New game mode: Opportunity

innervation··2 votes·688 views

Welcome to Opportunity Mode, a temporary featured game mode that will test both your restraint, and your eye for seizing the moment when it's time to strike.

Core Feature:

When a champion's skills (and if it's not too much work, items and summoner spellls) would go on cooldown after use, concurrently, that skill gets shaded with a blue tint for 3 seconds: a window of opportunity. The champion may use this skill again at no mana cost, but if they do, there is an opportunity cost - the cooldown of the skill starts ticking again starting at double the value of what it would have been.

Example: Lvl 1 Annie goes bot lane with Incinerate (W, 8 sec c/d). She casts it, and simultaneously her 8 second spell c/d starts, as well as her 3 second Opportunity c/d. She could cast it again after one second had passed, for no mana, but resetting the Incinerate cooldown to 16 seconds. She could cast it again after 3 seconds, and Incinerate's c/d would still reset to 16. If she waits 4 seconds, it's too late to get the bonus mana-free cast, but it will be available to her in just 4 more seconds.

But this is a featured game mode, and you want to really get wild. So, as this refreshed double cooldown would begin, the skill is now tinted red for 3 seconds: the skill may be used again a 3rd time at double the original mana cost, but if they do, the skill goes on cooldown once more, this time with a cooldown duration 4x that of its original value.

Example: level 9 Syndra with Force of Will (W) maxed is running away from level 9 Garen. Garen has boots and is faster, so Syndra uses FoW (8 sec c/d) to slow the approaching Garen. Garen uses Judgement (8 sec c/d) to break the slow effects and really close hard on Syndra. She's still about 4 seconds worth of running away from her tower, so now she has a choice to make. She could continue momentarily slowing Garen (up to 2 more times), but since he used his Judgement after her Force of Will, it's likely that he will rinse-and-repeat his cc break. She could get spun on and die, but dying is for the weak, and surrendering for the French, so she chooses to 3x Dark Sphere (q) followed by 3x Unleashed Power (ult, 100 sec c/d).

Boom. Dead Garen. Unfortunately for Syndra, but quite fortunate for her lane opponent Anivia, Syndra's ult is now on a 400 second cooldown. While Syndra took her opportunity to save her own life, and pick up a kill in the process, surely the enemy team will use their new window of opportunity to strike back while this important spell is on an extended cooldown.

Secondary Features:

Global, passive tenacity buff.

Exceptions:

Spells with a cooldown (or through cdr gain a cooldown) less than 4 seconds.

Certain skills on a case by case basis, especially channeled skills (Karthus ult comes to mind).

2 Comments

ToughFluffs2 votes

So basically a toned-down version of Urf mode? What would you do with champions whose abilities cost large amounts of mana? Also, how would it interact with champions like Heimerdinger, Azir, Zyra, et cetera, who have abilities that stack over time (Sand soldiers, turrets, plants, and so on)?

I feel you have a good core concept, but rather than making specific skills unavailable, it'd probably be better to just make certain champs unavailable. For example, Zilean, Rumble, possibly Garen, Vlad maybe, you get the idea. Mostly champs who are, for the most part, only limited by cooldowns.

I do like the idea of a global tenacity buff given the circumstances.

Another question, would the game mode in any way affect passives? Such as Leblanc's or Anivia's?

Lots of things to think about.

innervation1 votes

So basically a toned-down version of Urf mode?

That was a thought that quickly occurred to me as well. In some ways it's a lot like URF, but here are the big differences:

tradeoffs (power for frequency whereas in URF its just all power), counterplay that creates new and unique champion interactions (the fact that I KNOW that you could use that skill 2x or 3x lets me react, or play differently in the first place), greater opportunity for strategic thinking (as in my above example, your team could decide to throw a dragon fight as the enemy brand and syndra both triple up on their ultimates, and you use that time to siege down 3 or 4 turrets in the mid/bot lane, or force a fight at baron (which you should now win handily)).

What would you do with champions whose abilities cost large amounts of mana? Also, how would it interact with champions like Heimerdinger, Azir, Zyra, et cetera, who have abilities that stack over time (Sand soldiers, turrets, plants, and so on)?

To answer specifically 'large amounts of mana' great! You have another critical choice to make in terms of itemization. 'Heimerdinger' turret has a 1 sec c/d so that's uneffected, but his ult....yeah that should be pretty epic :D. The only time I would disable a skill that would otherwise be allowed would be 'OP with almost 0 effective counterplay' --> Karth ult or Ziggs ult.

I feel you have a good core concept, but rather than making specific skills unavailable, it'd probably be better to just make certain champs unavailable. For example, Zilean, Rumble, possibly Garen, Vlad maybe, you get the idea. Mostly champs who are, for the most part, only limited by cooldowns.

I do believe taking it on a case by case basis would be best - the greatest amount of fun would be had if you didn't HAVE to remove a full champion. So no, Karthus wouldn't have a special q, nor would he want one, that would actually hurt him. And while his e and r wouldn't be changed, he would still have a lot of opportunity to make big plays with his wall. Not every champion would be enhanced to the same level, but that's true of every temp game mode.

In the case of Vlad I think that's a great example of a champion who would have a lot of interesting play patterns in this mode. His Q maxes out at 4 seconds, so you can choose (I love player choice) to get 0 cdr and play the opportunity game, or be more traditional and try to get off 5+ Qs over the course of a fight. While it may seem OP that he can chain W to go invuln for 6 seconds, don't forget that it costs 20% of his current health, so he'd be nuking himself for almost 50% of his hp if he used it early.

I do like the idea of a global tenacity buff given the circumstances.

It would be pretty damn necessary lol

Another question, would the game mode in any way affect passives? Such as Leblanc's or Anivia's?

Only passives that have an active component (Zyra!) or this could be skipped if it were too much tech work.

Lots of things to think about.

Welcome to game design.

Thank you very much for the feedback and excellent questions! Much appreciated.

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