Some ideas for abilities

thanasishadow·5/31/2017, 4:49:29 PM·2 votes·242 views

1. A scaling system

This scaling system would fit well on a AP assasin and it would keep them weak on early game so the enemy laner has a chance to shut them down and give them a great burst on late game. This would also almost force the player to avoid tanky builds and focus on ability power so we don't have more assasins that build tank, kill you within 4 seconds and never die.

The ability would deal 50/60/70/80/90 ([{60/70/80/90/100}+{5 per 100AP}]% of AP) magic damage

[lvl1] + 50 AP = 80 magic damage [lvl5] + 600 AP = 870 magic damage

2. A good deffense-offense

I've suggested this one before and i think it could make things more "interesting". The basic idea is a wall that works like a mirror, it reflects (or sends back, in other words) the incomming skillshot and it could also reflect point-and-clicks but that would be broken with things like Veigar's ultimate. I also suggest reducing the damage and cc duration on the reflected skillshot. (Perhaps it shouldn't work for ultimates :/ )

Wall duration: 1/1.25/1.50/1.75/2 seconds Range: 200/250/300/350/400 (400 is the same range as Anivia's wall at level 1) Damage reduction: 90/80/70/60/50% CC reduction: 2/1.75/1.50/1.25/1 seconds (If the reduction is greater than the original CC duration then there will be no CC)

3. PaC skillshot

Simple. A point-and-click shot with big range that stops when it hits any non-friendly unit (minions, monsters, champions). This would create a "need" for positioning. It may be a good combination with the 1st idea ^.

4. Half clone

Note: The only affected stats will be AD, AP, Crit., Attack speed, Lifesteal/Spellvamp, Armor/MR, Leithality/Magic pen., HP/Mana and regen

Yet another clone but a more dangerous one for the user. The user creates a copy of themselves. The stats of the user become half and the other half go to the clone which can be controlled the usual way (Alt + click, ability key). After 10 seconds, the user can click on the clone to merge with it and regain their stats. If the clone dies before 10 seconds have passed, the user gets a debuff that keeps their stats half for the remaining time. If the user dies while the clone is active, they become the clone and they have half stats untill they die. or return to base. While the clone is active, it must be near the user in order to return to base.

5. Double edge

(Point-and-Click) The user becomes connected to the target for [3/4/5/6/7] seconds. During that time, every kind of damage (except true damage) will be shared equally between the target and the user.

So, what do you think? Any improvements?

1 Comments

ModThe Djinn5/31/2017, 5:14:28 PM1 votes

{quoted}1. A scaling system

This scaling system would fit well on a AP assasin and it would keep them weak on early game so the enemy laner has a chance to shut them down and give them a great burst on late game. This would also almost force the player to avoid tanky builds and focus on ability power so we don't have more assasins that build tank, kill you within 4 seconds and never die.

The ability would deal 50/60/70/80/90 ([{60/70/80/90/100}+{5 per 100AP}]% of AP) magic damage

This is a really interesting idea that I'd have to explore more to get a better grasp of the numbers on. My initial concern is that it's basically the definition of snowballing, which can be worrying on an assassin, but I think the idea itself has a lot of potential -- you just might need to tie the scaling to another stat (like ADCs rely on both crit and attack damage), or make part of the scaling level-based so it's not as explosive when you drop 5 ranks into it early and have a few kills.

Love the concept though, and will definitely be looking into how/if I can use that sort of scaling. :)

2. A good deffense-offense

I've suggested this one before and i think it could make things more "interesting". The basic idea is a wall that works like a mirror, it reflects (or sends back, in other words) the incomming skillshot and it could also reflect point-and-clicks but that would be broken with things like Veigar's ultimate. I also suggest reducing the damage and cc duration on the reflected skillshot. (Perhaps it shouldn't work for ultimates :/ )

This I'm not as sold on, as I don't like the idea of not only negating someone's attack but actually throwing it BACK. A spellshield that damages someone hitting you, sure -- you can make that damage predictable. But this could swing wildly based on whether it reflects, say, Cassiopeia E or Ezreal's Ultimate.

3. PaC skillshot

Simple. A point-and-click shot with big range that stops when it hits any non-friendly unit (minions, monsters, champions). This would create a "need" for positioning. It may be a good combination with the 1st idea ^.

Seems like a variation on Caitlyn's ultimate, but I also think the fact that minions block it might be very frustrating. I could see it working, but it will be tricky to tune it so that it doesn't feel useless in lane. Might need to be VERY fast so that minions don't make it feel useless, and then you actually end up removing most of the counterplay to it in teamfights, which isn't ideal.

4. Half clone

Note: The only affected stats will be AD, AP, Crit., Attack speed, Lifesteal/Spellvamp, Armor/MR, Leithality/Magic pen., HP/Mana and regen

Yet another clone but a more dangerous one for the user. The user creates a copy of themselves. The stats of the user become half and the other half go to the clone which can be controlled the usual way (Alt + click, ability key). After 10 seconds, the user can click on the clone to merge with it and regain their stats. If the clone dies before 10 seconds have passed, the user gets a debuff that keeps their stats half for the remaining time. If the user dies while the clone is active, they become the clone and they have half stats untill they die. or return to base. While the clone is active, it must be near the user in order to return to base.

This is really interesting, and I'd frankly have to test it to see how it would play out. It's a cool champion-splitting mechanic, but might leave each half feeling useless.

5. Double edge

(Point-and-Click) The user becomes connected to the target for [3/4/5/6/7] seconds. During that time, every kind of damage (except true damage) will be shared equally between the target and the user.

I like the idea of spreading damage, but the sheer amount of damage shared here (and the duration) is excessive. It might be better to either decrease the amount (and make it something like the target taking 100% damage and the enemy taking 20% of that total), or have it be a consistent DoT that is applied when you take damage. I don't think you want an ability that discourages hitting a target QUITE as much as this does, as it's actually a huge DPS loss -- not only are you effectively losing 50% of your damage, but you're dealing it to your own team. That will feel AWFUL to play against.