MASSIVE Ability Concepts

ClockworkCreeper·6/17/2016, 1:27:22 PM·1 votes·736 views

League abilities are pretty cool now a days but can be a bit stale. Will be updating quite often but in school right now so doing this quick.

Lets get straight into this!

E. Pocket and Reflect- (100 Mana) (Cooldown: 40/37.5/35/32.5/30) 1st Cast- Instantly puts up a small mirror (100 units) in a targeted direction that absorbs the first skillshot. The walls last for .5 seconds. 2nd Cast- Spawns a new mirror which fires the absorbed skillshot (Targeted like Viktor’s Deathray) Notes: Spell can only be held for 5 seconds and all effects {Crowd Control and Damage} of the spell is reduced by 50%

Crimson Gunslinger Kit: Health-Based AD Carry P. Crimson Revolver Auto-attacks and abilities deal increased damage equal to % of your missing health. Based on Base AD and Bonus AD – cannot Critically Strike

MATH: Full Health = 0% increase | 50% Health= 50% increase Full Health|Increased Dmg 50% Health|Increased Dmg 1% Health |Increased Dmg Non-Crit- 100|100 Non-Crit- 100|150 Non-Crit 100 | 199 Crit- 200 | 200 Crit- 200 | 250 Crit 200 | 299 IE Crit 250 | 250 IE Crit 250 | 300 IE 250 | 349

Q. 1st Degree (5% Current Health) (Cooldown: 10 Seconds After Mark Is Consumed) Active: Sets a Mark on target that lasts for 3 seconds but is not activated until 3 seconds. Auto-attacking Marked targets reveal them for 3 seconds and deals Physical Damage-Over-Time, duration below.

DOT dealt in one tick per second: (Damage: 10 + 15% bonus AD) (Ticks: 2/3/4/5/6)

W. Chambered Rounds [name needed] (Cost: None) (Cooldown: Toggle, 4 seconds) Off- Gains stacks of [name needed] from moving and healing. At 100 stacks, The Crimson Gunslinger’s next auto attack deals damage in an area around his target, like Hydra. {Numbers needed} On- The Crimson Gunslinger is slowed by 30% and out-of-combat health regen is drastically increased. {Like Warmog’s but not that powerful}

E. Hematic Fan (Cost: 15% Max Health) (Cooldown: 20 or 30 Seconds) Fires 3 auto-attacks at all target in a selected area. Auto-attacks deal 33.33% damage, but apply Crimson Revolver. Heals for 50% total damage dealt. The Crimson Gunslinger can move freely while casting but cannot cancel the ability. Balance Notes: Cannot be cast below 25% max health. Enemies can cancel it by using crowd control that stops him from auto-attacking (just like Lucian’s R. Culling). The ability uses maximum and only heals after it is over, so applying Grievous Wounds or stopping his ability reduces how much he will heal. Can be Dodged and Blinded to stop all damage.

1st Update

R. Adrenal Rush or Adrenaline Rush (Cost: 10% Current Health) (Cooldown: ???) Toggle ACTIVE: Father Maxwell (Thanks Your Dunkle Sans) gains a massive increase to AttackSpeed, MovementSpeed and Lifesteal effects are doubled, capped at 100%. While active, Father Maxwell's health deceases by: [2 - 19 (based on level) health every 0.25 seconds, increasing by 1.4 - 13.3 (based on level) per subsequent tick.]-Taken from Sion.

Illusion Abilities- A sub-category of abilities dedicated to messing with the enemy.

R. Smoke and Mirrors- (Cost: Free) (Cooldown: 30 Seconds) Teleports to the target allied champion (550 range) and takes on their appearance for 30 seconds. The disguise includes the target's current health, mana and emotes. The disguise is broken upon casting a spell or attacking, or upon your or the disguise's health being dropped to 0. 90 second cooldown.

(All information above taken from Trickster's Glass from B.M.B.) I don't have time to update anymore but will be back after class. R.

5 Comments

ClockworkCreeper6/17/2016, 1:27:55 PM1 votes

Started out the post by putting my opinion in the poll. No.

Wamuudes6/17/2016, 4:29:43 PM1 votes

THe concept of a Health-based, tanky MArksman is interesting, but the problem is how the hell do you Balance that?

In Bot lane, you'd just need to pair this guy with one of the Healers, like Soraka, Taric, or Bard and he'd have no issues with fighting anyone.

As for your skills... IF you're going to deny the guy crit, you should probably give him some kind of compensation for it. I dunno, maybe give him Increased healing based on his Crit chance? It's a thought.

THe Q seems really odd to me. Why bother with this MArking business? Why not just Give him an Auto-aTtack Modifier instead? The name is also really not that fitting, as it conjures thoughts of a burn rather than something blood-related like this guy seems to be based around.

THe W also seems to be really off in terms of the mechanics described. THe Passive Portion isn't too terrible I suppose, but the Active seems exceedingly detrimental for a Marksman, as to make safe use of this yuou'd have to start playing in an exceedingly passive manner that would be easy for an opponent to take advantage of. THe second you're low you'd be an easy sitting duck for a jungle gank or a bold and tanky Support to ush on and lock down for the enemy.

THe E ability is a bit obtuse in terms of how it could be utilized. IS he just forced to hit things in this are while still walking around? What happens if there's nothing there? And how big is the area we're talking about? IT sounds more like a really extended version of Fortune's Make it Rain from how you're laying it out.