Offensive Consumables

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Polturguist

Member

08-18-2012

Consumables are good items, however none of them are directly offensive, the elixirs boost stats however thats not what i am going for

I have several different consumables i think would be cool to add

Glue bomb:
Throw a glue bomb that creates a slow field (about 500 - 600 units in diameter) that slows units 10 -27%(depending on champion level)

(so its 10 at level 1 and adds 1%/level)
Price: 100


Concussive Grenade
Stuns target enemy champion for 1- 2.7 seconds (depending on champion level)

(same math but is 1 second at level 1 and adds .1 second per level)

Price 150


Jar of Poison
Next basic attack will poison the target making them take 10% more damage for 3 seconds

Price 100


Rust bomb
Throw a bomb that rusts the armor of everyone in a 400 unit radius, rusted armor blocks half as much damage, and takes 4 seconds to repair.

Price 200

Smoke Bomb
Throw a bomb that reduces the sight range of all champions, wards and creeps in a given area

(area about 700 in diameter, and throw range about 350)

Price 50

Throwing Knife
A knife that can be thrown dealing 200-472 and slows them 35%
(damage is +16/level)(is a skill-shot nuke consumable that can only hit champions w/ range similar to Nid's spear)

Price 100

Poison Smoke
A container of poison smoke, Can be thrown to create a cloud of smoke(about the 450in diameter) all enemies in the cloud take 10-27 true damage per second

Price 150

Incendiary Bomb
throw a bomb, everyone in the blast zone is knocked back, enemies, in addition to getting knocked back take 5% of their max Health in magic damage
(throw range 400, Radius 300)

Price 200

Some less offensive ones

Siphon Jar
when activated the siphon jar increases the value of monsters and champions in a large area

(is a risk vs reward, if you last hit all the creeps it will double its value or more but if you don't you could even lose money)(1.5x base value[would not double ashe's passive])

Price 80

Please comment and thumbs up
Also if you have ideas for more Offensive consumables please post them


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axesandspears

Senior Member

08-18-2012

Riot doesn't allow hard cc on items...............................All of these are bad ideas.


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Polturguist

Member

08-18-2012

not all of them are even cc, if u r going to hate hate read an entire thing before hating

poison jar, amplifying dmg for a shot time, not actually cc, its an offensive buff for you.


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Nea De Penserhir

Senior Member

08-18-2012

Do these have a cool down?

New starting build - 4x throwing Knives. IYAM KATARINA except I'm really monkey king.


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Supersaucie

Junior Member

08-18-2012

Each and every single one of these are gamebreaking. Except maybe the poison. Especially with their low cost.


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Polturguist

Member

08-18-2012

the cost and cd are all subject to change its just teh basic concept of possible new consumables, i'm not trying to say that every single one of these should be put in the games but It'd provide an alternate build path, they would basically be to replace the dead end items (which need 3rd tier upgrades) as quick ways to get a small edge


And all of these items can be dodged or escaped (except the "on next hit")

Even if only one works that one would be interesting to have in the game.


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Nea De Penserhir

Senior Member

08-18-2012

It's just a plain bad idea having offensive consumables. It doesn't add interesting item choices, it adds a requirement. You have to take them, more likely than not. Why?

Extra damage is extra damage and will combine with other items and spells to cinch more kills.
Extra slows are extra slows and help invalidate any champion that's traded mobility for something else.
Extra ANYTHING is extra, and there's only one reason not to spend a wave's worth of CS for them; You've already got all 6 of your items.

What's the downside? You can miss? Any champion wit ha slow, root, or stun takes them. Anyone who fancies themselves good with skill shots will take them.

A long cooldown? You're only going to use them to cinch a kill or turn a team fight. The cooldown is irrelevant.

High cost? Anything over 150g for a one time use, non-elixir consumable would just serve to ensure it's never bought unless you're extremely fed.


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Polturguist

Member

08-18-2012

again you only point to the cc items and u don't look at the items like "jar of poison" which don't cc it just is more of a targeting item, it can be used to make a tank more venerable or to get rid of an adc/ ap quicker


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Nea De Penserhir

Senior Member

08-18-2012

Quote:
Originally Posted by Polturguist View Post
again you only point to the cc items and u don't look at the items like "jar of poison" which don't cc it just is more of a targeting item, it can be used to make a tank more venerable or to get rid of an adc/ ap quicker
Extra damage is extra damage.

To better illustrate this, consider the following.

Anti-Potion - 35g
You throw an anti-potion at target enemy champion, canceling the effect of any Health or mana potion they've consumed.

Why wouldn't you take this? Especially if you're a champion with built in sustain versus one who isn't? It's the same opportunity cost. 1 item slot, 35 gold, 150 health / 100 mana that doesn't get put into the game.

You can apply this to every single one of your items. Why ~wouldn't~ you take the item? It's not an interesting item choice, it's a requirement, especially anything with damage or CC on it.

Offensive consumables do not work in League of Legends. They're available to everyone and thus you have to assume either A) Everyone uses them or B) They're so terrible no one would use them.

If everyone uses them, it's not an interesting item or build choice. It's mandatory. Siphon jar? Mandatory. And since creeps scale in gold as the game goes on, you're basically giving out free gold with it.

Throwing Knife? Mandatory unless the damage is so pathetic it's not worth the effort.

Anything with slow? Mandatory.

Rust bomb? Mandatory.


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Polturguist

Member

08-18-2012

So by the same token, any item that gives cc or reduce MR / Armor must are mandatory, especially brine saber/ gun blade

If throwing blade was brine saber's passive then in 18 minutes of using the active the Brine Saber would essentially have payed for itself (without counting the stats)

interesting,

well at least no one can say i didn't try =/


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