Champion Concept: Sell/Purchase Item slot

crystalseth415··1 votes·288 views

Just a random idea, but what if there was a champion that had a passive that enabled them to sell an item slot in the mid game for a large amount of gold, limiting them to only 5 items, but an increased gold advantage. Then, during the late game, your champion has the ability to repurchase the sixth item slot for a larger sum of gold (or if an item slot wasn't sold, could purchase a seventh item slot). The champion would be centered on snowballing, using an early gold advantage to help take down the enemy team, then late game, use extra gold acquired through snowballing to gain back the sold item slot/or get a seventh item.

The champion would have a merchant style theme, but definitely not a swindler theme like twisted fate.

As of now, I imagine this champ as an AP mage that heavily relies on mana and early item spikes. The champion will either feed or carry. Also, there are several answers to questions you may have in the comments. feel free to check those out.

Looking for any feedback and additional ideas.

(I will continue updating this thread as my ideas come to fruition and i'm able to create a fully constructed set of abilities and lore)

6 Comments

Cup of Cocoa2 votes

That feels a little overpowering in my opinion. All the person would have to do is play the game normally, and then be able to purchase a slot which would give them an unfair advantage late game.

crystalseth4151 votes

Im thinking that the purchase of a seventh item slot would be a rare occurrence by making the seventh item slot ridiculously expensive. I haven't thought of the numbers, but in my mind, the champion would be pushed to have the option of playing the game normally or risking only having 5 item slots and snowballing. High risk, high reward. If the player decided to sell an item slot for the equivalent of majority of the recipe of a full item, they could snowball early, but if their team isn't able to follow through or the other team scales better, it becomes difficult to win. However, the passive is also forgiving where by the late game, if you sold an item slot, you have the option of purchasing it back late game to get six slots.

I'm also thinking that the passive would limit the player on when they can interact with their item slot. So maybe only at 10 min or 15 min can the player have the option of selling an item slot. But then they only have a short 2 min window to make that decision. And they can only repurchase an item slot or buy a seventh slot after 30-35 min.

WzqdQsZwQA1 votes

[deleted]

crystalseth4151 votes

Riven relies on mobility and a high skill cap/mechanical skills in order to carry, and if a player is too inexperienced they'll feed. I'm thinking of a simpler champ that has to rely on important macro decision making skills to decide whether or not to take the risk of limiting themselves to 5 item slots with the hopes they'll be able to repurchase the sixth item slot or to play safe and potentially buy a seventh item slot.

J4 Ulted Mexico1 votes

Cool but busted idea. He either snowballs like a blizzard or obliterates you late with his extra item.

crystalseth4151 votes

I kind of clarified the balance issue in my reply to silverr rose. But in addition to being limited to sell/purchase the item slot in only certain time frames, the item slot would be very difficult to repurchase and it would be even harder to purchase a seventh item slot. I'm thinking that selling an item slot gives you 1500-2500 gold during the first time slot, then in order to repurchase sixth item slot, it would cost 2000-2500, and the seventh item slot would cost that much too.

I just pulled these numbers out of my ass but i think these are fair figures. Selling an item slot would basically buy you an early game item or help you purchase a very expensive item, while purchasing an item slot requires a ridiculous amount of gold that would be difficult/near impossible to acquire mid game, and would only be a viable option late late game.

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