Assassin Mode Revamp Suggestion
Blood Moon was a good time for the 5 or 6 times I played it, but it got a little stale after a while. Why? As a 5v5 bloodbath on SR, in many ways it felt more like an intensified clown fiesta of a typical League game. Given the creativity of the recent Dark Star gamemode, could Assassin mode be more than just a slaughterfest?
I'd like to take a moment to point out a trait of assassins in League. Compared to juggernauts, skirmishers, damage-build divers, or even lategame ADCs, assassin damage isn't above and beyond other classes. Most of them lost their oneshot combos, and nearly all of them (looking at you, Kat) rarely do more in a fight than kill a single squishy.
What they possess in spades, however, is mobility. IMO the most exciting part of playing assassins isn't killing everyone, its dodging skillshots with blinks and untargetability frames.
My Assassin Mode Suggestion 8 player free-for-all in an obstacle course arena with walls/boulders, random cait traps, and random Cass Miasma pools.
Infinite range Morg/Lux binds and Janna tornadoes constantly spawn randomly at the edges of the map, with increasing spawn rate as time progresses. You lose upon getting CC'd by a skillshot.
Champion health cannot be reduced past 0 and cannot inflict hard CC on eachother, but they move up to 50% slower depending on current health.
Tokens randomly spawn over the map. Stepping over a token partially refunds ability CDs and heals a small amout of health.
The winner is the last player remaining.
No items/masteries/runes permitted. Level is permanently at 1; players have access to all of their abilities.
Available champions: Ekko, Katarina, Fizz, Zed, Akali, Shaco (multiple players can select the same champ)
Thoughts?