thought of a kit idea after playing some for honor

DarkTree1·11/30/2018, 10:41:43 AM·2 votes·939 views

didn't have a solid design for them but internally i was thinking something along the lines of tiandi {this guy}

passive: after dealing a flat amount of damage (eg: 130-540, based on level) within 2-2.5s, your next ability cast is enhanced for 3.5s. the damage requirement is flat, but the damage towards the total is halved in generation on minions and small monsters. rules for having multiple stacks, generating more while empowered, etc are up in the air.

q: haven't though of a name, probably something like "three serpents". upon activation, the player's next 2 basic attacks are enhanced, dealing 8-30 (+20% bonus AD) bonus magic damage and gaining 10-35% bonus attack speed for 4 seconds. if the player uses both of these attacks, the ability can be recasted, making the player sweep in a crescent in front of them after a short delay, dealing 60-220 physical damage (+60% total AD). while the ability is empowered from the passive, it can be reactivated before the enhanced autos are used and the reactivation strikes twice.

w: "deflect" was what i was thinking. after a short delay (0.375s?) the player lunges a short distance in the target direction, "perfect deflecting" for 0.5s, then deflects regularly for the remaining duration (0.5s or 0.75s). if the player perfect deflected a source of damage from a champion, they take no damage from the attack and dash to the source (stops at 1200 units away maximum), dealing 50-195 physical damage (+80% bonus AD) to the target and all enemy units in between the damage source champion and the player. if the player deflects in the latter half of the animation, they take 75%-40% of the damage they would've taken during the ability and dash to the enemy (still must be a champion) and automatically basic attack them on arrival. while empowered by the passive, this ability always perfect deflects. if the player perfect deflects normally while empowered the charge is not consumed. potentially if this ability is weak, it could be cancelled early by reactivating it.

e: "stomp", with the empowered version being "palm strike". obviously can change thematically. the player stomps after a short delay, dealing (arbitrary amount of damage) and knocks down units in a circle around the player and a short distance in the direction of their cursor, then slows by 30-60% + grounds for 0.75-1.2s. empowered version has the immediate and extended area in front of the player stun instead of do its regular effects for the duration, possibly also dealing bonus damage.

r: no idea for a name. passively, dealing a percentage of a target champion's maximum health within 5s (45%-40%-33% probably) marks them. once an enemy champion is marked, this ability can be used on them, allowing the player to quickly dash to them after a short delay in a circular motion, approaching them from the left. the damage is not guaranteed similarly to a rek'sai ultimate, and can be evaded with blinks or quick, abrupt dashes such as riven's valor if timed correctly. unit targeted, but deals damage to enemies around the initial target. the player is not unstoppable during this, but silences do not cancel the animation.

anyways i'm tired and it's 2:30 am. thought i should finish this before going to bed. general numbers are arbitrary and ultimate can be scrapped if it's weird/boring.

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