League and golems

Wolfess·11/28/2015, 4:56:56 PM·1 votes·804 views

(for the sake of making it all look less cluttered, I removed the seemingly off-topic talk about golems and simply gona say we need more champs that fit that theme: Blitz, Malph, Maokai, Orianna, and as psychostabile mentioned, Galio.... can't believe I missed Galio.... he must be the Yoric of golems. So then, moving into the actual champ concept/idea)

Background Was messing around with ideas and an word from an old game popped up: Soluna Just as it sounds, it is composed of the words Sol and Luna and think it would work as a Mt. Targon champ that hints more towards the old Mount Targon ways where supposedly both the Sun and Moon were revered as opposed to the current Solari way of praising only the sun and shunning the moon.

Features So far In my mind I envision it as a champ that has features similar to Jayce/Elise/Nidalee Where there is a dual set of skills based on something changing on the champ, whether an actual full appearance transformation change, or a more mechanical looking mode-change like Jayce's hammer.

For a resource system, I had an idea about her having a different type of resource bar, balancing back and forth between Sun energy and Moon energy, with the gauge starting at 50/50 (50% of each, meeting half-way through the bar) I'm not sure exactly HOW MUCH resource in total I think would be appropriate at the moment, but just gona call it 200 resource total. To make it easier for the player to see their management and how full/empty their resource balance it, one would be colored yellow like energy (sun) and the other blue-ish like mana (Moon)

ability mechanics Abilities will have costs on them as mana and energy champs do, but the way they will work is that they cost one type of energy (Sun or Moon) and thereby filling the resource bar with the other energy type. For example let's say we just started the game, our resource is at 100Sun and 100Moon, nice and even. just to throw numbers out there, let's say we are in Sun form and one of our abilities costs 20. After using this ability the bar would then read 80 sun and 120 moon. Once the bar reads 0 sun and 200 moon, abilities that cost sun can no longer be used and the player will have to rely on either moon abilities (which will, appropriately, consume Moon energy and refill the Sun energy) or perhaps abilities that require no cost, of which currently I have one obviously listed, the ability that allows them to switch between sun and moon modes. I am yet unsure if I wish to involve their auto attacks in the energy-exchange mechanic, like auto-attacking in Sun mode refilling that energy (around 5 I'd probably say) and moon filling up moon energy so they can remain in that mode longer.

The main idea behind this champ's gameplay is balancing the costs of your abilities and having the right ability ready in the right mode for the circumstances, whether laning, poking, teamfighting, etc. and calculating when you're going to be forced to switch when you either rin out of one energy, have the need to use an ability in the other form, or manage cooldowns. At the moment, as is with the other champs used as examples, I'm thinking of having the ult be the form changing skill and come already learned at lvl 1, with it having a max lvl of 4 to fill in the 18 ups.

As for WHAT the abilities would be, that I'm definitely not even close to figuring out, all I know is that I'm possibly leaning towards a mage or caster based champion, though undecided.

4 Comments

psychostabile11/29/2015, 2:12:07 AM2 votes

i dont know about the golem thing but the sun and moon combo champ interested me so i figured i would give a base line idea of what i would wanna make. the idea of balancing the energies of sun and moon to keep yourself optimal.

passive: (energy conversion you talked about) gains armor based on .1/.2/.3/.4/.5 solar energy. gain magic resist based on .1/.2/.3/.4/.5 lunar energy. Scales with level at 1/5/9/13/17

Q solar impact: line skill shot that damages enemies in its path dealing physical damage based on armor costs 20 solar energy

W balancing cycle: if sun energy is greater gain a sheild based on armor, if lunar is greater get a move speed bonus scaling with magic resist. If the 2 are balanced then both abilities trigger costs 10 of what ever energy is greater

E lunar shock: release lunar energy dealing magic damage to enemies in an aoe around the user that scales with magic resist costs 20 lunar energy

R planetary shift: based on energy levels push all allys away (solar) sheilding them based on mr+armor or pull enemies in (lunar) dealing damage based mr+armor to enemies.
if in balance the spell does both effects. costs 50 of the highest energy

also for golems you missed the big one Galio

Wolfess11/28/2015, 11:14:25 PM1 votes

bump [slayer-jinx-catface]