Survival : 5 Player Oddball Ascension

Shuyin178·3/15/2017, 1:40:57 PM·1 votes·175 views

Basic Explanation : It's a 5 player game mode on the Ascension map, where all 5 start off on the same team. After 30 seconds all players are force-teleported to/are started at each of the teleport pads away from each other. 5 seconds after teleporting/releasing them, 1 player is randomly ascended and is now an enemy. Everyone on the "hunting" team then tries to kill the ascended, with the killer taking the ascension buff for themselves, placing the previous person onto the "hunting" team and the new one going to the enemy team. When a player ascends, they get teleported to the center of the map (where Xerath drops the ascension buff) for the ascension ceremony (the stasis deal with the light that slowly falls down onto them Anivia passive style), fully healing them, other players get knocked back the same distance as normal, and the ascended is immune to CC for 2 seconds (giving them time to leave the ceremony spot without being CC instantly) EXP and Gold will be equalized among all players and can only shop while dead or in spawn. After respawning you can teleport to any of the 5 pads on the map.

Objective : As the Ascended, you generate 1 point every 5 seconds. You win after generating a certain number of points. Points only begin generating after the ascension ceremony finishes. Killing players as the Ascended grants you a buff that lowers the time between point generations by 1 second for 5 seconds, stacking 4 times and refreshes the duration on each kill. Meaning if you kill all 4 players of the enemy team you can get 1 point every second for 5 seconds. The player that kills the ascended gains 5 points, assists give 2 points. Upon death you automatically lose the buff as you can no longer generate points anyways.

Ascension Buff : The Ascended champion has no Mana and Energy costs, and their Health costs are reduced by 50%. They also receive (50 x level) bonus health, (6 x level) bonus attack damage and ability power, +10% armor penetration & magic penetration, +25% Cooldown reduction (maintaining the 40% cap), and 25% tenacity. However, all incoming healing effects are reduced by 50% and the Ascended is always visible even while stealthed or in brush. (same as the original except AD-AP buff lowered from 12 to 6, Armor Pen-Magic Pen lowered from 15% to 10%, and added 25% tenacity) New Buff : After not taking damage for 10 seconds, the ascended starts to regenerate 1% of their maximum HP every 2 seconds (not reduced by the healing reduction obviously).

This is basically a game of keep-away, which is why the tenacity and healing were added. Tenacity was added to help get away from CC and the health regen is a reward for being good at avoiding other players so you can live longer. Meanwhile the killing buff rewards players for fighting back instead of running away. If you're fine with a slow and drawn out victory, run as fast as you can. If you want a quick and bloody victory, go serial killer on everyone. Either style is acceptable with pros-cons to each.

(Special Note : Certain champions might need auto-disabled from this game mode due to their extremely high and difficult to catch mobility. Champions such as Quinn [her ult's insane movement speed], Kassadin [his ult's wall hopping], Ezreal [same reason as Kassadin, but might be fine with it having a longer cooldown], and Talon [his E vaulting over walls] as the 1st 4 champions that comes to mind with very frustrating mobility that might stale the game mode's fun.)

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