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Just a possible skill concept.

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Jib Jab Jar

Member

10-28-2012

There are tons of chain skills that negate the effect of said spell with you move far away from the anchor point (ex. Swain's Decrepify, Karma's Spirit Bond, LeBlanc's Ethereal Chains), but my little idea is what if there was a spell that had it's effect occur when the chain breaks. For example, say Champion A has a skill like that, where it launches a chain/attaches a chain to an enemy champion, and when the enemy champion is far enough from the anchor point, the chain snaps and the enemy champion is slowed and takes damage, or maybe even flung back to the anchor point and takes damage, or stunned/rooted in place.

This could be an interesting game mechanic to play around with. For example, there are a lot of champions in general that have an incredible amount of mobility, and a champ with this kind of skill could punish those champions for being very mobile, kind of like how in most scenarios, a team shouldn't be grouped up together as some AoE spells could melt the entire team quickly, but Kha'Zix punishes players for doing so as he can really easily take care of a spread out carry that wandered a little too far from their team. This kind of ability would really help counter assassins that specialize in just flying through the enemy team with ease, and be more interesting and dynamic then just a point and click disable.


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ShieldandCann0n

Member

10-29-2012

Ya... I could see this working.


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The5lacker

Senior Member

10-29-2012

...I'm liking it. The concept of a skill (If not a full champ) who punishes people for excessive movement is pretty intriguing.


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ObscureClockwork

Senior Member

10-29-2012

the problem with this is that its hard to do this without implementing false choice
the original design of swains's decrepify was that you are slowed, unless you break it, after which you would take a ****load of damage upon breaking it.
obviously, thats a false choice. you either dont break it, and get super-slowed, or break it, and then get nuked hard. there isn't a good choice in this scenario

so pretty much, you would have to design a tether that pretty much does nothing till it breaks, or else its a false choice scenario. there have been such ideas on this forum (i used it, for example) but you most likely would have to couple it with something that breaks the tether for you as well, so there is gameplay on both sides. otherwise, there really is no gameplay created from such a spell, and thus really, no real point to the spell (imo). it should add some gameplay if you want to make it that complex.

also, why punish mobility? why counter assassins? they both have quite a bit of counters. aoe is debatable because it doesn't punish grouping, but rather, it rewards finding moments where enemies are together. im pretty sure AoE spells are not specifically designed to fk up teams that clump up, rather, it is designed to allow mulch-targeted damage while adding a skill factor into it.
a stun on tether breaking pretty much is all based on punishment imo. it either punishes them for teching for mobility (which is bad again, imo, because you shouldn't be trying to fk up someone because they are stronger) or punishes them for having less innate mobility (tether breaking works both ways) either way, there isn't exactly much gameplay made, and there isn't exactly a good reward on either end.


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