- +50 ability power
- +5% damage reflection
- -20% attack speed
- +5% lifesteal
- +5% speel vamp
- +30% movement speed
- +2 gold/sec
Champions : i'll talk more about their abilities in a comment, i haven't done the balance yet, kinda the hardest part, i thought about a "main champion finder", allowing you to seek a champion by playstyle, alignement, role you like or with a similar personality to you (i gave each champ a personality based on 16personalities.com website)
Fighters : Lerina, samurai, offensive, female,neutral, ISFJ Gromald, knight, defensive, male, evil, ENFJ Hector, knight, balanced, male, good, ENTJ
Assassins : Ryzen, ninja, executioner, male, evil, INTJ Enelia, leblanc-like, illusionist, female, neutral, ISFP Magalie, ninja, mobile, female, good, ENFP
Marksmans : Demos, crossbowman, assault, male, evil, ESTJ Nelly, elf archer, sustain, female, good, INFP Zelian, gunslinger, safe, female, neutral,ESFP
Tanks : Gabo, creature, offensive, male, neutral, ISTJ Kedonn, stone golem, defensive, male, good,INFJ Adena, swamp monster, balanced, female, evil, ESTP
Mages : Hellion, fire mage, nuker, male, evil, ENTP Mirlinia, ice mage, control mage, female, good, INTP Psion, psychic mage, balanced, mal, neutral, ISTJ
Supports : Metika, druid, healer, female, good, INFJ Jenna, thunder mage, aggressive, neutral, ESFJ Kayton, medium, defensive, male, evil, ISTP
Ranked : Here's one of the biggest improvement i would do to league in my game. It would use elo with changes on k ( http://leagueoflegends.wikia.com/wiki/Elo_rating_system ), though, what you gain or lose will be changed depending on your performance with the champ in the role compared to the playerbase in your division and how streaky you are. There would be no annoying promos nor demotion shield nor decay.
Here's the divisions, games will take place within a 3 divisions range (these will have beautiful borders with a percentile score, even wood, they won't be divided in 5 parts ;) ) :
Begginer
Wood : 1-150 Stone : 151-300 Copper : 301-450 Bronze : 451-600 Iron : 601-750 Steel : 751-900
Intermediate
Silver : 901-1050 Electrum : 1051-1200 Gold : 1201-1350 Platinum : 1351-1500
Advanced
Crystal : 1501-1650 Emerald : 1651-1800 Sapphire : 1801-1950 Ruby : 1951-2100 Diamond : 2101-2250 Legend : 2251+
Here's how placements would work : they will start you at 1200 (Electrum-Gold), you won't be resetted, and there will be mid-season placements with lesser impact if you were never ranked before, the k base value for season start placements will be...
- 300
- 150
- 145
- 130
- 115
- 100
- 85
- 70
- 55
- 40
and then 20
mid-season :
- 150
- 75
- 70
- 65
- 60
- 55
- 50
- 45
- 40
- 35
k base value wont always be 20 tho, win value will increase by 1 and lose value will decreas by 1 for each win following another. Something similar will also happen on a lose following another one, win value will decrease by 1 and lose value will increase by 1. Though, the numbers will not be able to go below 11 or above 29
examples : +20, +21, +22, -18, +22, -18, +22, -18, -19, +21 +11, -29, +11, -29, -29, +11, +12, -28, +12, -28
There will also be an algorithm varying k, comparing stats after game to the playerbase, giving a percentile score and making the average of all the stats calculated for k variation.
- KDA (teamfights deaths and executions deaths being worth 0,5)
- CS/min (not calculated for support role)
- Minions deficit of enemy laner versus you for matchup
- Contribution to objectives (counting the damage of your lane minions)
- Crowd control effects applied
- Enemies viewed by wards
- Wards destroyed
- Have you taken the first turret on your lane (if 80% of people win the lane for this matchup, count 70% for winning and 30% for losing since 80+ 20=100, 50+20=70 and 50-20=30, don't count for junglers)
- Gold/min (not counting gold generation items for other role than sup)
- Damage mitigated for both fighters and tanks
k will gain or lose 1 for 4% of variation with the playerbase