Champion Ability Concept [Arterial Severing]

Black k 9·8/19/2015, 5:41:09 AM·2 votes·722 views

http://image.slidesharecdn.com/1-chapter12blood-100206160447-phpapp01/95/1-chapter12-blood-40-728.jpg?cb=1265472338

This is merely an ability designed around countering the annoyance of No-cost mobility champions out there; mainly by making them stand still, instead of forcing it.

http://i.imgur.com/EUsIiEg.jpg Ultimate [R] -_ Arterial Severing_

Range 125 or 350 (Depending on Champion ability set, either Close-up or Distant) Cost 100 / 125 / 150 Mana Cooldown 90 / 60 / 30

Active Severs a target champion's artery, dealing initial magic damage as well as bleeding the target for true damage for every unit it moves. The target champion also leaves a visible blood trail on the ground as they move that remains for 5 seconds before vanishing.

Damage 100 / 125 / 150 (+50% AP) Magic Damage Bleed 0.5 / 1 / 1.5 True damage per unit moved. Bleed Duration 3 / 4 / 5 Seconds

A champion affected by Arterial Severing will not take the bleed damage if it does not move. Each blood drop is created once every 0.2 or so seconds, previous drops disappearing after 5 seconds. Using global teleports or a recall will not damage the champion for units moved. Rek'sai's Ultimate still counts as movement as she is moving insanely fast across the map, rather than teleporting. Invisibility will hide the bleed animation, but will not hide the blood trail left from movement.

9 Comments

50000000000000008/19/2015, 5:47:37 AM1 votes

The ultimate anti-mobility champion! It's probably fine to put it in Warwick's rework, since he's the Blood Hunter.

ßeerus8/19/2015, 9:34:44 AM1 votes

There are some problems with this

  1. You have no duration stated for how long this would last
  2. True Damage doesn't stop you from healing, even with these effect on them, any champion would still be regening HP rather than losing it
Centuros8/19/2015, 10:29:53 PM1 votes

Funny thing is, this is one of those old burden of knowledge no-nos that Zileas outlined ages ago, but with the recent innovations in champion desighn, I could actually see it happening. The main problem lies in making sure every player knows that you specifically only take the damage if you move, even new players who won't/can't read the debuff.

On the balance side, soft-rooting people in place for 8 seconds feels a little harsh (since if they move for 4 seconds with 300 speed, they will take a massive 2400 damage just from the debuff, and still have 4 seconds to go, which itself is longer than any cc in the game).

Black k 98/20/2015, 4:05:15 PM1 votes

The Damage is still too High. I'll admit that I designed this ability as a counter to overmobile champions. But in doing so, I made it too powerful.

I've reduced the Damage Dealt 1 / 1.5 / 2 → 0.5 / 1 / 1.5 true damage per unit moved.