[Concept/Idea] New Featured Game Mode: The Golden Idol

Mistalleks·6/1/2015, 7:53:05 PM·3 votes·651 views

Cople of days ago I and my gf were joking about possible new fetured modes, when I suddenly came up with a somewhat serious concept for one of them. I shared my thoughts with her, she'd put her two coins and we generalised the whole idea. We thought it'd be fun to play, so i decided to post this concept as a suggestion for a next featured game mode.

I PRESENT TO YOU "THE GOLDEN IDOL".

Name of the mode is higly debatable, I don't really like it, but couldn't think of anything better.

Disclaimer: English is not my native language, so there might be some grammatic mistakes in my text, and I apologise for any inconviniences.

BRACE YOURSELVES! THERE IS A LONG POST AHEAD!


https://i.imgur.com/MoGnD6r.jpg

INTRODUCTION

At the beginning of the match random champion from any team gets a "Blood of gold" buff, which then, after 5 minutes, switches every 3 minutes to another random champion on other team. Killing a champion with "Blood of gold" passive rewards everyone on your team with a fixed amount of gold. To even the odds, grieving teammates of a killed champion get a "compensation", which is much lesser, than what killers get, though.

Gold reward from passive ramps up to a certain maximum for 1:30 minutes, and then remains the same for remaining 1:30. This leads to some interesting (in my opinion) desidion making. Their Golden Idol is open right now and our team has an advantage, but reward has not yet reached it's maximum. Should we kill him/her now? Or should we wait 1:30 and go for a kill then? Will we be able to do this? We have to defend our hero, and the odds are even. Should we try to unload our biggest guns at them, so they don't have HP to attack? Or should we save them for a moment when they try to engage? Can we defend long enough to catch their Golden Idol when the passive switches?

So, I hope you like it so far, but you got some questions for certain — one of them being "What's the point, lol?" — so let's get to the more complicated part of this concept.

GAMEPLAY DETAILS

Map: This game mode is played on Howling Abyss map. I thought of this one, because on Summoners Rift and Crystal Scar team with Golden Idol can just run from line to line and hide from enemy, which would be way too annoying.

Main object: Destroy enemy Nexus OR earn a total of 250 000 gold. BUT you don't get gold from minions or towers, and champion kills wield only 15 (yes, as much as a minion, or even less) and there is no gold per 5 sec income — only your starting gold, obviously, doesn't count. So you have to kill Golden Idols in order to sucseed.

Minions and Turrets: As I aready mentioned — you don't get any gold from them. Aside from that, it'd be probably wise to bulk up towers (give them 2x health, for example), so the main goal would be still killing enemy Golden Idol in order to get items and push, rather than just destroy turrets without items, if you are capable of it.

Items and Champions: Draven is banned in this mode. His passive would give him an unfair advantage in this game mode, as you probably already thought. And he would also have too much attention when he's the one having the passive (though one can argue if Draven can have too much attention), and become really jealous when somebody else is in spotlight and he'd have supporting role.

item 3301 item 3303 item 3302 and their upgrades and item 3093 are, obviously, disabled in this game mode, since you can win by getting 250 000 gold Same goes for any masteries and runes, that give gold in any form.

"Blood of gold": At the start of the game random champion from any team gets this buff. Since game does not start immideatly, first instance of this buff (or curse?) exists for 5 minutes. Then it switches to another random champion on other team, and continues to switch every 3 minutes from team to team. This should eliminate cases when RNG chooses champions of the same team for the 3rd time in a row, and also, in theory, should make gameplay less defensive and passive.

Passive starts at 500 gold, and gains 35 per second for 1:30, up to maximum amount of 3000 gold. I've tried to make it so after passive riches it's maximum, you still have half of a time left to kill Idol, if you wish to get the Big Kush. But passive should reward you with considerable amount of gold even if you see opportunity for a kill when enemy champion just got "Blood of Gold".

http://i.imgur.com/9eyTFEV.jpg Example of passive's text.

Album with my variant of passive's visuals: https://imgur.com/a/qORad

All other rules, like ability to buy items until you haven't left the Fountain, and disabled recalling should stay, in my opinion.


That's pretty much everything I've wanted to share! Hope you've liked it!

So what do you people think? Do you have any suggestions? Critique?

2 Comments

coeurloyal6/1/2015, 9:13:36 PM1 votes

It seems like it's basically oddball for league, which I would totally be willing to try out. I don't like the fact that gold items are banned, though; that's a rather important part of balancing in league. I'd rather see it made so that the team with the VIP receives an additional .3 gp/5 or something like that, providing a small gold advantage that builds up over time--that way it's a reward for the allied team to keep it on their side. You could also provide a gold bonus for the enemy team killing your VIP within the first couple minutes after the transfer to punish teams that don't protect their VIP.

There's usually a debuff on the VIP in game modes like this; i.e., in the original game mode the VIP is permaslowed and can only melee (granted, melee attacks are instant kills). They're also always visible on the mini-map. In a league environment, maybe the VIP has a minor permaslow and decreased health regen/ grievous wounds. They could also always be visible through the fog of war (not unlike the Ascended in Ascension).

The only problem this leaves on a linear map like TT/HA/SR is that the MVP has a base they can hide in for guaranteed protection. They can also always run under turret protection and stay relatively safe for most of the game. You'd have to prevent those players from hiding and playing safe. The best way I can think to do that is to only receive the gold buff if you are standing within a certain range of an enemy player...maybe within maximum adc AA range?

You could also poke around with a fun alternative that involves the enemy team receiving small gold flows for doing damage to the VIP and a large pot for killing them. Just a few thoughts.