New Potential Debuff Ideas!

ChilliTacos·4/22/2018, 3:43:49 AM·3 votes·1,709 views

Riot always want's to have their new champions to have something that is unique to them. One of the more simpler ways are debuffs!

Ornn introduced the debuff Brittle. This extends the duration of crowd control. Zoe introduced the debuff Drowsy/Sleep. A gradual slow that turns into a root that ends when the enemy receives damage.

(not really sure if this is a debuff but.) Kaisa introduced the debuff Plasma. Allies could apply it if they were near Kai'Sa whenever they CC'd a enemy, allowing Kai'Sa to deal a huge burst of damage on the 5th hit.

So I was bored and went into thinking and tried to think of unique new potential debuffs. Feel free to comment your own ideas!

Confusion: Enemy damaging abilities can damage their own allies. Chaos: Opposite movements. (If your champion is under this debuff, clicking left would make the champion go right, clicking right would make the champion go left, etc..) Wounded: While under this debuff, the champion will take damage over time if they move. The damage is doubled if they use a dash or blink. (Does not apply if they are knocked back or pushed by enemy abilities) Helpless: (Possible ultimate ability debuff) Champion cannot be healed or shielded. Topsy-Turvy (Possible ultimate ability debuff) Changes the champions damaging ratios to AD or AP. If a champion dealt mostly AD damage, their ratios will now become AP under this debuff and vice-versa.

2 Comments

BLIGHTBRINGER4/22/2018, 9:43:26 AM2 votes

These are really strong but I like these ideas. But I'd probably swap name places with Chaos and Confusion based on what they do.

FloRaider424/22/2018, 11:19:02 AM1 votes

Confusion: Probably hard to code, but what makes it more annoying is that any downside you experience from this debuff is entirely the players fault and thus would lead to a lot of flame from hit allies. While some players could completly ignore it, since for all intents and purposes it only silences some abilities (skillshost or huge AOE) if you are aware of the effect, other players could potentially kill their own team.

Chaos: Again possible to work around which makes the effect very dividing between players. Also how do attack commands work in that scenario?

Wounded: Seems to lack clarity as instinctually you will try to run away from enemies and there is no easy way to communicate the intention. It also is far more effective on some champions than others, which seems unfair for essentially picking a champion you enjoy. Tying it into an ability where it is visually clear that you shouldn't move like Threshs R and Taliyahs E seems more effective.

Helpless: Considering that the heal debuff already exist as griveous wounds it seems somewhat unnecessary. Maybe a debuff like shattered (armor) could disable only AR/MR buffs and shields.

Topsy-Turvy: It is weak against hybrid champions and essentially useless against AA champion since it only affects ratios. Overall the effect is better dublicated by an exhaust debuff.