How to give a champion 5 to 12 abilities.

Elite4Runner··1 votes·507 views

There are already champions in the game who have more than 4 abilities. The president for these champion involves an ability that toggles the form of the champion, usually through their ultimate, which changes the form of their other abilities. Elise Jayce Nidalee RekSai Shyvana

And some champions who have limited access to certain abilities, or have changed abilities based on conditions. Azir Gnar Kled

There may be a few others that could be mentioned, but I think you guys get the idea.

Well, what if a champion was at least partly based around this, but with a twist.

To start out small, the basic concept is that a champion would activate an ability by pressing one of the hotkey buttons, lets use Q as an example. After activating this ability, there could be some sort of active effect or at least a visual effect triggered, but more importantly W and E will now change to augment the effect of this ability. After one of these effects are chosen, all abilities revert to their previous form with Q on cooldown. Q would also be available to be pressed again to deactivate the ability, returning all of the abilities to their previous state.

This could be applied in several different ways with several different effects and augmented effects. I would say the best way to go about it would be to have all of the augmented effects be similar, or at least accomplish the same goal but in a slightly different way. For example, if Q is intended to be a damaging spell, by pressing Q the champion visually begins to draw in energy from around themselves. They then have the choice of pressing W or E. W will unleash the energy as a linear skillshot and E will release the energy in a nova.

A more defensive example could be that the augmented options determine if the champion creates a shield that blocks incoming physical or magic damage.

Ranking. I would recommend making the rank of each ability determine the effect of their respective augmented abilities. For example, 2 ranks in Q, then selecting the W augment will cause it to activate with it's respective rank 2 effects, the same with E, regardless of the number of ranks in any other ability. (This is admittedly worded very poorly, but I hope you can understand)

Now, to go crazy with this idea. A champion could have 4 basic abilities with no ultimate, much like Udyr, and with this concept activating Q would give 3 options W, E, and R. Or the player could activate their W and have 3 options, Q, E, and R. Or they activate their E and pick from Q, W, and R. And of course lastly, if they activate their R they pick from Q, W, and E. This adds up to 12 different abilities.

This is still a very high level concept and I have very few actual ideas for what would even be good abilities, aside from the examples I gave. At this point I'm looking to see if anyone even thinks this could make for an interesting champion, as well as some ideas for abilities and their respective augmented abilities.

If anyone also wants to take this idea and try and build it into your own champion concept, that is perfectly fine with me. I would ask that you comment with a link to your post so I can take a look at it.

12 Comments

Iageri1 votes

You see there are these neat little things called actives....

Elite4Runner1 votes

{quoted}

You see there are these neat little things called actives....

I can't decide if you didn't read or didn't understand what I said. Pretty much everything I mentioned would be an active.

Iageri1 votes

Exactly

Elite4Runner1 votes

{quoted}

Exactly

Then I don't understand your comment because you're being ridiculously vague.

Tamur1 votes

Sounds like the kit would be too overloaded because you would have 17 abilities because 4 basic abilities each having 3 different combo abilities. Example Q has a basic ability but also has 3 different combo abilities meaning there are 4 different ways to use your Q. 4 x 4 = 16 plus passive equals 17 abilities one champion would have.

It would also be hard to make the kit cohesive enough to function. Not to mention the time and money it would take for animations, particles for each ability(not counting particles for skins)

Elite4Runner1 votes

{quoted}

Sounds like the kit would be too overloaded because you would have 17 abilities because 4 basic abilities each having 3 different combo abilities. Example Q has a basic ability but also has 3 different combo abilities meaning there are 4 different ways to use your Q. 4 x 4 = 16 plus passive equals 17 abilities one champion would have.

It would also be hard to make the kit cohesive enough to function. Not to mention the time and money it would take for animations, particles for each ability(not counting particles for skins)

As I described in my last comment, I don't see the activation of the first ability to be an actual ability with an effect. In the post I described it as charging up by drawing in energy from around the champion. I really just thought of this as a visual indicator, but I suppose it could be considered an ability with an actual effect. Perhaps during the charge, it is collecting energy from surrounding enemy units, and that causes damage. Then I could see it being considered an ability.

I really don't see the animation and particle animations would be nearly as big of an issue as you think. Depending on what abilities are implemented and how, it could simply be a matter of changing the shape, or even the color of the particles. Using my example from before, a physical shield could be gold and a magic shield could be purple. Easy as that.

And I even said in the post that the idea of making a champion have an entire kit developed around this would be extreme. At most I would expect to see this only done with Q, W, and E, each having two augmented options. That is only 6 basic abilities, an ultimate and a passive. This is the same number as the first set of champions I mentioned.

Paladin 0f Life1 votes

Ryze...?

Elite4Runner1 votes

[{quoted}](name=Paladin 0f Life,realm=NA,application-id=A8FQeEA8,discussion-id=uAEm9BqW,comment-id=0002,timestamp=2016-08-12T18:43:48.859+0000)

Ryze...?

Ryze's abilities are independent abilities that, when stacked on the same target, have an empowered effect. What I am suggesting does not actually work as an ability until the augment is selected, or at least not in the way I imagined it.

Hellpyre1 votes

This would be terrible for an unfamiliar player to deal with, since the amount of abilities you have to keep track of would be several times what you need against a normal enemy champion. Not to mention that each ability would have to be much weaker than a normal one to keep the inherent power of versatility in check.

Elite4Runner1 votes

{quoted}

This would be terrible for an unfamiliar player to deal with, since the amount of abilities you have to keep track of would be several times what you need against a normal enemy champion. Not to mention that each ability would have to be much weaker than a normal one to keep the inherent power of versatility in check.

I'll admit to the complexity, but as I said in the original post, I was giving an example of how this concept could be taken to the extreme. I would not expect an actual champion concept to do this with every ability. I would expect 2 or 3 of the basic abilities to do this, at most. Even still, I don't really think it would be nearly as difficult as you think. It sounds complicated because I'm describing it in text, but I believe if you had this champion in game you wouldn't have too much trouble picking it up. Maybe slightly more difficult than most champions, but not much.

As for the strength of each ability, they wouldn't need to be any stronger or weaker than any other ability. They would be gated by the same resource/cooldown system that most other champions use. So using one of my examples, if W is your shield ability, and you decide to use your physical shield, your W goes on cooldown. Which means you can not use your magic shield until it comes off cooldown.

CobaltTheMadMage1 votes

DOTA already has something similar to this in a character whose kit basically consists of three arcane syllables and a "cast" button. Basically different permutations of three syllables combine when 'cast' to create a different spell, giving him a total of 10 different abilities.

Not sure how well-liked he is in-game, though.

Elite4Runner1 votes

{quoted}

DOTA already has something similar to this in a character whose kit basically consists of three arcane syllables and a "cast" button. Basically different permutations of three syllables combine when 'cast' to create a different spell, giving him a total of 10 different abilities.

Not sure how well-liked he is in-game, though.

So there is proof of concept at the very least. I can't tell if you are saying this, but I know some people would argue that since DOTA did it, League shouldn't, and I think that is self-limiting logic. I think, done correctly, this would make for a very interesting champion.

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