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

Doctor Kill·5/2/2016, 5:29:37 AM·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 Flame5/2/2016, 6:07:42 AM2 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."

Doctor Kill5/2/2016, 6:36:27 AM2 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"

AFoxInTheWires5/2/2016, 4:14:15 PM2 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 Kill5/2/2016, 6:41:55 AM1 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

Teridax685/2/2016, 12:26:23 PM1 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 e5/2/2016, 4:30:31 PM1 votes

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