Practice Modes
I suggest a few different modes. Each with a champion and a theme, you pick your champion but a specific champion hosts the training session based on their specialty in the matter. There should be leader boards, and rewards for performing very well in each mode, but that would be up to rito to decide based on their business model.
- CS Training with:
It is very important that this mode can be restarted instantly without having to leave and remake the game. It should have a visible system to indicate your accuracy, and a fail state. I suggest that each minion you kill re-spawns, Each one you fail to kill, doesn't re-spawn. This means that eventually you'll be down to having one minion to kill, so you'll be able to focus on exactly when to strike which should help your next try once that one dies. Keep in mind there's also going to be a wave of your minions so it will get hard to last hit that last minion as it dies quickly.
The difficulties could be something along these lines.
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Bronze: Runes/Masteries (R/M), Items, Abilites, and Autos.
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Silver: R/M, Abilities, and Autos.
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Gold: R/M, and Autos.
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Platinum: R/M, Items, Abilities, and Autos.
Pokes you and uses barrels to push your wave to tower every so often. -
Diamond: R/M, Abilities, and Autos.
Pokes and pushes. -
Challenger: R/M and Autos.
Pokes and Pushes.- Note:
Shouldn't be on the field, Maybe have him standing out of lane on a podeum or something, but he'll throw out random attacks with indicators at the champ that they can dodge, and he'll drop barrels that quickly explode but can still be AA'd at 1 hp to stop. It would fit the last hitting theme and reward the player for mastery of their AA timing.
- Note:
- skillshot dodging with
Again, it is important that this is both easy to restart, is rewarding, and has a leaderboard. There would be no minions, and
wouldn't be in the accessible area. She would spawn tentacles for the player to dodge, that could be destroyed the normal way, and as time progresses they would spawn faster and faster. The game ends when the player dies.
The difficulties would be along these lines.
- Bronze: R/M, Items, and Abilities. High passive income.
- Silver: R/M, and Abilities.
- Gold: R/M, and Abilities. Higher Damage on hit.
- Platinum: R/M, and Abilities.
Throws Her spirit doohickey at you and it gets smacked about if she catches you. High damage on Hit. - Diamond: R/M, no abilities. Tentacles 1 shot you, Spirit thingy takes massive damage if it gets hit, but you get maybe 2 you can survive.
- Challenger: Movement penalty, No R/M, Everything 1 shots, Higher rate of spawn.
Is also outside the field, probably walking around outside the circle or w/e shape you're in determining where the tentacles spawn and leaping across to make them spawn on the opposite side randomly. She'll serve as a warning as to where the next set will come from preventing RNG from spawning tentacles in an dodge-able way.
- Skillshot hitting with
Again, easy to restart, has a reward, and has a leaderboard. When this one ends? No idea, can't be on a timer because cooldowns and stuff. I would say maybe when you fail to hit him 10 times or something. But the concept is that he would be in a shooting gallery setting and you would be confined to a box of some size based on the range of your skillshots. You could move, and there would be a dummy for
to charge on.
Moves around with his shield up and hops to Poros scattered around that move in small areas to make his positioning somewhat random. It would need to be a circle around the player so it's not just aiming north the whole time, forcing players to learn how to work around their interface and freecam. There would also be some kind of cover for him to move behind occasionally, just adding to the difficulty. I don't know if there's a way to make a bronze-challenger for this one. It is also important that
is using a consistent CD and range for his hop, Skill shots aren't snap reaction, they're about prediction. - Attack moving with
This one is out of my scope because I'm absolute garbage at it. I'm open to suggestions here. Probably something along the lines of a debuff that stacks when you're not moving for more than a few seconds, and a debuff that stacks when you don't attack for more than your attack speed.
runs around being
and you need to keep up with him while maintaining low stacks. Difficulty would come from more punishing stacks and faster 