Indepth Marksman Concept - Needs Feedback!!!

lCantPauseltMom·9/2/2016, 7:20:43 PM·4 votes·735 views

Brief Champion Synopsis: This champion, yet unnamed, is a highly mobile marksman that excels at fighting in tight spaces and outmanoeuvring opponents. Works well in a lane, but thrives best fighting in the close-quarters locale of the jungle - making for an excellent roamer. Adept at the arts of free-running, or Parkour, allow for this unnamed champion to dance around the fight while skilfully placing shots into the fray where they will make the greatest impact.


Roles and Lanes:

Primary Role: Marksman Secondary Role: None

Primary Lane: Bottom Lane (Attack Damage Carry) Secondary Lane: Any lane that allows roaming


Abilities:

Passive: Endless Momentum Ability One: Trick Shot Ability Two: Tracer Tracking Ability Three: Improvised Kickboard Ultimate Ability: Continual Rebound


Passive: Endless Momentum Passive

Champion replaced the Mana gauge with a Stamina gauge, a bar of white that scales out of 50 points. Abilities that Champion uses will drain Stamina, but they will recover Stamina at a rate of 5 per second. Additionally, some abilities will generate Stamina.

If Champion lands a ricocheted Trick Shot, the Cooldown of Improvised Kickboard is reduced by 0.75 seconds, stacking as many times as the Trick Shot rebounded.

If Champion rebounds off a wall with Improvised Kickboard or while they are vaulting, their next Trick Shot will have 35% increased velocity on all ricochets and 150 extra range on the initial casting.


Ability One: Trick Shot Active - Line Skillshot (500 range)

Champion fires a plasma round in a line, dealing 20/50/80/110/140 (+0.8 Attack Damage) physical damage to the first target struck. If the round hits a wall, it will ricochet off the wall and travel a further 500 units, increasing it's damage by 10/20/30/40/50 (+0.15 Attack Damage) and gaining 10 Stamina for every wall it rebounds off. The plasma round from Trick Shot can only ricochet twice before disintegrating upon impact with another solid object.

Champion only gains the Stamina from a rebounded Trick Shot if the missile connects with a target.

Cooldown: 8/7/6/5/4 seconds Stamina Cost: 15 at all ranks


Ability Two: Tracer Tracking Passive/Active (Toggle) - Area of Effect (400/450/500/550/600 range from self)

Champion passively marks enemies struck with his basic attacks and Trick Shots with Traced for two seconds, illuminating their outline to Champion and his allies. This does not render them targetable by lock-on abilities, it only pulses their location.

Champion can actively light targets up that are affected by Traced, causing his Trick Shots to automatically seek out the nearest Traced target within 100 range of the missile, as well as extending the duration of the Traced debuff on all enemies already affected with the debuff that are within the Area of Effect. Enemies affected with Traced inside the Area of Effect are lit up and become fully visible to Champion and their allies. Enemies that leave the Area of Effect lose the Traced debuff over 0.5 seconds.

Cooldown: 8/7.5/7/6.5/6 seconds, after Toggle: Off Stamina Cost: 9/8/7/6/5 per second


Ability Three: Improvised Kickboard Active - Line Skillshot (500 range)

Champion vaults in a target direction, dealing 75/100/125/150/175 (+0.55 Attack Damage) physical damage to the first enemy champion struck and stopping. If Champion targets a wall, they can vault off the wall in the direction their momentum carries them for a further 500 range. Champion can vault off 1/1/2/2/3 walls with Improvised Kickboard back-to-back, but will stop upon striking an enemy champion. Champion will vault off all minions and neutral monsters as well as walls, dealing 75% damage to them while stunning them for 1 second (Allied minions are only stunned and do not take damage).

Trick Shot and Continual Rebound can be fired while vaulting without cancelling Improvised Kickboard, and will produce 15 Stamina if you hit a target mid-vault.

Cooldown: 18/16/14/12/10 seconds Stamina Cost: 25/20/20/15/15


Ultimate Ability: Continual Rebound Active - Line Skillshot (1000 range)/Area of Effect (200 range from impact point)

Champion fires an extremely volatile round in a target direction, that will continually keep ricocheting off walls until it strikes an enemy champion. The shot will deal 150/250/350 (+1.0 Attack Damage) physical damage upon striking an enemy, and will gain 25 (+0.1/0.15/0.2 Attack Damage) physical damage and 20% momentum every time it bounces off a wall. This can stack up to 5 times. When the volatile shell collides with an enemy, it will explode and deal 60/70/80% damage to all surrounding enemies and debuff them with Traced for 3/4/5 seconds.

The volatile round will disintegrate after ricocheting a maximum of 10/15/20 times, or after travelling 1000 range without striking an enemy champion or wall.

Cooldown: 120/100/80 seconds Stamina Cost: None at all ranks


Creator's Notes: This concept was created around this Champion's Trick Shot and Improvised Kickboard, further developing onto a theme relating quite similarly to Parkour. I took a key quality that every person who exercises parkour needs, Stamina, and incorporated it into the kit as well. This concept is not only themed around an ability concept, but also around a free-running/parkour concept too. The end result thus far has created a highly mobile marksman who excels at manoeuvring around opponents and striking enemies from a position they believe to be safe.

Again this is just a bare-bones concept, and some variables are subject to change according to how you guys find this champion. If you have any suggestions, including ideas for a name and champion title, that would be amazing. Thanks for reading through this Marksman concept, and I hope you were entertained or intrigued!


3 Comments

Deneviel9/2/2016, 7:48:03 PM3 votes

On paper he seems cool but i'm quite sure he will have issue related to coding and graphical impact

He would need a pratical test for an actual rewiev, but the base idea seems pretty cool

Elphrihaim9/2/2016, 11:03:14 PM2 votes

running skype commentary as I read this:

STAMINA IS A GREAT MECHANIC I PROMISE Why are ability combo effects listed in the innate this is weird Also, to some degree, that's just superior Energy 50 + 5 per second in comparison to 200 + 10 per second Q is weird to me, but in a good way. It all depends on how ricochets work-- do they bounce at perfect 90s, which is a rather predictable behavior; or something less obvious / more realistic? W is automatically OP because permanent sight of target while in combat is insane. W toggle on is really strong but mostly has strategic value... I like it in no small amount E is Tessa's except chainable. :( Also the fact that it has stamina recovery for doing Q mid E bothers me

Q's bounce-off-walls mechanic comment is also directly applicable to R

In the end the only issue I see with this is that the Stamina recovery so many of the abilities feel pointless. Even if I build CDR, I won't be using my abilities 100% of the time, so the 5-per-second is nearly enough.

It kind of feels like the cost of the W was designed around the raw executional mastery of the Q-E effect, which is in my opinion extraordinarily boring because there's no actual intelligence required in the play.

It looks pretty neat all told though.