Why do we not have a champ where they release their full potential on ult

First Riot Post
Comment below rating threshold, click here to show it.

Shosuko

This user has referred a friend to League of Legends, click for more information

Senior Member

11-14-2012

You know - I love that you reference makoto for this. She's one of my fav's ^_^

I could definitely see a champ who has 3 abilities that are all auto-attack cancel moves, each with a mild effect. Obviously you could chain them together, and maybe it would give you some special proc if you use them in a certain order. Then you could activate her ult which powers you up and gives you really reduced cd's on your normal 3 abilities so you can basically endless combo them, continually re-procing your added effects, but maybe for only 6 seconds. 100% single target champion designed not to assassinate, but to take out bruisers by having lower cd's and good resilience, and the potential in a prolonged engagement to utilize the duration of the ult to unload a !@#$storm of attacks?

Basically a champ who doesn't need attack speed, because it's all cd's on abilities that reset auto attacks.


Comment below rating threshold, click here to show it.

Brobat

Senior Member

11-14-2012

If you ever wondered why I love Riven this is one of the reasons. Her Ultimate is so satisfying to use.


Comment below rating threshold, click here to show it.

Narilera

Senior Member

11-14-2012

badge?


Comment below rating threshold, click here to show it.

KalmDown

Senior Member

11-14-2012

Quote:
Originally Posted by Stark Midnight View Post
This is bad character design, a character's playstyle should never be based on abilities that have huge cooldowns and "ultimate abilities". Ultimate abilities by their very nature already have a huge influence on gameplay, by tilting the scales more you will undoublty come to the akward place of being all might for 10% of the game and total trash for the other 90%.
Not necessarily. As long as the champion sacrifices something to gain all that power, you could justifiably make the cooldown relatively short. For example, the champion could be ranged while normal, but only capable of melee abilities while "transformed". Or there could be some kind of cost to keep the form active, on top of it having a maximum duration. The list goes on, but a powerful ability does not always mean long cooldown.


Comment below rating threshold, click here to show it.

XxBuffybotxX

This user has referred a friend to League of Legends, click for more information

Member

11-14-2012

Quote:
Originally Posted by margnik View Post
Not sure if this had been suggested or not, but what if the champion's ult has some danger, some risk attached to ulting. Probably on a toggle that uses health as a resource.

Say, when the champ goes supernova, each second or so uses an increasing amount of health. The longer the ability is toggled on, the more power is gained and the more health is used, eventually leading to a self-inflicted death if not toggled off. This would create a high risk, high reward situation.

Perhaps there would be a mechanic that would allow the champ to stay in the fight longer in the empowered form, like from ability or auto attacks against enemies that would augment the health costs or regen health. This mechanic would demand good understanding of how much self-punishment the champ could take and could be countered by good cc management and kiting.
THIS sounds awesome. i would buy this champ!


Comment below rating threshold, click here to show it.

darkwithless

This user has referred a friend to League of Legends, click for more information

Senior Member

11-14-2012

Ginga, thank you for the S-Cry-Ed reference

Spoilers for those who don't know




Zetsuei has a second "unlock" if you will (cause trying not to spoil)


Comment below rating threshold, click here to show it.

Claw of Time

Member

11-14-2012

z


Comment below rating threshold, click here to show it.

Ettsen

Member

11-14-2012

What about a hulk style champion. you would start as a Bruce Banner like person, his skill set would be more of a support role. but as this champion took dmg he would build fury, as when his fury hit a certain point he would be able to use his ult transforming him in to a hulk like person with a totally new skill set meant for bashing skulls. his ult would drain his fury and last until he was no longer angry

He would possibly have to build fury as others around him took dmg to avoid people just ignoring him so he can't transform.


Comment below rating threshold, click here to show it.

Stark Midnight

Senior Member

11-14-2012

Quote:
Originally Posted by KalmDown View Post
Not necessarily. As long as the champion sacrifices something to gain all that power, you could justifiably make the cooldown relatively short. For example, the champion could be ranged while normal, but only capable of melee abilities while "transformed". Or there could be some kind of cost to keep the form active, on top of it having a maximum duration. The list goes on, but a powerful ability does not always mean long cooldown.
You realize you are describing about 15% of the champions already in the game right? A champions playstyle should never be solely based on one button. If it's on a short cooldown then you will either be OP or you will defeat the purpose of this thread because super power ultimates CANNOT be on low cooldowns for obvious reasons.

Use some common sense people. It's a basic game design concept. For examples tanks cannot do assassin dps, because it would be OP. And super strong ultimates cannot have small cooldowns. And basing a playstyle off of a ability with a huge cooldown is only something an amateur would do.


Comment below rating threshold, click here to show it.

Kael Vonrik

This user has referred a friend to League of Legends, click for more information

Senior Member

11-14-2012

I've honestly thought of a champion that fits this characterization perfectly.

He'd a blood rune mage, think opposite of Ryze. Instead of focusing on the magical aspect of rune magic, he focuses on the physical aspect of rune magic by mutalating his body and carving runes into his flash. (insert interesting lore interaction between them here)

Passive: Passive of activated ability is doubled
Q: Passive effect 5/10/15/20/25% bonus ad | Active disables his W and E passive, while active W and E will become two strength related abilites
W: Passive efftct MS 3/6/9/12/15% AS 5/10/15/20/25% Active disables his Q and E passive, while active Q and E will become two strength related abilites
E: Passive effect MR/Armor 10/15/20/25/30 Active disables his W and Q passive, while active W and Q will become two strength related abilites
R: Doubles all passives and gives Q W and E a super activatable ability. When any of the Q W or E abilities are activated, loses all passives for their cooldown timer and the ability used is set on cooldown. Can only use one of they three super abilities in ultimate activated state before it puts it on cooldown. Leveling up the ultimate reduces the cooldown on your ultimate and your passives cooldowns after your ultimate ends

While Q active
W: Leaps to target minion dealing 150/200/250/300/350 damage + 150% of AD (550 range)
E: On next hit dealing physical damage + %AD and knocks opponent backwards

While W active
Q: Dash in target direction
E: Ranged ability that damages .3 total AD and slows target 25/30/35/40/50%

While E active
Q: Grapples target opponent rooting them. You are forced to attack them. They may attack any target but at 5/10/15/20/25% reduction. Attacking you will increase their damage by 25/20/15/10/5%
W: Leap to target allied unit shielding it for 25/50/75/100/125 + %bonus hp

R Active
Q: Punch the ground dealing 100/150/200% of AD to enemies in radius knocking everyone (including allies) out of radius of attack creating a zone of impassible terrain you are trapped in for 2 seconds
W: Jump to target enemy dealing your .5/1/1.5x your movement speed as physical damage
E: Aura lasting 5/10/15 seconds boosting yourself and allies health regen by .75% you're bonus health and increasing armor and magic resist by 20/25/30