Elemental Rivers based on the Dragon or Drake

Freedom Dividend·7/23/2018, 4:45:58 PM·1 votes·791 views

Elemental Rivers based on Drake's; Quicksand, Boiling Water, and More!

Addressing the inherent reliability of map objectives to nature's will. It's good to allow players to control their fate but it's also good to make Summoner's Rift alive and dynamic.

When a drake/dragon appears it has a random element already. That element would be the basis of the system. Active until the death of the Drake.

Mountain Drake's - Quicksand While in the Quicksand spanning the entire bottom river, -18% reduction in movement speed and attack speed +1% every second in the river of quicksand. Maximum 45%. Standing still for more than 4 seconds in the river of Quicksand results in 2 seconds of rooting.

Infernal Drake - Boiling Water While in the Boiling Water the entire bottom river, you have no regeneration of health, healing effects are reduced by -45% and you suffer -1% of your health in magic damage each second.

Ocean Drake - Tidal Wave Normal bottom river until at half health. At half health The Ocean Drake begins lashing out wide and lengthy Tidal Waves every 9 seconds. Struck targets are knocked back 360 units and dealt 18% of their life in magic damage. Allows a longer re-engagement time before healing back up due to knock back. For 3 seconds after each tidal wave the entire bottom river receives a -45% movement speed reduction.

Cloud Drake's - Whiplash If Cloud Drake's suffer more than 27% of their health in any period of 9 seconds or less they will lash their tail striking 27% of each target's health away in physical damage and knocking them back 180 units. Struck targets have a 'broken armor' debuff of 18% reduction in armor for 12 seconds. Stackable. The entire bottom river gains +45% movement speed for 6 seconds after a whiplash. Taking them down, takes patience and coordination to stay alive.

Elder Dragon - Void Unleashed The void around the Elder Dragon is unstable and unleashes at random across the river while he is alive. These last 6 seconds and avoiding them is wise as they deal 3% of your health in magic damage every second you are on them. A new void location is generated every second and spans 300 units (6 total). 1 second indication of void location spawning if watching closely.

I also suggest a new Drake encounter.

Ice Drakes - Frozen Twilight Three Ice Drakes all sharing the same health bar. They are very aggressive and at half health roam aggressively across the river dealing double damage and gaining 100 movement. An ice storm avalanches the entire bottom river reducing your line of sight by 18% + 1% every second for up to a maximum of 72%. If you are in the ice storm long enough to have your line of sight reduced by 36% or more, your movement speed is also reduced by that same amount. Line of sight of wards works the same way from the point they are placed into the ice storm. A decaying vision down to 72%. Ideally you want to get in and out. Any long encounters can be very dangerous. Buff will grant 18/27/36% Tenacity after you are in combat for more than 3 seconds.

Health 4500 (+ 240 per level) - All three share this health. Attack damage 60 (+60 at half health or lower) Attack speed 1.35 Range 350 Armor 36 + 5 - 69 (based on level) Magic res. 27 + 3 - 43 (based on level) Mov. speed 400 (+100 at half health or lower)

All effects end when dragon/drake die.

The goal is everyone will enjoy this variation and required teamwork.

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