[Champion Abilities]

30562438_DEL·6/18/2015, 5:41:47 AM·1 votes·962 views

I'm primarily interested in feedback here. each of the following abilities would have subtle to dramatic effects on the way a player would approach the game. I'd like to know how viable you think each of them are.

Vorpal Magic Passive: [Champion]'s Spells may critical strike for 120/140/160/180/200% damage, and 5/10/15/20/25% reduced cooldown. This effects summoner spells as well. Spells critical strike with the same frequency as basic attacks. Active: Skill shot – range: 700 deals light damage and increase all damage dealt to target by all sources by 20/30/40/50/60% for 2 seconds and increases damage from the next 2 champion or epic monster based attacks (basic, or ability) by 3/6/9/12/15% . (expires after 3 seconds) and increase all damage dealt to target by all sources by 3/6/9/12/15% for 2 seconds.

  • one of the basic results of this ability is to create a hybrid AD/AP champion build.
  • reduced cooldowns from this will stack with CDR.
  • the active has a very team-oriented offensive effect.

Lightning Stride [Champion] Channels, building power before teleporting to the target location and dealing heavy damage to all nearby units. Range increases as [Champion] Channels. (there will be range and target indicatiors similar to Xerath's R) Range: 0 + 250/350/450/550/650 per second channeled Maximum Channel time: 5 seconds Minimum Channel time: 1 second AOE: 350 radius Cost: 50 mana + 25mana/second while channeling

  • The variable range is the central focus of the ability. those nearby to the target area will have little warning before the champion teleports in to engage combat.

Enigma Cloak [champion] removes all disables effecting himself and nearby allies, as well as creating a shield for himself which lasts 4 seconds. When the shield breaks, all damaging de-buffs are removed from nearby allies (but not from self). AOE: short – less than Sona's auras

  • defensive ally buff that rewards you for being in the center of things.

Merchant (Passive) [Champion] has one additional item slots, and begins the game with +100 gold.

  • universally stated as wildly OP.

Infected Cleaver (Dr Mundo) skill shot: range 650; width: 150 deals moderate damage, slows target by 30%, and increases the size of target's hit box by 60/100/140/180/220 units.

  • the increased hit box size will make it easier for allies to land skill shots, etc.

8 Comments

ModThe Djinn6/22/2015, 8:30:42 PM2 votes

{quoted}

I'm primarily interested in feedback here. each of the following abilities would have subtle to dramatic effects on the way a player would approach the game. I'd like to know how viable you think each of them are. Passive: [Champion]'s Spells may critical strike for 120/140/160/180/200% damage, and 5/10/15/20/25% reduced cooldown. This effects summoner spells as well. Spells critical strike with the same frequency as basic attacks. Active: Skill shot – range: 700 deals light damage and increase all damage dealt to target by all sources by 20/30/40/50/60% and increases damage from the next 2 champion or epic monster based attacks (basic, or ability) by 3/6/9/12/15%. (expires after 3 seconds)

Passive doesn't function well with hybrid builds, as it encourages Crit stacking if your spells are good, and Crit isn't available to casters. Also, I don't think critical summoner spells are a good idea: it strongly encourages damaging spells over utility spells, when summoner spells should be chosen based on player preference. Spell critical is already different enough -- I'd err on the side of simplicity and make that the only interaction.

Note: Critical chance on spells might be really interesting for a late-game scaling AD hyper-carry. I'm just not convinced it'll work well on a hybrid due to the itemization available.

The active is alright, but I'd make it a timed duration instead: it'll currently feel pretty bad if the Support hits the target, for example. I'd recommend either increasing the damage by a flat value (making it attack-neutral for damage) or making it increased damage from all sources for, say, a 2 second duration.

[Champion] Channels, building power before teleporting to the target location and dealing heavy damage to all nearby units. Range increases as [Champion] Channels. (there will be range and target indicatiors similar to Xerath's R) Range: 0 + 250/350/450/550/650 per second channeled Maximum Channel time: 5 seconds Minimum Channel time: 1 second AOE: 350 radius Cost: 50 mana + 25mana/second while channeling

Interesting. The mechanics might be a bit odd to actually use though, as it seems like a massive circular AoE version of Zac's E. I'm also concerned about the ease of landing it if you're not immediately in the teamfight: this one's balance will be largely dependent on both the damage of the champion, their role in the game (this is super strong on a Jungler or initiator, for example), and their team-fight power once they arrive.

[champion] removes all disables effecting himself and nearby allies, as well as creating a shield for himself which lasts 4 seconds. When the shield breaks, all damaging de-buffs are removed from nearby allies (but not from self). AOE: short – less than Sona's auras

This is far too powerful for anything less than an ultimate. I'm also not sure it's a good idea: it makes initiators feel REALLY bad, since this guy just cleanses their initiation on his entire team, and then does it AGAIN a few seconds later to cleanse their follow-up. That worries me.

[Champion] has one additional item slots, and begins the game with +100 gold.

Definitely not. This breaks too many rules of the game, allows for insane early aggression with more healing or better itemization choices, requires new UI design. It also scales INSANELY well into the late-game -- having 7 items is FAR stronger than having 6 in pretty much ANY role.

skill shot: range 650; width: 150 deals moderate damage, slows target by 30%, and increases the size of target's hit box by 60/100/140/180/220 units.

While this is an interesting idea, I think it might be hard to fully understand the utility of the ability -- definitely just make it a visual size increase along with a larger hitbox. Might be interesting on a champion with a decent number of skillshots.

coolporo6/18/2015, 7:32:25 AM1 votes

These are some pretty good abilities. Lightning stride seems like pantheons ult only cooler. My favorite one is vorpal magic because it would be extremely useful in team fights and 1v1. Would these 2 abilities be ults or normal spells?

Blckie07456/18/2015, 8:05:03 PM1 votes

merchant is too amazing. and Vorpal magic's additional damage feature is way too powerful.. 60% additional damage is insane Vladimir's ult is only 12% but deals 150 + %AP at the end and it feels severely impacting at just 12%.. you should scale it back a bit... but I like the general ideas! nice work!

Rockman6/22/2015, 7:44:25 PM1 votes

Hybrid builds don't work with Crit.

Sounds like a better version of Zac E

I'd be pretty pissed if I was playing an AOE champ.

Useless if he isn't a carry.

Somewhat interesting, though I feel like it takes too much control away from the enemy.