Champion idea

EvieCryophoenix·5/18/2018, 1:46:45 PM·1 votes·792 views

We don't really have a champion that uses gold in a different way. So my champion would have to make a lot more decisions when using gold. This champion is designed to be useless early game but borderline overpowered late game.

He has no mana or energy or rage or anything. He's meant to play ADC.

This champion is a thief character that sells and buys stuff from the black market. A really sketchy guy. (I kinda had the merchant from Resident Evil 4 in mind)

Passive part 1

Gains a lot more gold from minions. When champions die they drop an item which can be picked up and sold to the shop for extra gold. (This is to reward early kills, the downside is that if you don't have an item slot free then you can't pick up items and sell them)

OR

When champions die they drop ammo boxes which give him bullets based on his ult level. For example, if there's 1 point in his ult he'll get tier 1 bullets. (I prefer the first idea but this is an option)

Passive part 2

This champion has an ammo system, but not like Graves or Jhin, this champion has to buy bullets from the store to be able to use his auto attacks.

Bullets have different tiers for example:

Tier 1 bullets do 10% less damage Tier 2 - 10% more Tier 3 - 30% more

(Numbers are just for an example)

Passive part 3

This champion can also buy different weapons from the store. Other weapons change his auto attacks.

He then can buy other weapons which replace his pistol. His starting pistol will do 80% total AD (So with tier 1 bullets it'll be 70% total ad, with tier 2 it'll be 90% ad)

Sniper rifle - Increase range, decrease attack speed and increase damage

Assault rifle - Increase attack speed and decrease damage

Shotgun - Decrease range, increase damage

Upgraded pistol - Does more damage

All guns can be bought from the store for 1000 gold, except the upgraded pistol which is 500g

Passive part 4

You don't get level ups for free. You don't gain XP from any sources. However, you can buy Elixir of Skills from the shop for 500g each.

I know there's a joke about new champions having like 1000000 passives, but at least he doesn't have a 3-hit passive.

The whole design of this champion is to to make decisions based on the current situation. For example, Do I spend a gold for better bullets for a short term, but cheaper attack buff OR Do I buy the upgraded pistol for a long term buff but it costs more OR Do I wait and buy one of the better weapons OR Do I buy a normal item like bloodthirster or something OR Do I buy an Elixir of Skill and level myself up

Q

A basic skill shot. Yeah. That's it. It doesn't cost anything to cast, and I feel like it's necessary considering his auto attacks aren't reliable.

W

Instantly kills a minion gaining additional gold (Stacks with passive) OR Cast on an enemy champion to deal some damage and steal some of their gold. (Removes a tiny bit of gold from enemy champions and gives it to this champion)

Again this requires decision making. Do I kill a minion and gain a lot of gold (Better late game) OR Do I steal a little bit of gold from an enemy champion and deal some damage (Better early game)

And I'm not sure about his E or R. I was thinking a movement skill for his E, maybe stealth because he's a thief? I'm not sure and I have NO idea about what to do with his ult.

Ok wow this long. I wasn't expecting it to be this long. Thanks for anyone that read this, I would LOVE to hear feedback on this idea, is it dumb? Is it genius? I have no idea. I think it could be a cool idea but I went a bit over the top xd

I also have an idea for a support if you'd like to hear that, but I'll do that another day.

I'll answer as many questions as I can but I'll probably be really slow at replies. If you want fast responses message me on twitter or something @JaikMarley_

Thanks again for reading!

Anivia < best champ in the game btw

2 Comments

You Disgust Me5/18/2018, 6:53:43 PM2 votes

A character that scales off of gold is an interesting concept, but your execution here is extremely flawed.

First of all, never design a character to be extremely useless early game. If they don't have a chance to survive the early game, they will never make it to late game.

Second, it's best not to submit an incomplete idea. Other members of the community cannot completely critique what you are trying to display here.

Design Analysis:

Your initial proposal for the passive is basically TF's passive but with extra steps. Try add something else that focuses on the "thief" aspect of the kit.

Passive Part 2b is an awful idea. You shouldn't have to buy ammo from base in order to auto attack. Auto attacks are supposed to be the most reliable form of damage.

Passive Part 3 should be meshed into the character design, not an upgrade. Right now, you have way too much emphasis on the champion buying things. Isn't the champion supposed to be a thief? (You know, stealing stuff?)

Passive Part 4 is a terrible idea. Let me explain:

  1. Level-ups are not only there to grant you skill levels, but also grant you an increase in base stats. If you don't back consistently to buy the Elixir of Skills, you will always be under-leveled. In turn, you will spend more time and lose more gold Recalling to base and returning to lane rather than actually farming... The amount of time doing this will make your lane presence significantly negligible.
  2. It costs a total of 8,500 gold to get to level 18 for your champion. Sure, he can level before anyone else (especially level 2), but you need to farm to get that gold. Although you have a level advantage, not having a starting item is detrimental to the laning phase. Additionally, if you are constantly using your gold to increase your base stats rather than your items, you're going to fall into a problem. ADCs in particular need items to optimize their stats. A champion with a completed item will outscale another champion of the same class who is 2 or 3 levels higher but with no items.

As is, there are too many sub-passives to do this champion any justice. You are creating artificial depth to your design by adding hindering and unnecessary passives. By doing so, you lose the identity of the thief and instead present a generic FPS gunner character. I suggest that you significantly review and limit what you have here.