NEW SUPP CHAMP IDEA (NEW MECHANICS, NEVER SEEN BEFORE)

Doctor Kill··12 votes·876 views

what if this new supp champ is centered around buffs and debuffs... buut! they must use thier abilities wisely because... when he buffs the ally the buff works like this: it applies a small debuff that grows into a buff (from -# to a +#) ** the same with the enemy debuff (which goes from a small +# to a big -#)[slayer-pantheon-thumbs] thumb up if u think this is a cool new supp mechanic that requires some skill sintead of these insta click buff spells*[zombie-nunu-bummed]*

12 Comments

Lonely Flame2 votes

That completely goes against the idea of supports though. Why not just play a support who provides no debuffs to my ally and buffs to the enemies? That would be like making Lulu's speed buff apply a slow before hand. It defeats the purpose, and it also gives the enemy a HUGE window of time to react. "Oh, I'm about to be slowed, better use my speed buff to run away" "Oh, the enemy is dealing less damage. Better back off now before that damage buff comes up."

AFoxInTheWires1 votes

Exactly, it's completely unintuitive and not good gameplay.

However, as I mention in my own comment, it WOULD be cool the other way around. Meaning, you get a short, powerful effect that changes to a relevant counter-effect after a short while, like Blitz's W. This gives you the power when you need it in the moment, but punishes you heavily if don't make good use of it.

Lonely Flame1 votes

I will grant you, the reversed it does work and function better, but it's still not that great a premise. We already have buffs that provide increases with no drawbacks. In order for the trade off of getting a debuff after it to work, you would have to provide a massive buff to begin with, which (in my hypothetical opinion) would be OP.

AFoxInTheWires1 votes

I don't think so, because it would grant plenty "lever of balance" to play with. You give them a buff that's stronger than normal for a short period of time, but are penalized if you don't lose it correctly. Most current buffs have no risk for a tiny reward. This would simply be more reward in exchange for greater risk. Tons of champions are based on that concept. I mean, again, Blitz's W is a perfect example of this EXACT mechanic, and it's not broken. He gets very strong for a little bit, but if he doesn't use that "window of power" effectively, he then becomes easy pray. And it would never be "OP" because there are so many ways to adjust for balance if there are problems.

Lonely Flame1 votes

Look it's all just up to personal opinion at this point. Blitz does have what we're talking about, but self-imposed buff/debuffs are different to those imposed by someone else. Blitz was actually given that as a nerf last year because his old one lasted 8 seconds with no drawbacks. Sure the boost it provided was significantly less, but his old method offered less counterplay.

A window of opportunity if fine on yourself, but debuffs to allies and buffs to enemies is something I personally can't get behind. The debuff would have to come to you, not your ally. I've seen ideas posted before of a parasite themed Void champ, and I've seen a bunch of ideas and interpretations of how a kit like that could work. Things like 'providing ally X bonus damage, but reducing your damage by X" or "mitigate X percent of damage taken by target ally to you". Those are buffs to your ally with a drawback, but in X seconds time, they will still be good to fight and you will be the one that can't. You wouldn't want an effect that can take your carry out of the game.

Anyway that's just me.

Doctor Kill2 votes

because! these supports have no skill required plus u can make the buffs op and this brings strategy into the game instead of mindless button mashing. also with lulu her speed buff has a long cd and she is immobile if chased plus it wont give a HUGE window to react, u simply apply the debuff to the enemy and bait if they r stupid to engage, early-mid fight they will start feeling the debuff and b like "o shit"

Lonely Flame2 votes

{quoted} these supports have no skill required plus u can make the buffs op and this brings strategy into the game instead of mindless button mashing.

....what? Making something 'overpowered' so you can bring 'strategy' isn't good design. You're making up for how bad it is by making it overly strong. Except that if they're not dumb enough to take the bait, which most people won't, then congrats you've made a really easy to read engage for the enemy. If I go up against your hypothetical champ, knowing that a sever debuff will come after my small buff, why would I engage??

AFoxInTheWires2 votes

It would actually make much more sense (and be far more useful in-game), if you did it the other way around. Like some sort of twisted nurse/doctor that injects you with drugs that give you a short-lived and powerful "high" in exchange for being hurt or weakened somehow when it wears of (think of something like Blitz's move speed buff). You'd use it on your allies to help them secure a kill, or you use it on an enemy to soften them up for your assassin or carry. Both of these give you a very clear "window of power" in which you either rewarded if you use it effectively or heavily punished if you don't.

You want to have it front-loaded like this, because starting weak and then going strong doesn't allow you to make saves or plays, which a support REALLY needs to do. You would have to anticipate when you would need the buff/debuff and hope that now one gets to you while you're weak, and then feel pressured into using the buff when it activates. It's much better game play to give a strong, instant buff in the moment that punishes them afterward if they fail to capitalize on it.

Doctor Kill1 votes

plus maybe u can set the intensity of the buff/debuff so that its duration and effect are increased or reduced for a longer effect for example: u can set it to max but it will start the debuff/buff at a higher/lower # but the tradeoff will b that it stays for longer and gets increasingly better or worse

Teridax681 votes

This could be an interesting idea, provided there's valuable gameplay in debuffing allies or buffing enemies, even momentarily. A trend with recent champions, particularly supports, is that some of them have double-sided abilities that do the same thing for both allies and enemies, and thus tend to give them more options and bigger highs and lows, as well as more gameplay for their opponents. If you want ally- or enemy-specific effects, perhaps a cool paradigm would be to make each ability impose some kind of cost to the recipient, so for example you could give an ally Blitzcrank's Overdrive, and make them move extremely quickly for a few seconds before slowing them afterwards. If you want to do the reverse, i.e. slow them before speeding them up, that might also work, though that would also prevent some clutch save cases (and perhaps enable some other fun situations).

IIIR e v e n g e1 votes

[deleted]

Doctor Kill1 votes

[{quoted}](name=IIIR e v e n g e,realm=NA,application-id=A8FQeEA8,discussion-id=ImWd7vkG,comment-id=0005,timestamp=2016-05-02T16:30:31.059+0000)

stop copying my post or taking my title..

ha? brh i dont read most posts

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