Possible insprations for future additions to TFT
So upon playing roughly 100 games of TFT I randomly came up with some ideas for new units and items and I thought to myself that I might aswell post them onto the TFT Board so that people and maybe the developers could read them and give feedback on how well-thought those ideas are. So as mentioned in the title these ideas are meant to serve as a sort of inspiration for possible additions to TFT in the future. They might not be as logical or technically balanced as they could be but that is why I am posting them here, so that they can be discussed about and possibly updated and improved. I have also seen that for example the "Ascended" Origin that I came up with was also an idea of some people that I saw on reddit and it ironically was pretty similar to what I came up with for this Origin.
So in the following I will list the ideas that i had and I would kindly ask for criticism to be constrictive and I will regularly check on this Thread for possible discussions.
I hope this can serve as a little pool of ideas for TFT [galio-happy]
UNITS
Beserker : 2** Sion (Imperial / Beserker) (Spell: Q - After charging for a short duration, Sion hits up to 3 enemies in front of him and stuns them) (Class) 4**** Tryndamere (Blademaster / Beserker) (Spell: E - Tryndamere spins through enemies, dealing damage) 1* Olaf (Glacial / Beserker) (Spell: R - Olaf becomes immune to crowd control for a short duration)
Effect: 1: 20% Chance to ignore lethal damage for 2
seconds (once per Battle)
3: 50% Chance to ignore lethal damage for 2
seconds (once per Battle)
Ascended : 2** Xerath (Sorcerer / Ascended) (Spell: W - Xerath deals damage to up to 7 enemies, while the enemy in the center receives more damage) (Origin) 5***** Azir (Elementalist / Noble / Ascended) (Spell:W - Azir places one soldier at the start of battle adjacent to an enemy that attacks it in his stead, hitting up to 2 units in a line, additionally, on hitting full mana he is able to move the soldier) 3*** Nasus (Wise / Ascended) (Spell: R + one Q - Nasus deals damage over time to adjacent enemies for a certain duration and his next attack deals more damage) 2** Renekton (Blademaster / Ascended) (Spell: R - Renektion deals damage over time to adjacent enemies and his next attack stuns an enemy unit)
Effect: 2: 30% Chance to increase HP and attack speed for 3
seconds on cast
4: 60% Chance to increase HP and attack speed for 3
seconds on cast
Ravager: 1* Nocturne (Demon / Ravager) (Spell: W - Nocturne blocks the next incoming spell) (Class) 3*** Fiddlesticks (Artifical / Ravager) (Spell : E - Fiddlesticks throws his raven that deals damage and silences to enemies it bounces to -- only bounces to adjacent targets) 4**** Hecarim (Phantom / Ravager) (Spell : W - Hecarim steals a small amount of health from the enemy and heals off of that) 2* Nautilus (Phantom / Ravager) (Spell : R - Nautilus targets one enemy , sending out waves from the ground on each field between the target and him, damaging all enemies taht get hit by the waves and knocking up the targeted enemy)
Effect: 2: Ravagers gain +2.5% Attack Speed for every adjacent enemy
4: Ravagers gain +5% Attack Speed for every adjacent enemy
Artificial: 3*** Fiddlesticks (Artificial / Ravager) (Spell: E) (Origin) 2** Orianna (Artificial / Robot) (Spell: E+W - Orianna shields an ally and after a short delay, the shielded ally emits a shockwave that deals damage to adjacent enemies) 1* Maokai (Artificial / Treant) (Spell : E - Maokai throws a sapling that blocks a field which then explodes and slows the enemies attack speed for a short duration) 4**** Zac (Artificial / Brawler) (Spell: R - Zac erupts his body, knocking back enemies) 5***** Shaco (Artificial / Assassin) (Spell: R - Shaco creates a clone of himself which only has 50% of all of his stats) 2** Malphite (Artificial / Brawler) (Spell: W - Malphite's Autoattacks deal AoE damage and enemies affected deal less damage to him with attacks)
Effect: 2: Artificials gain 5% more mana with each attack.
Additionally, if 2 or more spells are cast within
1 second of each other, they are 20% more effective
4: Artificials gain 7.5% more mana with each attack.
Additionally, if 2 or more spells are cast within
1 second of each other, they are 35% more effective
6: Artificials gain 10% more mana with each attack.
Additionally, if 2 or more spells are cast within
1 second of each other, they are 50% more effective
Treants: 4**** Ivern: (Treant / Elementalist / Guardian) (Spell: W - Ivern creates a bush around an ally, making it untargetable for a brief duration) (Origin) 1* Maokai
Effect: 1: At the start of battle, Treants enchant 1 field that deals
damage and roots an enemy or heals an ally for 50% of
their HP if they step on it
2: At the start of battle, Treants enchant 2 fields that deal
damage and stun an enemy or heal an ally if they step on it
Wise: 4**** Zilean (Wise / Guardian) (Spell: R - Zilean marks an ally for a certain time, reviving it if it dies within the time it is marked) (Class) 2** Ryze (Wise / Sorcerer) (Spell: E - Ryze damages one enemy and certaily will hit that enemy with the next cast as well, making the damage spread to adjacent enemies) 3*** Nasus
Effect: 3: After casting, Wise will create a shield for themselves
that blocks 300 damage (stackable)
Total additional featured:
+1 Noble +1 Imperial +1 Glacial +1 Demon +1 Robot +2 Blademaster (Maximum increased to 8 , increasing chance for triple striking) +2 Sorcerer (maximum increased to 8: increased spell damage) +2 Elementalist (maximum increased to 6: increased potency of Elemental -> slightly increased health, autoattacks act like "daisy's") +2 Phantom (maximum increased to 4: 2 Units except 1) +2 Brawler (maximum increased to 6: increased health for Brawlers) +2 Guardians (maximum increased to 4: also adds slight spell damage resistance)
Total new featured:
3 Beserker 4 Ascended 4 Ravager 6 Artificial 2 Treants 3 Wise
ITEMS
Serrated Dirk: Armor Penetration
Combinations:
+B.F. Sword: Duskblade (First Attack in Battle deals bonus damage)
+N. large rod: Mercucrial Scimitar (Wearer breaks free from only the first movement impairment)
+Recurve Bow: Stormraizor (Wearer gets bonus armor penetration on critical strike)
+Chain Vest: Black Cleaver (Grants armor reduction with each consecutive hit)
+Giant's Belt: Edge of Night (Wearer blocks first spell in Battle)
+Negatron Cloak: Maw of Malmortius (Wearer gets a shield when below 50% health)
+Spatula: Spectral Cutlass (Wearer is also a Ravager)
+Tear o.t.g.: Muramana (Attacks deal more dmg depending on mana)
+Serrated Dirk: Lord Dominiks Regards (Wearer ignores enemy armor)
+Oblivion orb: Mortal Reminder (Wearer Reduces enemy spell damage -- Single Target)
Oblivion Orb: Magic resistance Penetration
Combinations:
+B.F. Sword: Lich bane (Next attack after casting deal bonus damage)
+N. large rod: Deathfire Grasp (Percentage of bonus spell damage of wearer gets converted into bonus attack damage)
+Recurve Bow: Nashors tooth (Spell damage of next cast increases depending of attacks made before cast)
+Chain Vest: Righteous Glory (Wearer gets movement speed when running towards enemy units)
+Giant's Belt: Liandry's Torment (Wearer deals more damage the longer the battle goes on)
+Negatron Cloak: Wits end (Grants magic resistance reduction with each subsequent attack -- Magic equivalent to "Black Cleaver")
+Spatula: Mejai's Soulstealer (Wearer is also a "Wise")
+Tear o.t.g.: Abyssal Mask (Slightly reduces Mana generation for adjacent enemies)
+Serrated Dirk: Mortal Reminder (Wearer Reduces enemy spell damage -- Single Target)
+Oblivion orb: Void Staff (Wearer ignores enemy magic resistance)