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Good to see that you should have read TVTropes (as this image is hosted there).
U, The Tactical Terrorist
oh boy from this title alone I am hyped
if it is tactics, then I'm expecting something to let us change the battlefield or screw over enemy plans.
and from terrorist, i'm expecting explosions.
these are two of my favorite things
Passive
Tactical Force
You are unable to perform basic attacks. Instead, you will start with your Throw Bomb already at rank 1. In addition, increase attacks speed by 150% of your cooldown reduction.
So why do we gain attack speed for our CDR if we can't basic attack? I guess it has something to do with our Q.
But this passive is really really saddening to me since it means we can't basic attack-- Which is basically what Karthus and Azir have as a restriction on their abilities, but they still actually have their basics.
Throw Bomb (can be ranked up to 6)
Throw bomb at targeted location. After 1 sec of arming time, it will explode, dealing 20/35/50/65/80/95 (+100% of AD) (+20% of AP) magic damage to nearby enemies. This explosion will trigger all your on-hit effects against enemy champions. This ability will not trigger on-cast and on-ability-use effects.
Enemies, in melee range to this bomb, can disarm it by clicking on it (0.35 channeling time).
Cooldown of this ability is reduced by 5% for every 10% of bonus attacks speed you gained from items, masteries, runes or/and your passive.
Drop Down Tactics: this bomb will explode instantly upon hitting the ground.
Casting time: 0.2 sec
Range: 500
Radius of explosion: 150
Cooldown: 1 sec (can't be reduced by cooldown reduction)
Cost: 0
This is quite a lot to digest at once, but I think get it.
If we have 20% bonus attack speed, the ability has a 0.9 second cooldown.
If we have 60% bonus attack speed, the ability has a 0.7 second cooldown.
If we have 100% bonus attack speed, the ability has a 0.5 second cooldown.
If we have 200% bonus attack speed, the ability has a 0 second cooldown.
That 0 second mark worries me-- it's not exactly hard to get to.
But you accounted for Trinity Force abuse, since the ability has no stated critical interaction it can't critically strike so people wouldn't want to invest in say Essence Reaver and Zeal items to get zero cooldown on the ability... hm.
I don't see the point of bothering with the disarm feature. This is because the bomb explodes after a 1 second delay, and all champions have >300 base movement speed-- which means they move more than 300 units per second. The diameter of the bomb is 300 units. This means that no matter what, an enemy champion that is not already slowed can always easily dodge the bomb-- if you put it near their current location, by simply walking through the bomb's area; if you try and predict their path they can just change directions.
Disarming the bomb would only tell us as a player where that enemy is staying. And that means that we can just throw another bomb, since the bomb has a maximum cooldown of 1 second which makes it ridiculously spammable.
So our autoattack replacement basically is not going to work against champions. Ever. And makes us push lanes a ton because it's AoE.
And we don't get the luxury of extra range with it or anything, because we can only place their centers up to 500 range from us.
Now, this Drop Down Tactics part interests me, but it feels like that should be closer to the base function of the ability.
I say this because of Karthus's Q, Lay Waste, which only has a 0.5 second delay, and is very similar to this ability in general purpose (substitute basic attack).
Good on you for making it cost 0 mana, though, to compensate for lack of basic attack.
But speaking of lack of basic attack, we have no way to damage turrets.
Pocket Explosive
Plant a bomb on your target or on the ground. After 8 sec or when you reactivate this ability, this bomb will explode, dealing 60/95/130/165/200 (+60% of AP) magic damage to nearby enemies. Enemy champions, damaged by this ability, will get blinded for 0.75 sec.
Drop Down Tactics: this ability well become range skill shot, planting bomb at the end of destination or on the first enemy hit.
Casting time: planting is instant, reactivation is 0.3 sec
Normal range: 200
Skill shot version range: 800
Explosion radius: 175
Cooldown: 5 sec (starts after bomb is triggered)
Mana cost: 60/65/70/75/80
So
it has a placement range of 200.
it can only stay around for 8 seconds.
Nobody's going to get hit by this thing unless they're chasing us, or an ally, or they're dumb, or they're heavily CC'd, or we're in melee range of them. All of which may happen, but they're subideal situations.
The DDT variant is actually functional though. Getting kind of worried since both of your Q and W are semireliant on it.
I love what you've done with the cooldown to be honest, I wish that would come up more as a cooldown paradigm.
Drop Down Tactics
Infuse yourself with reality altering powers, gaining 10/ 12.5/ 15/ 17.5/ 20% bonus movement speed and 20/25/30/35/40% bonus attack speed for 3 sec. In addition, your next ability, used within 3 sec, will be augmented.
Cooldown: 5 sec
Mana cost: 100
#100 mana
#makes your Q and W actually function for one cast
sure ok
also that AS bonus makes no sense because it just decreases CD of Q by 0.1/0.125/0.15/0.175/0.2 seconds.
So this ability is effectively just a selfhaste + make next Q or W functional
and it costs 100 mana and is on a 5 second cooldown?
Space Warping Trigger
Throw a space warping bomb into targeted location. When it lands, it will deal deal damage to all enemies hit by it and teleport them to the center of explosion.
This explosive will deal up to 800/1200/1600 (+250% of AP) total magic damage, distributed evenly between all enemies hit. Single enemy can't receive more than 200/300/400 (+85% of AP) magic damage from this ability.
Thrown, this explosive will always remain in the air for 1.2 sec. (that means this ability will hit area always after 1.2 sec, no matter from where you used it)
Drop Down Tactics: explosive will remain in the air for only 0.6 sec.
Range: 900
Radius of explosion: 280
Cooldown: 80 sec
Mana cost: 150
So it has a radius of 280
but the numbers mean that you need to be hitting 3 people with it to be optimally scaled up, or 4 people for optimal base damage
And it has a cast range of 900 with a fixed delay of 1.2 seconds on such a small radius?
Why does our E enhance this ability? Why does the ultimate effectively depend on the E to be functional?
The damage scales make little sense, the range is pathetic as is the radius.
tbh this all looks very interesting, it just has so many 'what' pieces to it. Particularly the E dependence on making the kit functional.
I am also disappointed that there isn't something like "creates an exploding trampoline to let you and teammates vault over walls"-- because that would be very tactics oriented, despite basically being a teamwide Ziggs W.