The Hive Queen -- Champion Concept (V1.0)
There have already been several changes suggested in the comments. I will be releasing a V1.1, or depending on how extensive the changes turn out to be, a V2.0, here pretty soon.
PASSIVE: Dormancy -- Eggs will pause incubation when the Queen or an immediate threat to themselves or their queen are not within 300 units. Call to Swarm -- Incubation is significantly decreased when the Queen is within 150 units.
- Neutral units who are not aggressive will not trigger incubation
- Enemy units who do not have vision of the egg will not trigger incubation
- Dormant eggs will remain indefinitely, or until destroyed (may place a maximum dormant egg cap)
Q: Biters -- Active: Places a Biter's Egg up to 600 units away Biters I imagine these would look very similar to Malzahar's Voidlings Primary assault unit. Lowest mana cost, shortest cooldown and incubation time, lowest health, no health regeneration, increased movement speed. Melee attack range with base physical damage scales by rank + Bonus AD scaling.
Hatch behavior -- The biter will attack the nearest target within vision based on priority or rush to the nearest lane.
W: Guardians -- Active: Places a Guardian's Egg up to 600 units away Guardians I imagine these would looks somewhat like Krug Defense unit. Largest mana cost, longest cooldown and incubation time. Health regeneration, Large base health + bonus health scaling (possibly damage reduction, depending on balance). The Guardian's melee attack physical damage increases based on % missing host's health.
Hatch behavior -- A hatched Guardian will attach to the Queen or Chrysalis (Prioritizing Queen over Chrysalis) within 1000 units. Only one Guardian may attach to each host. An unattached Guardian will chase it's attacker up to 500 units from where it hatched, then will return to it's origin, much like how a jungle camp resets. It's health will decay until it is able to attach to a host or until it dies. The Guardian will move to and attempt to remain within 300 units of it's host. The Guardian will attempt to remain directly between their host and the highest, then nearest threat based on priority within vision up to 1000 units. The Guardian will not chase or attack any unit other than the highest priority threat within 300 units of it's host. Guardians do attack independently of the Queen, but will cancel their attack animation if the Queen moves more than 300 units away.
E: Stingers -- Active: Places a Stinger's Egg up to 600 units away Stingers I imagine these would look a lot like flying bees or wasps Support unit. Medium mana cost, medium cooldown and incubation time. Low health regeneration, medium-low health. Stingers have ranged magic attacks scale by rank and AP, as well as slow targets that scale by rank. Attack speed scales on bonus attack speed.
Hatch behavior -- A hatched Stinger will attach to a Queen (will not attach to a Chrysalis) within 300 units, up to a maximum of 2 per host. Unattached Stingers will remain in place, granting vision to the surrounding area like a stealth ward with 800 range instead of 1100. They will automatically attack enemies who are within their attack range (800 units) who have attacked it or allied units, but will still remain in place. Attached Stingers will also attempt to remain within 300 units of the Queen, but will generally position themselves behind the queen to one side or the other (one on each side when two are attached). Stingers will prioritize attacks on the highest, then nearest threat based on priority within vision up to 800 units of the Queen. Stingers have their own attack animation, but will not cancel their attack animation.
R: Chrysalis -- Active: Places a Chrysalis up to 600 units away. While a Chrysalis is on the map, this ability will change to Rebirth. Rebirth -- Active: The Queen's current body will die and reemerge from the Chrysalis with the same health. Units that were attached to the previous Queen will be abandoned and behave as unattached. If a Guardian was previously attached to the Chrysalis, it will automatically become attached to the Queen.
Target Priority
- Enemy Champions
- Enemy Pets
- Aggro'd Monsters (Epic, Large, Small)
- Minions
- Enemy Structures
General Overview So If you've actually read the abilities to now, you can tell that this is essentially a pet master, to the extreme. The Queen is very much intended to be very insect-like, alien, void spawn, or demonic. As such, it could have the traditional void-spawn name like Maw'Vex or something along those lines. I'm not good at making up names (You can tell) so I'm going to just leave it at The Hive Queen for now. If you want to recommend a good name I would be happy to consider it. I could see this champion being very strong as a Jungler, but I would like them to be viable in lane as well.
Egg/Pet overview Biters -- My thoughts for these pets is that they are meant to be very weak and easy to kill individually, but when sprung on an enemy, among minions, or in a large swarm, they will be overwhelming. I would expect these to be the main damage source along with auto attacks for AD builds. Guardians -- These are meant to be resilient shields that will need to be put down or avoided in order to get to the Queen. Failing to do so will be frustrating for ranged enemies, and dangerous for melee enemies. I see Guardians making a tankier build path more viable. Stingers -- These will be a more reliable damage support that will make the Queen have a mage option in her back pocket.
Chrysalis overview So if Rek'Sai' and Ekko had a baby (Try not to picture that) this would be it's ultimate. I think it is an interesting idea because the Chrysalis would be vulnerable to being destroyed if discovered by enemies. This would make it important for the player to place it strategically. The Guardian can also be placed nearby to guard the Chrysalis, and/or be available for when Rebirth is used. As for the cooldown on this ability. I'm not sure if it would be best to begin the full cooldown timer after Rebirth is used, or to begin the cooldown timer when Chrysalis is placed and have a minimum cooldown after Rebirth is used. For example, Chrysalis has a cooldown of 150 seconds. A Chrysalis is placed and Rebirth is used 60 seconds later, Chrysalis will have a remaining cooldown of 90 seconds. If Rebirth is used any longer than 130 seconds after the Chrysalis is placed, Chrysalis will have no less than a 20 second cooldown.
Balance comments I would hope that I don't really need to say this, but for some reason it never fails for someone to bring up the fact that some part of the concept is too strong or too weak. I have intentionally tried to avoid providing hard numbers at this point because I absolutely understand that it is extremely difficult, if not impossible to balance any concept without extensive play testing. I do intend on trying to apply some rough numbers in the future, but right now I am looking for some concept feedback and suggestions. I did feel that some rough range numbers were important at this point because it helps to identify how the pet AI would work, which is really the main focus for this champion.