Thoughts on Control-style marksmen?
What would people think about a control-style marksman that sets up abilities with auto-attacks to specific locations instead of enemies? I'm not really sure other people would call this a marksman as opposed to a fighter or control mage, but I would intend this as an alternative to more common bot-lane marksmen playstyles. For convenience, I will call my conceptual champion "U".
U would, like
, have a persistent auto-attack mechanic, but would attack locations instead of enemies, dealing partial damage to enemies the projectile passed through on the way. When their auto-attack landed at the targeted location, it would mark the area for a duration (presumably a few seconds) and allow U to use other abilities. One ability would cause the marks to resonate with each other (as well as U), dealing AOE damage between nearby marks and between U and nearby marks. A second ability would create a barrier between nearby marks, preventing champions from passing through (or possibly stunning them for a short duration on contact). The third basic ability I'm not sure about, but it could be something like causing marks to erupt, dealing damage around them and removing the marks. The ultimate I think would deploy a circle of marks around an area (in range of each other for ability one and ability two) which could then be used for the other abilities, and would prevent marks from expiring for a duration unless U detonated them. Since U would want to move around to hit enemies while setting up marks, it would be nice to have something like
's leap mechanic, but I think that might impinge too much on her identity. Alternatively, the third ability might let U blink or dash to a mark within range (and remove it), but I feel like that's getting too much like a lot of assassins.
The overall idea is to reward careful set up in a way that most other marksmen don't and to give players options in a skirmish or dive (other than death, of course). For instance, between waves U could spend time setting up defensive marks in case of dives or ganks since the marks don't require minions or enemy champions to create, and in a teamfight U could set down an ultimate to either peel away the engagers and assassins or trap the enemy back line while laying down more marks for sustained damage. Skilled players would (I imagine, not being one of them) be able to make amazing plays in teamfights with careful mark and ultimate positioning, but less skilled players would have a tool to mitigate the occasional mistake and could still do decent damage with a few marks. I would expect U to work best with attack speed and on-hit builds for maximum markage or pass-through damage, though I suppose damage builds could work, and I would be very sure not to make U's passive interact with
.
I'm honestly not entirely sure on how auto-attacks would work, given that moving and attacking generally use the same key, and I was actually considering having U throw itself to the location of every auto at one point (Briefly! Very, very briefly), but decided that would be both too confusing and too rage-inducing for everyone involved and too risky/mobile for a "marksman".
So, thoughts? Interesting? Good/bad/cancer? Too similar to another champion for your taste? Auto-attack not-quite-a-mechanic too strange? Not a marksman? Admittedly, I'm not too sure about the marksman designation either, I just used it because I started from
. And even marksman auto-attack range might be too short to place marks effectively, so I might be hoping for even longer range in exchange for even less projectile damage.