The Open Champion Project: Building a Skill set | Part 1
What is the Open Champion Project? The Open Champion Project is based on the idea that we, as a community, can work together to create a champion from scratch. This post will cover the creation of a champion from scratch, along with the appropriate game design concepts. Everyone is encouraged to chime in with criticism or ideas throughout the process.
What is the champion so far? Right now, the Open Champion Project is in it's infancy, we've only chosen the core concept of the champion: A Trap Master. If you want to see the past posts, the community went through the decision making at this post: boards.na.leagueoflegends.com/en/c/skin-champion-concepts/vIVuR3BE-the-open-champion-project
Necessary Legalese
So as a community project, we want Riot's support, and we also want them to help us along the way, as they have a better understanding of how to create champions than we do. However, there's a legal problem that prevents them from acknowledging champion ideas or skin ideas. The problem is, upon posting an idea for the first time, the poster legally gains the copyright to it. This means that if Riot acknowledges that they've seen the idea at some point, the poster has legal basis to sue them, even if Riot can prove that they already had the champion in the works well before it was posted. This is the same reason why authors have a policy of "we don't read fanfiction", because while no one has attempted to sue someone yet, it's a legal minefield to do so. Thus we have to get around this problem. The way we do this for the Open Champion Project is by releasing everything into the public domain. Thus everything contained within the Open Champion Project is licenses via the Creative Commons CC0 license. By contributing an idea in this thread, you also agree that your idea is released under the CC0 license. This allows Riot employees to actively participate without any legal risk.
#The Kit So Far (Uber tentative, criticism is encouraged!!!)
Passive: The Trap Master slowly gains cast range for his Traps over time, up to a maximum of X range in Y seconds. Casting an ability resets this gain. The gain would likely be on a logarithmic scale, so at the start the gain would be fast, slowing down over time.
Passive on an ability (probably W since it's currently the only one someone can be trapped in): The Trap Master deals extra damage to targets which are trapped.
The Q: So the Q is actually the ability which first got many people to see that the Trap Master idea could both still have counter play, while also being powerful. The idea is that of a decent ranged, ground targeted skillshot that would attach to a unit if it hits, a wall if it hits a wall, or the ground if it doesn’t hit anything. In it’s current iteration, it stays indefinitely, and the Q can be reactivated in order to explode the skillshot, dealing damage and knocking everyone back in a small area. (It wouldn’t start the cooldown timer until you reactivate it.)
The W: The W is, in it’s current form, an ability which places a visible trap with a small area it can be triggered on. It then attaches the champion to an object in the center, and limits their movement to an area within it. (We’re currently thinking a decent amount larger than a J4 ult would be good, but it’s up for debate, and would probably be changed through balancing). The trapped champion would then be able to escape either by waiting X seconds for the trap to wear off, using a CC removing move, or destroying the object in the center. This would probably need a limitation of X on the map at one time.
The E: A small "trampoline trap" is placed. Enemies that step on the trap are vaulted away from the trap and take damage upon landing, destroying the trap in the process. Allied champions may right click the trap to vault themselves a short distance.
The Ult:
The Trap Master places a series of 3 electrostatic rods in rapid succession at the target locations (pressed 3 times). After all are placed, a stream of electricity arcs between the 3 rods, causing enemies to take continual damage and be slowed a small amount while passing through the electric arcs. Rods disappear after X seconds and can be destroyed after taking Y hits.
Other ideas: Invisibility which lasts for a very long time, isn't canceled by placing traps (activating still cancels it) and isn't true invisibility, in that the Trap Master leaves "footprints" where he's standing. Other proposed elements include a speed boost while invisible, and keeping the traps invisible until the invisibility ends.
This is all tentative, so remember, if you have an idea, post it!!!
#4/21/15 Criticism galore!!! Alright, nobody's said anything for a while, so we're going to move on to the next part, criticism! This is your time to criticize anything about the kit. So everybody try and find anything in the kit that seems weird, or out of place, then post about it! Our goal here is to find all the ways people could break it, before it's possible. Or to find things which don't encourage what we want!
#3/20/15 Beginning to make the kit So before I start this post, I want to make an apology to all those who’ve participated. It’s been over a month since the last post, and that is simply unacceptable. I’ve had numerous personal issues that stopped me from writing here, but still, this is unacceptable, I will try harder next time as you guys deserve better.
Anyway moving on to the next part, now that we know the core play style of the champion, it’s time to move on to choosing a kit. Now this part is a little bit different. In the past few sections, I’ve detailed a specific “best choice” way to walk through champion creation, in order to have the end result of the best possible champion. But here, things are very nebulous, and more organic. Everything we talk about will take place as free form discussion in the comments. If you see anything you disagree with, chime in, same if you agree with something. It’s impossible to know which ideas people like if you don’t write it, so chime in!!!
Throughout the time we discuss this, I’ll chime in and talk about ideas people come up with, and why they’re so good, or why I don’t think that they’re a good idea. Regardless what I say though, feel free to argue with me! I am far from an authority on this, I just have a general knowledge.
As you’ve probably noticed above I’ve posted the kit that insofar, has gotten the most approval from people.
I’ll be posting an analysis of the current iterations for abilities in the kit soon, and why they’re good design, and I’ll probably also put up a couple of the reasons I said an ability was not good design in the comments.
I also plan to talk about other kit development concepts as they come up, due to the fact that there are a lot of them, and they aren’t always relevant.
Anyway, for anyone who’s still here, thank you for being patient!!! The champion’s beginning to look really good! Lets keep working on him/her/it!!!
#2/19/15 Choosing a Core Playstyle Alright, so as per the poll, the champ we're designing will be a Jungler!!!
So the first thing we now have to do, is come up with the core playstyle for the champion, along with little details about how they should play. For now, I'll collect the ideas people have proposed here! Discuss the advantages and disadvantages of various playstyles in the comments, remember that you should consider balance when thinking about core playstyles!!!
Core Playstyles proposed:
Edit: The Core Playstyles have been proposed much more modularly than I thought they would be, so instead, I'm putting up a list of the core tenants people seem to have been mentioning:
- Has to farm some before ganking
- Traps stay around for a while
- Should be focused on trapping, not zoning
- Potentially some conditional stealth?
- Either damage burst, or cc burst.
- Potentially anti-jungling (counterjungling is taking other people's camps, anti-jungling is making it impossible for them, and/or going in for the sole purpose of killing them, Shaco's often a good example)
- Traps should NOT activate by themselves, they should require the player to press a button.
#2/17/15 Starting to Design a Champion kit So the first thing that one must do in order to design a champion kit after you have the core concept, is not, as most people would think, to decide the role they are going to play. In my experience, in moba-like games, where each character is meant to have a completely unique playstyle, pigeonholing a character into a role before they are finished is considered limiting. If you do that, you run the risk of diluting the core mechanical idea of your champion. A great example of this is Azir, yes, Azir is a mage, but he doesn't have very many mage-like characteristics. He overall, plays somewhat like a mix between an adc and a mage. However, if you were to categorize him as a mage while working on him, you'd have run the risk of making him more of a homogenous champion than he is now. It seems simple enough to choose not to do that, but when you're creating a champion, that sort of thing seeps into every decision made, and alters it, usually not for the better.
For this reason, we use something called a Core Playstyle. A Core Playstyle is what we call the intended way for a champion to be played. For example, lux's core playstyle throughout the game is to poke with E and fish for Q's, before going all in. Rengar's is to wait for people to get low, then ult and burst them, before either cleaning up or running away. Some champions it's harder to see, for example, on ADC's. All ADC's have the Core Playstyle of getting in a good position for teamfights then just sitting there, but they have their own Core Playstyles in lane. Sivir's is to poke a lot, and bait for abilities, Jinx's is to farm a lot, and go all in when a support catches, Varus's is to poke a ridiculous amount, then attempt to engage by ulting. They all have slightly different Core Playstyles. Do note that most champions have different Core Playstyles for different phases of the game, very few are like Lux and Rengar and basically do the same thing always, most will have a specific Core Playstyle for lane, and one for late game teamfights.
So now that you know what a Core Playstyle is, you're probably ready to start brainstorming some! Well there is one thing we have to do first... While I spent that whole first paragraph talking about the dangers of picking a role beforehand, there's one special condition. The early Core Playstyles for Junglers have to be designed completely differently from laners. You can interchange any laners early Core Playstyles, and you'll find some matches (For example, Zed and Jayce are actually pretty similar for lanes), however the Core Playstyle for Junglers is different. With Laners, you consider how often you want them poking, how easily you want them to farm, and when and how they should be getting kills when deciding their early Core Playstyle. With Junglers you're going to have to consider how much you want them ganking, how you want them dealing with counterjungling, how good at objective taking should they be alone, and so on. It's a completely different ballpark. Thus, we're going to vote on whether the champion should be a Jungler or not. So far I've seen most people want it to be a Jungler, but we'll see.
One last thing of note, it's worth remembering that lanes, like Jungler, are not in fact Roles. Roles are how you want a champion to behave, in a holistic sense, lanes are what ways you want the champions interacting, early on in the game. It's completely different, and you should be thinking about lanes.
Anyway, I'd encourage people to start brainstorming for Core Play styles! What follows is a quick overview of the basics of a Core Play Style:
- A core play style does not reference specific abilities. I.E. CC them, instead of use a snare.
- A Core play style is super vague, most are shared by several different champions at least partly (Think, poke then ult for kill)
- Try to outline a bit of when a champion can do what, do they need their ult to gank well? How often do they have their initiation up?
- Keep it simple, if you can't say it in a sentence, it's probably too complex.
- Unlike Core Concepts, there are such things as bad Core Playstyles, coughUrgotcough (seriously though, who thought a good core playstyle was, "Poke, poke, poke, land a skillshot allowing for super strong, extremely high range damage, then take yourself into the center of the other team" was a good playstyle?) Anyway, remember to think in terms of gameplay health on this one!
Tl;Dr: We're going to run a poll on whether or not this champion should be a jungler, in the mean time, feel free to post and debate Core Playstyles!
When reading the comments, please make sure you are viewing the thread in Chronological view in order to allow for new ideas to have equal potential for support as older ones. We don't want the "Reddit Syndrome" where an upvote or downvote can make or break an idea. If someone has an unpopular view, we want to understand why, not condemn it.
To check that you are in Chronological view, look directly below the text which says "Discuss". If the text reads "Show in Discussion view" you are in Chronological view. If the text says "Switch to Chronological view" then you are in Discussion view and should click the text to change to Chronological view.
#Consider the poll below closed, I screwed up and thought I could delete it!!!
or
)? The ability would also work on himself too so he can "set up shop" undisturbed. The jungle support theme is just too appealing to me, lol.
teather but instead of stunning it drains a targets AD and transfers it to the trap master albeit with a much shorter teather range