Trying to think up a Void Champion who takes notes from the Metroids in Samus Returns

darkdill··1 votes·1,547 views

If you've played the 3DS Samus Returns, you probably crapped yourself a bit when that Omega Metroid came out and wrecked you. But beyond just that, it was really cool how each different evolutionary stage of Metroid had a different way of fighting, with the Gammas running away from you when you hurt them, to the Zetas climbing on the ceiling, and of course the Omegas just plowing through your attacks and tearing you apart.

I'd love to see a dynamic like that put into League: a Champion whose combat style changes over the course of a match by evolving into newer and more powerful forms. I imagine Riot would be really averse to this, but I don't think it's impossible. There's no way the Champion could be a type who gets completely new/different abilities with each evolution, but I think that locking bonuses/ratios/etc. behind evolutionary stages could work just as well. For example, at Stage One, the Q ability could be an AA-reset that deals reduced damage to Champions (more to minions/monsters), but then in late-game at Stage Four (which would be the final stage) it deals MASSIVE damage to Champions.

Here's some of my notes on the basic design for such a Champion. EXPECT CHANGES.

#General

  • This Champion comes from the Void, and is an evolving creature.
  • This Champion is meant to have a weak, punishable early-to-mid-game.
  • Upon reaching its final form, this Champion should be capable of starting and ending a teamfight all on its own.
  • The counterplay to this Champion's gimmick is to try and win the game before it's too late, or to harass/hunt this Champion while it is in its weaker stages to delay its evolution.
  • To evolve, this Champion must collect Biomass, which drops from large monsters, cannon minions, enemy Champions, and rarely from small monsters and regular minions. Upon collecting a sufficient amount of Biomass, this Champion can evolve into its next stage.
  • Evolving involves entering a cocoon-like state for a short time, during which you are completely defenseless, immobile, and vulnerable to attack.

#Stage One

  • The first stage of this Champion should be extremely weak in Champion-versus-Champion combat, and should prioritize farming.
  • In this stage, your attacks are at their best for farming purposes, but purposefully do reduced damage to Champions.
  • This stage should provide you with sufficient means of escaping trouble if you are attacked.

#Stage Two

  • In this stage, you are now capable of Champion-versus-Champion combat, but you will often find yourself underpowered versus most opponents 1v1. You should instead try to fight when you have a numbers advantage.
  • This stage trades away some farming power and mobility, but gives you a bit more defenses and damage.
  • Upon reaching Stage Two, regular Minions and small Monsters no longer give Biomass.

#Stage Three

  • In this stage, you are fully capable of team-fights, and should be on-par with a variety of other Champions 1v1.
  • You should have similar mobility to Stage Two, but more durability and firepower.
  • Upon reaching Stage Three, Cannon Minions and Large Monsters no longer give Biomass; only Epic Monsters and Champions will give Biomass at this point.

#Stage Four

  • You are now at full power, and should be equivalent to 2-or-more Champions in strength. You are meant to be akin to a raid boss.
  • By this stage, you should have less mobility but overwhelming firepower and extremely high durability, as well as large amounts of crowd control. You're not invincible, but your opponents should not expect to defeat you without casualties.

This might seem a little OP, but I'm trying to make this Champion with the same design philosophy as the Goths from Age of Empires II. In AoE2, the Goths have a terribly weak early-game and are always vulnerable to harassment, but are unrivaled in late-game power if they survive long enough to reach that point. It's the same idea here; if you let this guy reach Stage Four, you've basically screwed yourselves.

Anybody want to chime in?

6 Comments

FloRaider421 votes

The counterplay to this Champion's gimmick is to try and win the game before it's too late, or to harass/hunt this Champion while it is in its weaker stages to delay its evolution.

So Nasus 2.0 ? I see a similiar problem with this concept, he would be devastating against beginners, but easy prey for coordinated teams or higher ranked players.

Evolving involves entering a cocoon-like state for a short time, during which you are completely defenseless, immobile, and vulnerable to attack.

Considering it's a farming champion and the transformation is linked to collecting biomass it seems likely that more often than not, he will just back and cocoon in base to TP to lane, which frankly is a bit boring. What even would happen if he died while transforming?

darkdill1 votes

{quoted}

So Nasus 2.0 ? I see a similiar problem with this concept, he would be devastating against beginners, but easy prey for coordinated teams or higher ranked players.

Considering it's a farming champion and the transformation is linked to collecting biomass it seems likely that more often than not, he will just back and cocoon in base to TP to lane, which frankly is a bit boring. What even would happen if he died while transforming?

What if the cocooning occurred immediately upon collecting enough Biomass (i.e. you can't pull back first)? As for dying during evolving, you'd suffer the usual death penalties, but your evolution would also automatically restart once you respawn. As such, if you catch this guy while he's evolving and kill him, he essentially has a longer-than-usual death timer.

FloRaider421 votes
  • You immidiately cocoon after reaching X biomass

Something very annoying coming with this is that you can suddenly cocoon during combat or right after taking an objective, which would be very annoying for the player, since you want them to feel in control. I feel like you need to add "after being out of combat for X seconds" to this passive so this doesn't happen and you can at least search for a relatively safe place.

I personally don't like the idea of evolving in base after dying and would like the idea of losing some biomass to force you to evolve outside of base (after collecting about one stack of biomass), but I also feel it would make him too vulnerable and understand why you would stick to the extended deathtimer.

darkdill1 votes

That "out of combat for X seconds" one sounds good, though it'd have to be at most 5 seconds to prevent you from being able to recall before the cocooning takes place (unless you have the Rift Herald or Baron buff).

As for that extended death timer, I may just have it so that your evolution picks up where it left off if you die before finishing. A bit less punishing.

FloRaider421 votes

Isn't the whole point of the evolution mechanic that it is supposed to be punishing, since it comes with such a good reward for completing? It seems weird to make it less punishing.

darkdill1 votes

Fair enough. Keep in the punishing deaths.

Keep in mind, I may not take this past the drawing board.

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