[Keystone Concepts] Utility
POSTER'S NOTE: After making this, which was fun to do, I discovered that I made an entirely additional mastery tree that can be made from this. ~ Inspiration Tree is about rule breaking and bending. So Present Barrage, Overcharged Spell Book and Modified Recall all belong there. ~ The new tree you basically can make from this is a crowd control tree. Where you move Slow Augment over to it with Snow Treading and Stunning Strike, all three are equally powerful keystones that rival each other making it a choice to take, then you make the masteries work off crowd controlling enemy champions in some way. It would be cool to have more mastery tree options!
I think the tree is called Inspiration, but I always just call it the utility tree because that is what it is.
Anyways, I personally like the Slow Augment keystone (or that slowing one keystone), but the other two I dislike, even though I like the random present factor of the one keystone (just poorly implemented and only a select few can actually use it) while the summoner spell keystone just seems bland and uninteresting to me.
I just want to be creative and try coming up with keystone designs for this tree ranging from cool to questionable (some can say very questionable), but this is about being creative and representing fresh new ideas, not deciding if the keystone is good or a good idea. There can be a lot of gain coming from just spit balling random ideas, can lead to something entirely new that no one would think of otherwise or indirectly lead to new cool keystones because of my ideas.
Just leave your own feedback and ideas as well in the comments section. Be great to hear your own ideas, don't be scared to share!
Present Barrage: Permanently gain a special additional item slot. This item slot can be assigned to a hotkey, but no purchasable items can be placed within it. You cannot sell items from this item slot.
Your abilities against enemy champions grant a random present that will be stored in your bonus item slot until used. Every 5th present you open will grant 30 gold, if you have the lowest minion/monster kills on your team then you gain 150 gold instead.
Cooldown: 10 seconds
Red Present will randomly grant one of the following: ~ Permanent adaptive 6 attack damage or 10 ability power ~ Permanent 10 more attack range (Ranged Only) ~ Permanent 20 more ability range (Ranged Only) ~ Permanent 8% increased damage against enemy structures and epic monsters ~ Permanent 8% attack speed ~ Permanent 5% cooldown reduction ~ Permanent 5% item active and passive cooldown reduction ~ Permanent 5% summoner spell cooldown reduction
Green Present will randomly grant one of following: ~ Permanent 65 health, 40 health for ranged champions ~ Permanent 8 armor, 5 armor for ranged champions ~ Permanent 5 magic resistance, 3 magic resistance for ranged champions ~ Permanent 5% tenacity ~ Permanent 5% slow resistance ~ Permanent 5 healing on attack hit ~ Permanent 15 healing on ability hit (once per cast) ~ Permanent 10 healing on taking champion or epic monster damage ~ Permanent 3% damage reduction, 2% for ranged champions
Blue Present will randomly grant one of the following: ~ Permanent 10 movement speed ~ Permanent 5% Heal and Shield Power ~ Permanent 5% increased crowd control duration ~ Permanent 5% increased vision radius for your own sight and your wards ~ Consumable item, Stealth Ward that lasts for 150 seconds ~ Consumable item, Corruption Ward ~ Permanent 100 mana or 20 energy ~ Permanent 50% base mana regeneration or 25% energy regeneration ~ Consumable item, 15% of your current level's experience ~ Consumable item, one bonus ability point
(Red Present is meant for offense, Green Present is meant for defense, Blue Present is meant for utility. This is meant to replace the item giving effect without abuse and allow for the cool "What do I get?" effect in a more unique and cool fashion that allows for anyone to take this keystone by making the present giving on ability hit against enemy champions on a cooldown, removing randomness to get a present and have it consistent circumstances to get a present. The random element is about what present you get and then see what effect you get from that present, has for a pretty exciting and fun element for the player while having effects that makes the player want to have, but nothing that is game breaking.)
(What the presents give may not be in the tooltip until you get the effect in-game, but this give examples of what you can put into the presents for the random prizes. There are also a million different ways you can balance a keystone like this, so someone cannot have a billion health or 500 ability power or 500 bonus range since the presents and what is inside the presents will distribute among themselves.)
(To clarify, you can get multiples of the same effect, but getting more than one of the same thing is very rare in a single game. This means the effects do stack. Consumable item from presents will be placed inside the bonus item slot.)
Modified Recall: Modify your recall to allow you to teleport to any allied unit or tower upon activating. Self casting Modified Recall will cause you to return to your Summoner Fountain. You can only teleport to allied units and towers once every 240 seconds once the teleport completes.
You teleport after channeling for 8 seconds, 6.5 seconds if self cast, taking any damage, actions or other champion effects will cancel this channel.
This Modified Recall has the same channel rules as Recall, but turns it into a point-and-click spell, so self-casting Modified Recall makes used like normal Recall. So you can take this keystone as something to get back to lane faster by recalling back to your turret or for top laners that want to take something else like Ignite or Ghost.
Overcharged Spell Book: Gain Overcharged Spell Book as a summoner spell option, taking up a summoner spell slot that offers a multitude of weaker summoner spells that can be swapped at any time in game.
While out of combat for 8 seconds, you can select what summoner spell to use:
~ Attack Flash: Passive: Your basic attack marks the most recently struck enemy champion for 5 seconds. Active: Instantly teleport to your maximum attack range from the target. (Cooldown: 210 seconds)
~ Attack Ignite: Heat up the target for 5 seconds [Range: 700 units]. Your attacks set the heated target on fire for 2 seconds, dealing 20 - 80 true damage per second. (Cooldown: 210 seconds)
~ Weakened Heal: Heal yourself for 40 - 300 health. (Cooldown: 240 second)
~ Dry Clarity: Restore 25% of your maximum mana. (Cooldown: 150 seconds)
~ One Eye'd Clairvoyance: Reveal the target location for 5 seconds [Vision Radius: 800 units] [Range: 1000 - 3000 units]. (Cooldown: 60 seconds)
~ Ye Olden Surge: Increase your bonus attack damage by 15%, ability power by 15% and total attack speed by 15% for the next 8 seconds. (Cooldown: 150 seconds)
~ Shattering Exhaust: Slow the target enemy champion down by 40% for 2.5 seconds and reduce its armor and magic resistance by 5 plus 15%. (Cooldown: 210 seconds)
(This replaces one of your summoner spells for a multiple of controlled modified summoner spells and bringing back old ones. The summoner spells are weaker than what they would normally be to balance out the fact that you get an entire array of summoner spells to use through-out the game. So you take this keystone to get one full powered summoner spell and the other with many gimped summoner spelles, replacing the current summoner spell keystone is the intent and offer something more interesting for the user with spell summoner spells.)
Snow Treading: Moving grants charges, up to 100 charges. Gain up to 60 bonus movement speed based on how many charges you have and at 100 charges your next basic attack consume the charges and slows the target down by 40% for 2 seconds (60% for melee attacks). Basic attacking dispels all charges, regardless of charge count.
(It works like Dead Man's Plate's passive, but at max charges only slows and does not deal bonus damage and ranged champions get a slow. This is for those that want movement speed, play making with the slow and does not basic attack much.)
Stunning Strike: Three unique abilities or attacks against the same enemy champion within 5 seconds will stun it for 1.5 seconds.
Cooldown: 120 - 40 seconds (based on level)
(Like thunderlords, but stuns instead of nukes. Please do not crucify me for this!)
This one is for the offensive tree for marksmen and all that.
Piercing Strike: Gain charges by attacking and moving, up to 100 charges.
At 100 charges your next basic attack travels its full distance in a line, dealing its damage to every enemy it passes through.
Melee attacks send a throwing spear 600 range in a line behind their target, dealing (+100%AD) physical damage to every enemy struck.
(Those that want area damage and wave clear for one attack every so often. Charges function the same as Statikk Shiv.)
Hope you enjoy the ideas and feel free to share your own; Have a nice day everyone and take care!
[sg-kiko]