My idea of a support marksman

Shadow Hazard··5 votes·627 views

And by support marksman i don't mean something on the lines of Ashe or MF.

Passive: lose 50% bonus attack speed and gain that same bonus % armor and magic resist. Lose 50% crit chance and gain matching bonus % health

Q: Passive - on hit slow targets base attack speed by 5%/10%/15%/20%/25%(+2% per 100 AP) for 1.5 secs. Active - For the next few seconds also steal 15% attack speed on hit and gain matching bonus attack speed stolen.

W: Passive - On hit slow targets movement speed by 5%/10%/15%/20%/25% for 1.5 secs. Active - For the next few seconds instead steal 5%/10%/15%/20%/25%(+ 2% per bonus AP) movement speed on hit and gain matching movement.

E: Throw skill shot (passing through ally minions) and shield self for X. heal for remaining shield value after a few seconds. If skill shot hits ally they get same shield that heals for remaining value after a few seconds. Ally also gains the effect of the Q+W including active if activated and R if active. If hits enemy marks them. Mark stores 20% of their damage taken and then explodes after a few seconds or upon enemy death for X+stored mark damage to all enemies near center of explosion.

R: Activate to gain 6%/12%/18%(+2% per 100AP) increased damage for 6 seconds

My thoughts are that they sacrifice much of the damage that most attack speed+crit marksman would have for increased tankiness. Most of their kit will be focused on being more towards utility which can only be obtained to maximum efficiency by AA in a similar way that standard ADC's do. The utility is improved by being able to share the utility power with their carry partner. the kit may be able to function as being the main carry roll by being beefier than their opponent marksman and reducing their damage potential while having some farm/supporting ability through the E.Mostly rough idea of mechanics as can be obviously seen. What do you think?

EDIT #1: Added some scaling idea's and improved/added to some wording from Altonius Amakiir request. Idea of item synergy goals are zeal items (especially runaan's, want the Q+W abilities to scale up with the bolts hitting other targets and maybe shiv to help with the waveclear and further improve the passive while going for a more aggressive build), AP of many kinds from full greedy damage of ROA/nashoors/morellos to utility support items like athene's/ardent, and other more tanky focused items with to maximize the passive effect.

14 Comments

Altonius Amakiir2 votes

Great idea, did this idea come about because of the recent Q&A with Ghostcrawler? This is a bit nick-picky but could you edit the Xs to like Y and Z and other symbols to show same scaling, just for clarity sake? Also I like the idea of tankiness-damage trade off, but you can't have a trade off of AS% for armor/magic resist% because you can get like 300% AS. That is unless I'm misunderstanding the wording and they gain that as a % of their current bonus armor and magic resist, instead of what I originally thought: gaining the %AS debuff as equal %armor/MR (lose 50% AS > gain 50% armor resist). Aslo is the ult a passive or an active and would the skill shot stop after the first champion hit, or could it go through an ally then still hit the enemy, like a varus arrow? But anyways, even if it wasn't inspired by the Q&A, it seems like based on what they said, this is a concept they would actually consider implementing, seeing as Ghostcrawler talked about a potential support/marksman stealing AS.

Shadow Hazard1 votes

I have had the idea in my head a few days but the Q&A inspired me to put it up. Sorry about the lack of real scalings, there are two reasons, I mostly wanted to focus on the mechanics of the champ and putting in numbers could have caused people to ignore the mechanics and see numbers screaming OP and downvote to oblivion.

I think it is okay to have a trade of the attack speed for defense. Think in the number example you gave (one i was thinking of too) if it is a 50% attack speed taken off; say that the champ has 80% attack speed from runes, scalings and items, the passive (if X=50) would put them at 40% bonus attack speed and 40% increased defenses. Looking at it now and considering your point it may be safer to make it only bonus defenses like how the crit would with health. you would have to load up on a triple zeal item to make it that strong in defenses but remember that that is having there damage stats cut in half, and you would need to build some defensive items to really maximize the effect still.

The skill shot is supposed to stop at the first target hit, sorry for not wording that clear enough. Again you helped note an issue in that I wouldn't want to have it effective on ally minions and it would need to pass through ally minions. That way it could at least be an effective farming tool of giving some wave clear to the champion should you decide to take the champ out of the role of support.

The ult is meant to be an active. So the obvious combo i would be thinking of being possible with the champ is E and ally and activate Q+W+R to make for a strong engage incentive.

I will put an attempt into putting scalings and try to make some wording clearer for you and any others that would want to see it.

Ninja Baby one2 votes

I... I don't understand what it is you're trying to do with this. This clearly can't be played as a Marksman. The passive makes the champion incapable of dealing proper damage in teamfights. The Q doesn't work against AP champions most of the time and sucks against a few ADCs and is boring, The W is just a Frozen Mallet which is boring, the E is the only slightly fine spell, but it's not a shield, it's just a straight up heal with a buff. It's also applying the boring effects of the Q and W, which really makes the E do the same as all him basic spells. The R is just a minute bonus to damage. This suuuuuucks. There's nothing to this and it's not even a good amount. The level 6 skill gives you less damage than a Long Sword.

Here's how I'd fix it: The E is interesting and the way it works now would actually be completely fine, but because it steals the effects of two other spells, it seems dumb. Keep the slow on the shield, it's interesting and the effect on enemies is actually quite cool and balanced. The shield also shouldn't be converted directly to healing, but maybe heal 50% of the remaining shield or it'll just feel like a heal. Then the last thing... Completely scrap the Q, W and R. They're boring as all hell and don't do shit. The Passive might work, but don't call the champion a Marksman, that's not what he is.

Shadow Hazard1 votes

How is it not a marksman. The champ needs to AA dps like standard damage marksman to have max effectiveness. Unlike the other marksman champ this one gains effectiveness by being harder to kill (should you take this champ into the carry role) but as a support you offer debuff to enemies and shields/heals/and buffs to allies. The call out to the overly weak power of the ult is a correct call, but this again was mostly focused on mechanics. Saying the skills are boring is more of a matter of opinion I think in the matter that they are very simple but do very effectively with their simplicity. The E being called a straight heal is ignoring it's potential and counterplay to it. The heal can be taken away/removed by damaging the shield, although the heal being a reduced value of the remaining shield is a good call out for a limiter.

Ninja Baby one1 votes

You actually said the exact reason why this guy won't work as a marksman. DPS. He can't build attack speed or crit and he's not an AD caster either, so he can't really do a lot of DPS. Where other marksmen would have about 700 dps in late game, this guy can't have more than 300 due to his limit on attack speed. While he might be able to beat some ADCs, he wouldn't be able to fill the ADC role. (This was the first way you built him, before the first edit.)

With the new passive, I'm guessing you mean 50% of attack speed and crit gained from items? For if not, he will be at 0.325 or somesuch attack speed at lvl 1.

And even after these changes, I still say remove the Q and W, or atleast put them together into a single skill. They're way too similar. And still, a simple % increase to anything is just really boring and gives no interesting counterplay or mechanical skill to using it.

Shadow Hazard1 votes

I think the problem is that you are thinking literally that it is meant to be in the adc. This one is meant heavily to be in the support roll, with maybe the option as an adc roll that is beefier and more utility focused than standard marksman. But still again this is meant to be a support roll (think sona, braum, lulu etc.)

Paroe1 votes

[{quoted}](name=Shadow Hazard,realm=NA,application-id=A8FQeEA8,discussion-id=MEE9zUEz,comment-id=0003000000000000,timestamp=2016-12-16T00:36:03.239+0000)

I think the problem is that you are thinking literally that it is meant to be in the adc. This one is meant heavily to be in the support roll, with maybe the option as an adc roll that is beefier and more utility focused than standard marksman. But still again this is meant to be a support roll (think sona, braum, lulu etc.)

Then you cant really call it a support marksman. Marksman are, by design, meant to do a lot majority of their damage via basic attacks. This concept would be more support/tank if anything, but with a very novel build path and ranged autos.

Also in a concept actually choosing your bases and scaling helps us understand how it may function, leaving them out makes the concept feel very unfinished and cluttered. Further, three passives. Two of them are negligible, but that main passive is overpowered. 50% bonus HP will lead to 10K HP beefcake builds utilizing runes and phantom dancer, and attack speed is what makes the marksman class function. This guy would become a ridiculous tank for no reason.

Shadow Hazard1 votes

There really isn't any issue of only putting in mechanics for something that is a conceptual idea. Like I pointed out elsewhere it would cause people to ignore the idea of the champ (exactly what is happening with the above person I am responding to) and simply go it is OP or it is shit without real logical reasoning why.

To achieve that theoretical 50% bonus health you would have to build at least 3 completed zeal items plus run some crit in your runes, so you will only have the option to build 2 health items with that or 3 if you drop boots all together. Take 2 extreme case theory scenarios of a cinderhulk jungler building 5 warmags (highest bonus health item) vs this concept only being able to build 3. The cinderhulk jungler gains 4600 bonus health and the concept champ would gain 3600 bonus health.

The debuff passives is hard to argue of being useless since attack speed slows will directly weaken AA based champs which would be most marksman, and the recent fiasco of rylai's needing to be nerfed proves that the potential of a persistent move speed slow has strong utility. The additional ability to temporarily share the debuff and stat stealing further improves the utility potential of the champ.

The thought that if a champ has the tag marksman it needs to function as a dps carry is wrong or else teemo and kennen wouldn't be so far off the map of choice options of bot lane marksman since both carry the marksman tag. Even still there shouldn't be a reason that the champ couldn't function as the adc since even though the dps potential is lower it should still have the potential to duel another marksman through the simple matter of being beefier through the stats offered by it's passive, the shield/heal ability combo that would also damage the opposing marksman, and reduce their damage output while improving it's own plus it's resistances with attack speed slow and steal. So in theory it really can have potential to function as the adc even if it designed primarily for support.

Paroe1 votes

[{quoted}](name=Shadow Hazard,realm=NA,application-id=A8FQeEA8,discussion-id=MEE9zUEz,comment-id=000300000000000000000000,timestamp=2016-12-16T01:16:31.091+0000)

There really isn't any issue of only putting in mechanics for something that is a conceptual idea. Like I pointed out elsewhere it would cause people to ignore the idea of the champ (exactly what is happening with the above person I am responding to) and simply go it is OP or it is shit without real logical reasoning why.

To achieve that theoretical 50% bonus health you would have to build at least 3 completed zeal items plus run some crit in your runes, so you will only have the option to build 2 health items with that or 3 if you drop boots all together. Take 2 extreme case theory scenarios of a cinderhulk jungler building 5 warmags (highest bonus health item) vs this concept only being able to build 3. The cinderhulk jungler gains 4600 bonus health and the concept champ would gain 3600 bonus health.

The debuff passives is hard to argue of being useless since attack speed slows will directly weaken AA based champs which would be most marksman, and the recent fiasco of rylai's needing to be nerfed proves that the potential of a persistent move speed slow has strong utility. The additional ability to temporarily share the debuff and stat stealing further improves the utility potential of the champ.

The thought that if a champ has the tag marksman it needs to function as a dps carry is wrong or else teemo and kennen wouldn't be so far off the map of choice options of bot lane marksman since both carry the marksman tag. Even still there shouldn't be a reason that the champ couldn't function as the adc since even though the dps potential is lower it should still have the potential to duel another marksman through the simple matter of being beefier through the stats offered by it's passive, the shield/heal ability combo that would also damage the opposing marksman, and reduce their damage output while improving it's own plus it's resistances with attack speed slow and steal. So in theory it really can have potential to function as the adc even if it designed primarily for support.

Passive: lose 50% bonus attack speed and gain that same bonus % armor and magic resist. Lose 50% crit chance and gain matching bonus % health

  1. Numbers are, in many cases, more important than mechanics because he numbers are what give body to everything. You want to focus on JUST mechanics? Your concept is extremely overloaded for no reason and has many effects tacked on for what seems like no other reason than "this looks". There is no theme to the concept and there is no real reason for any one of those abilities to be as weak or as powerful as they are. You need numbers and a theme to make the concept work and justify power; what you have now isnt even a completed concept. Its just notepad ideas.

  2. The way i read this is a literal up to -50% as the items are displayed IN percents to begin with. Do you mean half? Also... item 3031 item 3046 item 3085+runes+item 3742 item 3065 item 3117 this is 100% crit, 500HP, 50armor, 55MR, 85% attack speed. this is equal to at minimum 500 free health, 75armor and 80MR. hes a tank with huge AD and crit. But its also a support who requires a huge budget. Part of BEING A SUPPORT IS FUNCTIONING ON A LOW BUDGET.

  3. Negligible doesnt mean useless. It means that its not enough to bother with; 20% slows simply arent impactful and feel bad to use. In your concept, they are also tacked on for no reason as passives which is extremely lazy design.

  4. A marksman must function with basic attacks as a majority of their damage, or at least have the option to. Teemo synergizes with attack speed and basic attacks. Kennen is the same. As is tristana. As is pre-rework ashe. What makes a marksman a marksman is their ability to utilize ADC items, not the type of damage they deal or the majority of their scalings. Your concept does not synergize with either, and would be a burden to the team in the support role or extremely overpowered in the top/jungle.

Edit: Did you just downvote a better concept for a support/marksman because youre salty? At least leave a comment explaining why.

Shadow Hazard1 votes

You do realize that the passive "Lose 50% crit chance and gain matching bonus % health" it actually isn't possible to have 100% effect AA crit chance. So your scenario is only 50% crit chance about 42% bonus attack speed from the items, 500 health from the passive about 12.5 armor from the passive and about 23.375 magic resist from the passive. You are simply ignoring part of the idea to try and say broken, again like I knew would happen. YOU ONLY GAIN HALF OF THE CRIT+ATTACK SPEED FROM RUNES/ITEMS/SCALING. So 40% attack speed from an item would really only mean 20% attack speed and 20% bonus armor and magic resist, and 30% crit from an item would actually give you 15% crit chance and 15% bonus health. There are multiple times I explained damage from standard marksman items is sacrificed for bonus defensive stats. The only other way that the passive can be explained in an understandable way is a reverse of yasuo's double crit, that affects both crit and attack speed, and instead of bonus damage of some time there is bonus defenses.

The slow can't be called useless with the ability to persistently apply it and situationaly steal like (like botrk active), which would weaken the targets damage output and ability to escape while having much improved stickiness. They weren't lazy choices. The movespeed slow was inspired from the dominant effect that frozen mallet and rylais had to the meta helping stick to an attempting escaping target, helpful when adding to the damage potential of the E skill if it marks the enemy, the active of the movespeed slow skill functions like botrk without the damage component of the active. The attack speed slow on the base attack speed is a more unique attack speed slow compared to other options in the game that target total attack speed, it is in direct consideration that one of our biggest enemy targets as a support is a marksman meaning you can notably hurt their damage output by being able to dps them yourself, and the active of it improves your damage and defense against them while further hurting their damage.

And like you said has to happen with a marksman majority of the damage of the champ will be through AA dpsing with the only other potential source being in the E skill. But on top of their damage mainly coming from AA their utility is mostly coming from AA. The better way to look at it for all marksman is they are most useful AA dpsing which this champ would solidly fall into that category of.

I didn't actually downvote you at all and have been responding to your poor claims, and am not being salty with someone who is now the second person who is flat out refusing to properly read and comprehend.

Paroe1 votes

[{quoted}](name=Shadow Hazard,realm=NA,application-id=A8FQeEA8,discussion-id=MEE9zUEz,comment-id=00030000000000000000000000000000,timestamp=2016-12-16T02:16:15.810+0000)

You do realize that the passive "Lose 50% crit chance and gain matching bonus % health" it actually isn't possible to have 100% effect AA crit chance. So your scenario is only 50% crit chance about 42% bonus attack speed from the items, 500 health from the passive about 12.5 armor from the passive and about 23.375 magic resist from the passive. You are simply ignoring part of the idea to try and say broken, again like I knew would happen. YOU ONLY GAIN HALF OF THE CRIT+ATTACK SPEED FROM RUNES/ITEMS/SCALING. So 40% attack speed from an item would really only mean 20% attack speed and 20% bonus armor and magic resist, and 30% crit from an item would actually give you 15% crit chance and 15% bonus health. There are multiple times I explained damage from standard marksman items is sacrificed for bonus defensive stats. The only other way that the passive can be explained in an understandable way is a reverse of yasuo's double crit, that affects both crit and attack speed, and instead of bonus damage of some time there is bonus defenses.

The slow can't be called useless with the ability to persistently apply it and situationaly steal like (like botrk active), which would weaken the targets damage output and ability to escape while having much improved stickiness. They weren't lazy choices. The movespeed slow was inspired from the dominant effect that frozen mallet and rylais had to the meta helping stick to an attempting escaping target, helpful when adding to the damage potential of the E skill if it marks the enemy, the active of the movespeed slow skill functions like botrk without the damage component of the active. The attack speed slow on the base attack speed is a more unique attack speed slow compared to other options in the game that target total attack speed, it is in direct consideration that one of our biggest enemy targets as a support is a marksman meaning you can notably hurt their damage output by being able to dps them yourself, and the active of it improves your damage and defense against them while further hurting their damage.

And like you said has to happen with a marksman majority of the damage of the champ will be through AA dpsing with the only other potential source being in the E skill. But on top of their damage mainly coming from AA their utility is mostly coming from AA. The better way to look at it for all marksman is they are most useful AA dpsing which this champ would solidly fall into that category of.

I didn't actually downvote you at all and have been responding to your poor claims, and am not being salty with someone who is now the second person who is flat out refusing to properly read and comprehend.

  1. Claims comprehension issues, cant comprehend themselves. 2) The way i read this is a literal up to -50% as the items are displayed IN percents to begin with. Do you mean half? Also... (items) +runes+ (items) this is 100% crit, 500HP, 50armor, 55MR, 85% attack speed. this is equal to at minimum 500 free health, 75armor and 80MR. hes a tank with huge AD and crit. This point is me reasoning with you being confusing and pointing out just how much it increases the value of tank items, which an ADC shouldnt be buying in the first place. It assumes youre halving attack speed/crit, which is 50% crit and 50% attack speed because 20% attack speed would come from level/masteries alone.
    Further, TANKY MARKSMAN DO NOT WORK HEALTH-WISE. they are VERY powerful because they synergize with items the CLASS AS A WHOLE ISNT MEANT TO BUY.

  2. Negligible doesnt mean useless. It means the values arent enough to feel impactful. And passives are generally lazy ESPECIALLY WHEN ALL THEY DO IS ADD FOR THE SAKE OF ADDING. Your idea would work just as well WITHOUT two extra passives.

  3. Historiaclly Marksman/support (ashe) have done their supporting through non-scaling utility. Not heals or shields; those are for real supports who trade everything for utility scaling.

At this point my only suggestions are for you to make this champion a support/tank by trading bonus attack speed and AD for a slowly increasing resistance buff and to re-tune some of the abilities.

Passive: lose 50% bonus attack speed and gain that same bonus % armor and magic resist. Lose 50% crit chance and gain matching bonus % health Passive: This champion gains no bonus attack speed and no bonus AD, instead the bonus attack speed is turned into 1% increased base health per 2% attack speed, capping at 20% and increasing by 5% every 6 levels. Bonus AD is converted into armor/magic resistance at 1 resistance per 2 bonus AD.

Q: Passive - on hit slow targets base attack speed by 5%/10%/15%/20%/25%(+2% per 100 AP) for 1.5 secs. Active - For the next few seconds also steal 15% attack speed on hit and gain matching bonus attack speed stolen. Q: For 3/4/5/6/7 seconds basic attacks cripple and slow enemies by 10/15/20/25/30%+1% per 50AP. Adittionally, you gain 30% of the enemies attack and movement speed for the duration. Cost: 70/65/60/55/50 mana Cooldown: 15/14/13/12/11 seconds

W: Passive - On hit slow targets movement speed by 5%/10%/15%/20%/25% for 1.5 secs. Active - For the next few seconds instead steal 5%/10%/15%/20%/25%(+ 2% per bonus AP) movement speed on hit and gain matching movement. Replace this entirely. Combining the two abilities is by far a better choice than simply having two passives on two steal abilities; steal abilities are generally frowned upon by the way. We dont have them because theyre unfun. To my knowledge, theres two in the game right now and one item.

E: Throw skill shot (passing through ally minions) and shield self for X. heal for remaining shield value after a few seconds. If skill shot hits ally they get same shield that heals for remaining value after a few seconds. Ally also gains the effect of the Q+W including active if activated and R if active. If hits enemy marks them. Mark stores 20% of their damage taken and then explodes after a few seconds or upon enemy death for X+stored mark damage to all enemies near center of explosion. This part actually sounds good. well the first bit. This ability doesnt need to do damage ontop of being a shield/heal. I would suggest making it scale with how many enemies were hit, doubled for champions. Depending on the width of it, the most you could hit is 5 minions and 2 champions. Id balance it around 4 minions and 1 champion for the shield amount. Youre essentially giving a champion gray health here, i like that idea.

R: Activate to gain 6%/12%/18%(+2% per 100AP) increased damage for 6 seconds This, quite simply, doesnt feel like an ultimate. Ive no real idea what your concept is, so i cant say anything more than it should be replaced.

Ninja Baby one1 votes

But if it meant to have the potential to opt into the adc role, it has to work in it as well. If it's not meant to be able to take the ADC role at any point, why design it to have marksman qualities?

GinoSoldier1 votes

Kalista's currently the best 'pure support' ADC out there. As in, playing to help the team, not playing to nuke people.

More from Concepts & Creations

More by Shadow Hazard