5v1: Alien Invader Doom Heimerdinger Mode
Hey you guys! First official forum post now that I've finally figured out how to log on without causing an "internal server error." Anyway I've been thinking through a lot of different potential new ideas, but for this "Maps and Modes" section I have this unique idea for a new gamemode, to be situated on Summoner's Rift for greatest familiarity with play. This is only partially based on the "Doom Bots" game mode that came before, because instead of a team of 5 different Doom Bots, you'll only be facing one... One insanely buffed Doom Heimerdinger, along with huge global buffs for his entire "Alien Invasion" army, but more on that in a bit. Your team can be comprised however you want it to be, but chances are you'll want all 5... you'll NEED all 5, even if you pick only Heimerdinger counters. Because this is intended more like a "BOSS Mode" (Of course you could apply this to Veigar or Teemo, or anyone else you think is deserving of a BOSS status, but for this mode we're focusing on the "Alien Invasion" part of it, so naturally that's Heimerdinger. Also, there never was a Doom Heimerdinger in the Doom Bots section, probably because Doom Heimerdinger would be ridiculously OP even compared to other Doom Bots. But for a 5v1 BOSS mode this is exactly what we're looking for.
Now let's talk about what exactly constitutes a "Doom Heimerdinger," shall we?
Personal Heimerdinger buffs include: -A massive regeneration boost on his passive approaching "Mundo Ultimate" level -80% cd on all abilities (URF basically) except possibly Ultimate (which has been changed for this Game Mode, more on that in a sec) -Mana usage decreased to 0 (See URF or Ascended forms) -Any kills made by turrets or minions are no longer Executes, but count as direct Kills for Doom Heimerdinger. -All his regular skills Q/W/E are automatically enhanced to their "Upgrade!" versions. -His Ultimate now turns all Super Minions on the map under his control into "Doom Minions."
We did say we were going to give his "Alien Invader Army" a huge buff, so let's talk about what all that involves, shall we?
A big problem with this idea that occurred to me initially was that (A), Everyone would just pick Heimerdinger counters, and/or (B), get all ADC's and thoroughly stem off the other 2 lanes Heimerdinger WON'T be fighting in, or get them all in the same lane to just burst Heimerdinger down easily each time (think Lucian, Varus, Twitch, Corki, anyone with insane burst dmg outputs). So I had to come up with some incentive (besides additional players) to make people continue to focus top/bot lane even with an insane Doom Heimerdinger charging up mid. Hint: It partially has to do with those "Doom Minions" we just mentioned.
Well, wait a minute. Heimerdinger's Ultimate turns his own "Super Minions" into "Doom Minions" and he has to take down an inhibitor to get Super Minions to spawn in the first place, right? That Ultimate seems like it's useless! ...Aha. Not with these significant changes:
-Super Minions start spawning every 2 waves... right from the start of the game (Minion Spawn!). This alone should be enough to make people continuously pay attention to bot and top, because those super tanky Super Minions taking 70% turret damage and giving all the other minions buffs will annihilate your towers in no time at all if left unattended. This'll happen midlane too, no worries there.
-What IS a Doom Minion anyway? Well if Heimerdinger's ultimate now causes Super Minions to transform into Doom Minions, then these Doom Minions have to be ridiculously, insanely difficult to deal with. You'd be right. First of all, Doom Minions only take 40% damage from towers, not 70%. They boost the Armor & MR of nearby allied units by 50%, and that includes other Doom Minions. Doom Minions have base 100 Armor and 100 MR. They're ranged units, not melee like ordinary Super Minions, with a range of 600, an attack speed of 1.00, and 200 AD. Their base health is 2500 and their health stacks per 3 minutes are higher than ordinary Super Minions. (For Super Minion stats, check the League wiki/database. I've already checked there and made sure Doom Minion stats were superior.) They also have 400 movement speed, a Sunfire Cape-esque effect that continually deals bonus magic damage to nearby units that come within melee range, AND their first attack on an enemy Champion initiates a 3 SECOND STUN. ...Welp. Holy mother of God. If Heimerdinger destroys your inhibitor, he'll spawn additional Doom Minions instead of more Super Minions, too. Things just got a whole lot scarier.
But if you think THAT'S OP, it doesn't end there. Heimerdinger didn't just upgrade his Minions... he upgraded practically EVERYTHING for this mode. Doom Towers have 500 bonus hitpoints, their beams now deal an additional 5% of champion's current hitpoints as BONUS TRUE DAMAGE, and they also have a Sunfire Cape-esque ability that continuously hurts anything within range of its beam, regardless of whether or not the main beam's firing at you. And if you hit Doom Heimerdinger while he's under his Doom Tower, the Doom Tower SUPPRESSES YOU FOR 2 SECONDS. They also spawn a Doom Minion in their spot when they're destroyed, for good measure. What about the laser-shooting Inhibitor Towers, you ask? Don't worry, dears. Their lasers can hit 3 TARGETS AT ONCE. They take HALF DAMAGE from ALL SOURCES. They have an additional 500 hitpoints compared to other Doom Towers, for a total of 1000 bonus hitpoints compared to ordinary towers. And when these towers are destroyed, they spawn not 1 Doom Minion, but 3. The Nexus Turrets are the same way.
OH YEAH. Inhibitors. When you destroy a Doom Inhibitor it self-destructs and deals 3000 TRUE DAMAGE to all units in melee range of the Inhibitor. Please stand back when you kill it or you're dead when it blows up, practically. And that feeds Heimerdinger another Kill.
The Doom Nexus? In addition to continuously spawning those Super Minions from level 1? Not much of a buff there. Except, it CAN'T TAKE DAMAGE WHILE DOOM HEIMERDINGER LIVES. It's also restyled to look like an Alien Mothership. It won't regenerate like your Nexus, fortunately. But at 10% hitpoints, what happens? FINAL BATTLE is triggered. Doom Heimerdinger immediately respawns, regardless of what his death timer says, and with full build, if he didn't already have it before. Doom Heimerdinger puts up a Shield surrounding the entire base, completely indestructible. If you're dead or off-base at this point, there's no getting in. And if you're in the base, there's no getting out. All Recalls and teleports disabled, in case you were thinking about it. The barriers are physical and there's no walking out. Sorry. And on top of that... TONS of Doom Minions spawn inside the base. 15, to be exact: 3 per player. And if you die during the Final Battle, you lose the game.
Well how's THAT for a BOSS MODE, against Doom Alien Invader Heimerdinger? Post your thoughts/comments below. I genuinely think this would be a challenging and awesome game mode for anyone looking for a real challenge. Specific edits to certain spots like hitpoints, speed, and numbers of things can be changed if this were to be like the original game mode for Doom Bots, which has different difficulty levels. And it's possible that some of these buffs are just TOO strong for ANYONE to beat, even in challenger tiers. I'm welcome to suggestions. Just excited to see what Riot thinks.
Coming up: Radical idea for YORICK REWORK.