Add a yellow and green buff and let them be territorial (Monster hunter meets league)

Death by ghost·11/23/2019, 10:28:54 PM·3 votes·1,517 views

#Small backstory

i had suggested adding more colored buffs before on the forums on a different account and i see with the new preseason changes you finally started to change environment on the map and attempted to keep every match feeling different. What exactly i said to add before was to introduce player VS environment.

#The Idea Adding an additional 2 colors that can roam within a vicinity, fight anyone who stays within its space too long and then leave for a long time if nobody challenges it.

This is how it works the top/bot side of the map will always contain one of the two new colors and the color that spawns on the respecting side fights for your team if you belong to that side.

When the monster spawns it will begin a slow route that always leads to the river either the west or east side, then at the river a number of different scenarios can happen.

it could reach the river and meet someone from the enemy team. It then becomes a contested objective but the buff itself could put up a challenge even with 3 people fighting it. This means if it showed up the jungler wouldn't be able to take the objective freely like a drake and also wouldn't be able to venture into to the river so easily as it would fight anyone from the opposing side.

To spice things up further the enemy territorial buff can just as easily show up on the opposite river side or on the same side as the other teams buff and then an all out turf war could breakout between the two buffs.

Another interesting idea i had was that if nobody challenges the buff it will proceed to hunt either red or blue belonging to either side and if it does devour the buff it then changes color and comes back later on in the match much stronger and offers a more powerful unique buff.

so for example if you got the yellow buff to spawn and your team was on the bot side, this would mean if the enemy team didn't destroy it, it would then proceed to hunt randomly to then become a new color. fleeing afterwards to return mid/late game stronger as the new color.

If for example if you had yellow you could potentially get orange or the purple buff later on in the match and if you had the green then it would be brown or cyan later on etc.

this is just a foundational idea for what the buff would actually give or what the monsters would look like i leave to the development team.

summoner 4

4 Comments

CaptainAntiHeroz11/24/2019, 12:41:43 AM2 votes

I mean they kinda had something similar sorta (they didn't roam) jungle camps had buffs that they gave

Gromp gave Gift of the Toadstool- Poisons enemies who attack you in the next 90 seconds, dealing 10 + [+5% bonus health] as magic damage to them over 3 seconds. https://lol.gamepedia.com/Gift_of_the_Toadstool

Ancient Krug gave Gift of Heavy Hands- Your next basic attack and every 6th basic attack thereafter will stun minions and monsters. Additionally, the next attack against a turret will deal 65 (+15 x level) bonus true damage and consume the buff. https://lol.gamepedia.com/Gift_of_Heavy_Hands

Crimson Raptor gave Razor Sharp- Grants you true sight for 10 seconds whenever you are spotted by an enemy ward (consumes the buff). https://lol.gamepedia.com/Razor_Sharp

I think more minor buffs would be a good addition but a roaming jungle objective would piss junglers off I feel.

Maybe having Vilemaw come back as a RNG alternative to baron nashor with a unique but equally powerful buff would be nice, but people usually don't like RNG even though a handful of people (including some people at riot who discussed trying to find a way to keep Vilemaw in the game in some unique way) want Vilemaw in the game.

Felahliir11/24/2019, 7:15:31 PM1 votes

I like the idea, but it would fit even more with some sort of "spirit" that spawns in the jungle, and after killing it, you get small buff that last long, like a 10% move spee for 5 minutes or 15% tenacity when against 2 enemies for 3 minutes.

ChaosReyn11/24/2019, 7:47:54 PM1 votes

Let's see...I'll try and work with this idea, cause I think there's a good way to take stock in this as well. This season is named "rise of the Elements" and brings a fancy map change, so it's clear that nothing's off limits from a creative standpoint.

Let's expand off of that maybe: once the 3rd dragon spawns, let's change the scuttle crabs. Instead of just "rift scuttlers" that dont attack and provide vision, why not change those too? Why the hell would a cowardly little scuttle crab still be roaming the area once a dragon has marked its territory anyway?

If we do it that way though, it means from a design standpoint that the new creatures would have to be mirrored, like scuttle, on both sides of river, since their "element" is the same. Although they can do some different things depending on the map, and even be completely different creatures. Also, like you said, these could be some more hostile roaming mobs, that will attack when attacked like any other jungle camp, but continue their business otherwise. Their business, of course, being (remember, they're mirrored) to patrol the river back and forth like 2 or 3 times, then walk towards one colored buff (example, each would patrol, then go to their river's respective blue buff, one on either side of the jungle) unless interrupted/slain first. Once there, it'd begin a channel, consuming the buff, effectively doubling in power, and taking over the buff's location like a "nest". Slaying that monster would give you some sort of mix of the combined jungle buff...though it may be noted that since i'm no expert on this, idk if I should reward someone for allowing it to merge by making it more powerful than taking both individually, or rewarding taking both individually before letting them combine by making it slightly weaker than simply fighting both. I'll leave that up to others who see this thought process. :P

ALSO from a design standpoint...what kind(s) of predators would dare challenge these elemental drakes in their own habitat? For example...there'd be no glacial monsters up against a fire drake, as ice is weak to fire (with maybe a couple of lore exceptions such as true ice...) so something to that thematic wouldn't fit. But a super pissed off Magma-themed monster on a fire or mountain board (my vote to fire), oh yeah, that'd work. Glacial-like creatures could work pretty well on either an ocean or cloud board (my vote towards cloud), a more woodland thematic would fit well with ocean or mountain (my vote to ocean), and some sort of maybe griffin or storm themed thing could work well on mountain or cloud (my vote to mountain) Note, I'm giving a little overlap...because much like the elemental Lux skin, I think there's merit to allowing maybe one of two to spawn, but have that spawn stay constant. THIS PART (the 50/50 RNG) would piss off junglers for sure though...so I'd rather wait for someone who actually plays jungle to come along and be like "if this were going to be a thing, this is what I'd want to see from it."

Although...more than likely, they're gonna say "if this were a thing, I'd fucking uninstall" cause they are getting so royally shafted by all the jungle changes lately, and it's killing both their skill expression (by forcing [x] style of gameplay) and their ability to be relevant if they fall behind (since their exp is shafted, and their ways of coming back when behind are fewer and fewer every time riot changes the jungle). I literally cannot blame them at all for fearing changes...Riot's programming that fear into their brains with the despair they're giving to all who try to main the role.