Some ideas i have :]
maybe riot will see some of these ideas if enough people like an agree with them.
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new champion: lets get someone with ballistic knives. he'd be melee, and have an ability that lets u fire them. maybe a skillshot that silences (blade to the throat), or perhaps a snare (ballistic knife to the knee) also, idea for a cool Q with this type of character (though riot hates silences), Q- skillshot, champion dashes in a line, dealing physical damage and silencing the last enemy hit for 1.5seconds.
_i think teemo needs a rework. he is, in my opinion, the worst champion in the game. i dont care how good you are teemo, if the enemy jungler has hard CC and a gap closer (or just a flash + hard cc), you are dead at level 3. you have incredibly low health, super squishball. and you have 1 trinket to work with. oh look at that, blue side jump off plant, youre in lane b4 teemo can react unless he glanced at the mini map the exact second you jumped into the warded bush. ontop of this, teemo is useless in a teamfight if the enemy has a clue. reguardless of how fed he is, hard CC, insta nuked. so what is his role? his role is to lane bully and split all game, while spreading shrooms around the map for vision/ baits/protection. in my opinion, but he's so easy to deal with early game if the jungler is competent. so my idea's on how to make teemo, competitively viable: _
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P: same
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Q: auto attack reset, targetted ability, same range as current Q: teemo fires a venom'd dart, snaring its target for 1 second.
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W: (screw quick move), teemo jumps a short distance to a near by shroom/bush.
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E: same
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R: teemos shrooms become a skillshot, which doesnt move teemo's position to cast to location. currently if you attempt to shroom out of range, teemo moves to be in range to hit that location. take that away. teemo chucks it in a line, if its outside of his range, it extends to max range, like a large amount of skilshots in this game. teemos shrooms take 1second to arm, and turn invisible.
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if an enemy steps on a shroom, it explodes, dealing NO magic damage, but instead of a slow, the champion loses all vision for 1second (similar to noc ult). teemo can only have 15 shrooms on the map at a time. the shroomed enemy becomes marked. marked enemies grant vision to your entire team.
what these changes would mean in my opinion, (i believe they are fair), is teemo no longer dies to assassins coming to insta kill him, if he shroomed properly. because lets be real, level 6 zed roams top, takes a shroom, currently, teemo is still dead because he doesnt need to get auto's in, when teemos health and armor are so low. this gives proper placement a chance. this also means, bruisers like renekton can insta kill him. a renekton is gonna farm up, get harassed for a little bit, go ahead teemo buy more damage/AS, level 5 comes renekton gonna all in and win. but now, with the snare, perhaps teemo is smart, Q renekton on his way in.
_it would mean the laning phase for new teemo, is to be countered by a ranged champion, not a melee who just outscales him pretty damn fast. i think this would make teemo an excellent teamfighter. he'd setup shrooms, when a teamfight breaks out, he chucks one from the backline, providing vision denial mid-teamfight, essentially peeling for your team, as he W's into a bush and procs passive. it would also mean, teemo would build his standard rylise and liandres, as well as boots (tank boots), + 3 tank items. he'd become a utility tank whose goal is to peel, and cc. _
mikaels crucible: the item rarely see's play, so how do we make it worth while? maybe make it a self cleanse, 50MR, and no other stats or abilities. a cleanse usable while CC'd. because at this point, though you can use it on yourself its not worth taking for yourself because it only stops soft CCs, and snares/roots. thusly, only tanks (not offtanks), and supports (utility mages/tanks) can use it effectively, and its simply lack-luster currently in my opinion.
- so item changes:
- active: cleanses yourself. CD 1:40
- stats: +50MR
- cost: 2500g
does anyone like this idea, and think its balanced? tbh i think 2500g is too high, a spirit visage gives CDR, 500health, 50MR, an epic passive, and cost 2800g. for anyone thinking banshee's already has this niche', my counter argument is banshee's can be popped by others, using dumb abilities. this item would be used by bruisers who want to get in to a squishy, or get out. the fact that it doesnt give health or other stats, means assassins, they'd rather go edge of knight. ADC's would rather go scimitar. to top it off, unless youre fighting an entirely AP team (+1ADC), this item would be incredibly weak early especially considering the cost and stats.
- new item: running shoes.
- builds off of: boots of swiftness, + (crystaline bracer)
- gives +60 movement speed,
- active: activate while running away from nearby enemy champions for atleast 2 seconds. gain 40 movement speed for 2 seconds.
- passive: swtifys passive
- 1:40 CD
- cost: 1250
theyre expensive, theyre tactical, and if youre in the middle of a fight, and see the collapse because of vision, you can activate to dive onto their carry. it'd be exceptionly. it'd make singed/udyr/volibear,garen more viable. diversifying whats played. when being chased by a ranged champion (as melee), this activate lets you turn on them very fast. (fast enough to make them burn their gap closer to kite you)
my last suggestion here, and i know other people will agree this is a must! ever get into a game where the enemy is 4 AP champions, and an ADC. you stack MR but plot twist, youre still taking a load of damage and probably some percent health from a rylise + LT. ever have that problem when its 5AD enemies? no? because thornmail punishes players for having an all AD comp?
- new item: (idk some cool magic defence name)
- stats: 100MR.
- passive: when you would take AP damage, 10% of the damage you would recieve (before defense) is cast onto the attacker.
- passive: %health magic damage is reduced by 50% when your movement is impaired.
- cost: 3000g
singed poison ticks 3 times. liandre's does 2%, but wait, 4% per tick because of rylise. same with morg, rumble ect. now thats 4% health x3 (which is basically true damage.. i know true damage is different from the damage modifyer %, technically, but honestly i think they end doing the same thing. unless resistances affect %health damage?) + the ap it would normally do. if you invest in a 4AP 1ADC comp, you need to be punished somehow.
these are my ideas. i dont claim to be a game designer. i dont claim to be challenger. but i do think these idea's are cool concepts, and maybe the numbers involved arent good for the game, or make items broken/lack-luster for their gold. IDK. but i do think the concepts are cool.
opinions?