Champion Abilities Concept - Telekenetic Control

KochDerDamonen·12/16/2014, 4:09:35 PM·1 votes·298 views

Hello all, I just wanted to share some loose ideas I thought would be neat to see on a champion in the League of Legends. I'll just dig right into it.

1 - The ability to reduce the missile speed of projectiles in an area. I envision a passive ability or temporary zone creation in which enemy projectiles are slowed by an amount, making them easier to dodge as opposed to directly reducing or preventing damage. I see very interesting ways to apply damage and crowd control cropping up with nigh every new champion, however besides Yasuo and Braum in recent memory damage reduction always comes as a shield, and increase in defense/health, or mobility/immunity with which to dodge. This sort of ability could create a very supportive way to provide a reverse form of the mobile dodging defense to champions who normally lack it.

2 - The ability to selectively reposition units. With the Sion rework I noted the idea of limiting the player's control on an otherwise ludicrously broken ability concept as a form of balancing. I am thinking of something similar in concept to the dreaded hook type ability with some twists and tweaks. Selecting a unit or the units in an area and being able to slowly move them around for a limited period of time, then dropping them off at their new location. A high potential but fiddly repositioning ability to severely displace a foe given the free space to do so, whether you want them to be closer or farther from you and your team.

3 - The ability to suppress foes' mana/energy regeneration. While there are various abilities and some items that help you prevent an enemy champion from regaining health, the only way to do this with their other resources is to try and force them into using it unwisely. I don't have a very defined idea here but I would love to see some sort of way to sap ability resources or to prevent the regeneration of them.

4 - Reduced cooldowns while standing still. Here I'm thinking of the ability to stand focus in order to get reduced cooldown times on all/some abilities. Whether passively occurring whenever you stand still or forcing yourself to be immobile similar to Xerath's ultimate. Alternatively, I also have the thought of instead the timer on cooldowns counting down faster while stood still.

5 - The ability to create mirages. Right now, the available abilities meant to disorient players by creating false information are invisibility(numerous champions), clones(Shaco/Leblanc), and darkness(Graves/Nocturne). Well this isn't entirely different from those, but I've had the idea of creating clones of units besides the player's champions. The specific version I have in mind involves making phantom minions that don't deal damage in order to disorient the pushing power of the enemy by confusing both them and the aggro of their minions, or perhaps on neutral jungle creeps to secure buffs by ensuring you know which is the real monster. I've also toyed with the idea of making phantom images of allied champions but I much prefer the creep/monster idea.

Character-wise I think of a psychic golem of sorts, but that's no where near the focus of my thoughts on these abilities. Sorry for the lack of pictures and thanks for taking the time to read/scan through my ramblings, let me know what you think. :3

1 Comments

Dr Clueless PhD12/16/2014, 4:29:05 PM1 votes

1 - Reducing missile speed is a cool mechanic, and I like it a lot, personally. My only question is whether or not LoL is currently coded in such a way as to support that tech. I'm sure they could make it work, the question is: how long/hard would it be, based on the current setup?

2 - This is a WAY stronger CC than you think it is. This would basically be a ranged Skarner ultimate (with some details changed, but most of its functionality).

3 - This goes against a lot of Riot's design philosophy. They had mana draining stuff in the past, and ultimately removed it. They said that, if your goal is to stop enemy casting, use silence. It involves action on your part, gives clear feedback, and creates counterplay opportunities. Getting rid of their mana (or stopping the regen, in this case), accomplishes a similar thing in that it stops spells, but it's not doing so in a way you can really interact with. Also, this would present an ability that would prove absolutely useless against some Champions. Not minimally useful mind you, literally useless. There is no example of that in this game, anywhere (at least I don't think so). It would make Champion counter-picks way too strong for Riot's liking.

4 - Could be interesting. Not sure what kind of kit you'd want to put this on, though. CDR tends to be something that most players don't notice as being strong (believe it or not). It's extremely powerful, but people only really are aware of that power once you get above the teeming masses. Much like Sona's old auras, or a lot of the "invisible power" Riot's been removing from the game. This would probably end up being on a Champion you never saw at low levels of play, or (more likely), it would get reworked into something that shaved a chunk off of the cooldown, rather than making it go faster. Taking chunks off of the cooldown is plainly visible, so people notice it. That's why Riot favors THAT method with Champion abilities.

5 - I'm unsure on this. It's the sort of thing that I think would have a great place in another MOBA (DotA 2 maybe), but Riot might not let fly here.