Doomfire -KEYSTONE-

Cherysse·7/10/2018, 12:12:19 AM·11 votes·3,501 views

https://www.hiveworkshop.com/attachments/doomfirepreview-png.302041/

#Doomfire https://media.lolusercontent.com/api/embedly/1/image/resize?url=https%3A%2F%2Fimage.ibb.co%2Fhq93E8%2F1.png&key=f0abbd34f14549f3a15cd94dd9970851&width=150 Each of your abilities (damaging or not) and basic attacks apply 4 seconds of doomfire on enemy champions. Enemies affected by doomfire take 1-16.5 +0.25% of their max health as adaptative damage per second. The same ability can't add another stack of doomfire until the target is hit either by a basic attack or another different ability. Max 12 seconds of doomfire stacked.

#Death by Fire:

  • if doomfire is applied on enemies below 50% of their max health it adds 6 seconds (instead of 4) and deals 2-33 + 0.50% of the target max life as adaptative per second.
  • if doomfire is applied on enemies below 15% of their max health it adds 8 seconds (instead of 4) and deals 4-66 + 1% of the target max life as TRUE damage per second. Grants vision of targets affected by Death by Fire (reduced, not full, like nearsight radius). The threshold of Death by Fire activation is increased by AP and AD ratios.

#Bug prevention.

to prevent bugs, only the first instance of damage of an ability is able to apply doomfire, why? because if two DOTS hit the same target it would create a cycle of doomfire being reapplied, the idea is to prevent it from being OP and annoying on DOT champions. Also champions with on-hit abilities that proc spells or apply dots (teemo pherphaps) only apply one stack, to prevent things from going broken. The main idea is, equally useful on all champions, but more rewarding on those that are able to cycle between different abilities and basic attacks to apply it constantly on their target.

41 Comments

UnboundHades7/10/2018, 12:13:51 AM7 votes

we dont need more mindless true damage

Warlord Rhinark7/10/2018, 9:38:06 AM3 votes

If we remove the true damage, bonus effects on based on missing health, and the ability to apply it via basic attacks, this could be a pretty balanced rune.

But as it sounds right now, completely broken.

Infernape7/10/2018, 12:15:47 AM2 votes

As if Riot hasn't put enough true damage into the game.

Sexy Jack Rabbit7/10/2018, 1:36:29 AM2 votes

What's unique about in comparison to Scorch?

It's just more free damage.

ZackTheWaffleMan7/10/2018, 12:20:14 AM2 votes

Ryze Ryze Ryze Ryze Ryze Ryze Ryze Ryze Ryze Ryze Ryze Ryze Ryze Ryze Ryze Ryze Ryze Ryze Ryze Ryze Ryze Ryze Ryze Ryze Ryze Ryze Ryze Ryze Ryze RyzeRyze Ryze Ryze Ryze

Fullmetallic7/10/2018, 2:09:38 PM1 votes

Fiddlesticks Massacre

LuaDotExe7/10/2018, 8:30:10 PM1 votes

Not sure why you'd want this. It's just kind of free, invisible damage, much like Scorch. The only thing I can imagine is that it'd be something especially proficient on mages who can weave auto attacks in between their combos-- meaning the vast majority of them. Additionally, somebody at, say, 15% of their maximum health is now practically ensured to die instead of being able to have an obscene outplay because you're dealing a little over half of their remaining health as unavoidable damage, plus 66 damage per second, which is huge, considering Morgana's rank 5 W has a base damage of 60 when they're below half of their maximum health. I'm not sure what kind of attack patterns you're trying to encourage with this, either, besides, again, autoweaving-- except that you don't HAVE to autoweave, because you can just auto them outside of your combo to reset it. Plus, to keep it on-par with other keystones, it has to feel powerful-- but a DPS like this over such a long period of time is a LOT of invisible power, which is the same issue Fizz's bleed suffers from. It typically doesn't feel like it's doing anything, but it's doing a lot of damage.

The Goodest Boy7/11/2018, 2:02:06 AM1 votes

an interesting ability, to be sure! I really enjoy the concept. although it may be a bit overloaded for a rune... would probably work much better as a champion passive, or an item passive. (but thats just my opinion.)

my only issue is that it's a lot of mechanics to shove into a rune that is entirely passive. all these advanced mechanics but... they all happen on their own, regardless of whether you're trying to use them or not. that kind of design tends to get a bit toxic.

if I'm missing something blatant here, feel free to tell me! as a side note i fucking love the visual for the run you've put here, super cool.

fatyboomboom7/11/2018, 3:26:39 AM1 votes

meh, The concept is cool but the fact that it can reveal someone as well when they're near death is more or less ridiculous useful for an easy long range execution. For one they cant recall since their taking damage for what 12 seconds or more if you get a full rotation off and then they're revealed as well so its pretty much a free shot for anyone who can snipe to do so.

Hyquiem7/12/2018, 2:15:32 AM1 votes

Or. Every spell applies one stack of magic flame when 3 stacks are complete enemies take extra bonus damage lasting as a burn for 1.5 seconds.

Chrysi77/16/2018, 8:35:02 PM1 votes

I like it. It's good for DoT champs I would theorize, like, perhaps, Cassiopeia. Love the visuals you made too

Rathar Dashing7/10/2018, 1:01:58 AM1 votes

Just make it a whole lot simpler. Instead of making it deal %max hp increasing the lower health they have... make it %missing hp. Or don't. Just a flat value works, too.

Keep it at 4 seconds applied per instance, and make it not deal true damage EVER.

Change the value of damage to something like 0.5% (+0.1% per 100 AP, +0.15% per 100 bonus AD) max health per second.

Make it so that each instance of ability damage applied refreshes the duration, but doesn't increase the damage. Make damage-over time effects apply a reduced duration.

Basically, make it Deathfire but with %max HP.

BLIGHTBRINGER7/10/2018, 7:31:38 AM1 votes

Loving the layout of this post

[slayer-pantheon-thumbs]

Stars Shaper7/10/2018, 8:36:47 AM1 votes

Numbers might need a tweak or two but I really endorse this Keystone idea, it's awesome and one of the best that has been proposed ever.

La Bello7/10/2018, 9:09:46 AM1 votes
  1. Riot wants to avoid DoT abilities if possible due to the unclarity they cause less cases of "wtf THAT killed me?" Fizz Singed Brand Teemo +summoner 14

  2. We need LESS damage in runes not MORE.