Need some help with a Champion Concept

Brutalitops01·9/20/2016, 5:29:08 AM·2 votes·474 views

Anyone who can help me out with some ideas for the kit, put a comment. My basic ideas are that he is a mage from Ionia who uses light and darkness to fight. However, I want to somehow make this an integrated kit, by which I mean no form swapping. I want him to be combo-based, and to not have to swap forms mid-combo. If I were to make him a form swapper, I'd make his switch be out of the player's control so he can have a real ultimate, and I don't want him to be locked out of half his combo until he does some trigger, which he certainly would have to have some sort of barrier so that he can't get it in every fight. I also would prefer to not have his abilities all be recast abilities, like Lee Sin's, but I would like to have him have some mobility and somehow have access to 2 different ultimates (one light and one dark). He would be designed as a Mid lane Mage.

4 Comments

LividLegendz9/20/2016, 5:40:17 AM3 votes

Without changing forms and wanting to add some kind of combo system, you could make it so after using a spell, your next is the spell of the opposite attribute. So say every basic spell has 2 spells, they all start in light and coming out of being revived they all start light. Using an ability while lighted changes your next attack to it's dark attribute, giving the skill different characteristics while still having the same general concept per skill. So say your Q was a skill shot that when landed, healed you for a portion of the enemies missing health (after the skill lands), in it's light form. And if you are in the dark attribute, it deals additional damage based on the enemies missing health (Before the skill landed). Don't too much change how the skill functions for the player but change how it works. The light and dark swaps would change when landing something on a foe or whenever you cast a spell is up to you.

I always like to make things really complicated though, so if you don't wanna make 7 skills (basically, becuase 2 for each basic spell and an ult) then don't follow any of this.

Take care.

D4L ScriptDaddy9/20/2016, 10:39:01 AM1 votes

Reminds me of Hel from Smite

I came up with a similar concept for a champion who could use both fire and ice abilities. The idea was that the champion could control heat, storing it or releasing it from within himself (like his body or aura or something). That way, when he casts an ice ability, he actually does it by absorbing the heat from the air. He can then release it with another ability, changing the element and the effect to fire. Thematically, yours could function similarly, where her darkness spells could actually work by absorbing light - like how a black hole (which traps light by gravity) or black colored objects (which absorb light and transform it into heat) do. In fact, a black hole would be a pretty awesome ability for a champ.

Mechanically, I came to the same idea as LividLegendz, where every time he casts an ability he transforms. The problem I ran into was having to waste spells just to transform. Say you wanted to cast two spells of the same element back-to-back. You'd have to waste a spell from the other element in-between just to switch forms. My solution to that was to have one of their spells to have a small cost and short cooldown, so it could easily be used to switch forms. Another solution would be to make the cooldown reset whenever another ability is cast, (like Ryze's new Q).

I do agree with Livid tho, where, for simplicity's sake, the corresponding ability of each form should share a common property. Like Livids' example, where the Q shares the same targeting paradigm but has a different on-hit effect.

I recommend you look at Ryze's rework for inspiration on good combo mage mechanics, as well as Smite's Hel for the theme. Otherwise, solid premise, can't wait to see the full concept!

TheHappyReaperz9/20/2016, 3:47:37 PM1 votes

Or something you could do is make a passive where, if the mage is under a certain % of health it switches forms. For example, if it's below 50% health, you switch to light, gaining healing effects on your abilities. When you heal yourself back up, you switch to dark, gaining extra damage/effects, but losing the heals.