Champion mechanic concept

Vellich0r·4/7/2015, 11:09:38 AM·1 votes·432 views

I saw something about a champion with two resource bars and how that could be impractical and then I thought about ideas related to that and came up with something that I believe would be an interesting game mechanic for a champion. Two bars that work on a unique resource mechanic. One would be for offensive abilities and the other would be for utility based abilities. Using offensive spells would charge the bar on spell hit making offensive abilities slightly more powerful and at full stacks it might give access to an ultimate ability or improved versions of basic offensive abilities; however, missing an ability would cause the utility bar to lose charges and vice versa. this would create a champion who would have clear trade offs for using one ability over another and would reward those who are able to land abilities by increasing power of spells like the one they landed while losing defensive and utility capabilities if they don't effectively land their skills. An example of how this could make for a compelling champion with playmaking potential AND counterplay is an assassin. They would have the ability to get in and out; however, if they are missing their offensive abilities when they go in their dashes and all of that such would be gated by the now empty defensive resource bar. It would be something that rewards people who know when to go in and create a truly opportunistic champion who has to decide what they will do (The utility bar would have a different refund mechanic I would think but the concept would be similar: play it right and you are rewarded, play it wrong and your offensive capabilities are gated.)

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