Political CC? Some ideas for a new champion design
The idea of this game play style, is to make a champion that can control team fights and the game by making various actions very undesirable or desirable based on how the champion is done. Let me know what you think! If you are so inclined I have an idea for a kit that I think hints at this style but certainly could be improved, champion name is just going to be Champion for now :)
Passive: Whenever Champion enters Enforcer mode. They have 1 second of cc and damage immunity, and all cool downs are reset.
Q- Champion pushes all enemies in a line, knocking them back a short distance and dealing a small amount of damage.
W- For a duration, if an enemy casts a spell within range of Champion the Enforcer mode is activated. Abilities that are already being channeled cannot activate this.
E- Champion channels and creates a region for a duration. If an enemy leaves the region, then Champion activates Enforcer mode until they enter the region. Enforcer mode ends 1 second after the region ends.
R- Champion protects a target ally for a duration, granting them bonus resistance. If that ally dies, Champion enters Enforcer mode for a duration and all enemies that participated in killing that ally receive a massive debuff. If Champion is dead he will revive for the duration of Enforcer mode.
Enforcer Mode: For the duration Champion gains a massive buff and new abilities. These abilities are the level of their normal counter-parts
Q- Champion sweeps all enemies in a line, knocking them back a medium distance and dealing large amounts of damage. (ex. 800 magic damage @18)
W- Champion releases a large AOE slow and grievous wounds, that burn all enemies for a large amount of damage based on health for the duration of the slow. (ex. 30% slow for 2 seconds, 40% of current health per second in magic damage @18)
E- Champion blinks to a target, dealing medium damage and briefly stunning them. (ex. 0.5 second stun, 400 magic damage @ 18)
R- Passive: -Champion gains massive Ability Power , Attack Damage, Armor and Magic Resistance (ex. 1250 AP, 700 AD, 160 Armor, 110 MR @ 18)
-Champion reflects damage and gains a large amount of auto attack speed.
(ex. 1.8 attack speed, reflects 50% of damage taken to attacker @ 18)
Concluding Notes: -I want to avoid trying to make any of these trigger effects behave ONLY as methods of triggering damage. Certainly trying to catch someone off guard using the W,E, and R abilities can be a tactic, but I also want them to be seen as CC spells that force the enemy team to make a critical decision. I think this leads to some interesting play tactics.
-The ideal balancing point for the the kit mentioned above would be that it forces tactical decisions, rather than just being ignored or always obeyed:
Yes: -Is casting my ult at this perfect moment worth letting Champion land serious damage on me?
No:
- I can't cast this spell because that Champion will just instantly execute my team
-You could potentially put this concept of punishing or rewarding some kind of suggested cc onto a single ability...(ex. if you dash or blink in the duration you receive damage). This would result in a new CC type in league! Hard, soft, and political
-Just based on my example kit I certainly see that champion has being a sort of tragic hero, saving the day but only after their power is awakened from some tragic event.
Hope you guys like the idea!