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Sandbox/Resource Gating

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While discussing "solutions" to Karma's Mantra problem — well, empowerment mechanics in general — I came up with a sort of momentum mechanic. The bare-bones of this system is that your abilities "unlock" during combat, rather than simply being available when off cooldown. This system allows for level-1 ultimate abilities that still feel like ultimate abilities, by contrast to Karma whose ultimate never really feels like an ultimate.

While this mechanic would not work for Karma, I still felt if was worth pursuing. If you're interested, the other mechanics discussed were: Rengar Rengar's Ferocity and Renekton Renekton's Fury, and the custom champions: Yaga's Blunder and Goshg's Depth Charges.

Momentum

These champions utilize the Fury mechanic. Basic attacks will generate 5 Fury and basic abilities (Q and W) will generate 10 Fury. Advanced abilities (E), which are unique to these champions, require 50 Fury to cast and cost 15 Fury. Their ultimate abilities (R) require 100 Fury to cast and cost 100 Fury.

I introduction of a "Advanced" abilities enables ability management and also functions as a sort of "half way" reward. Your advanced ability is strong enough that you will want to use them, but using them will delay your ultimate being available.

One possible innate ability: If you have not dealt or received damage in the last 5 seconds, your fury will deplete at a rate of 10 per second, then at a rate of 20 per second 2.5 seconds later. You restore (0.5 * level) health for every point of fury that you expend in this way.

WIP - feel free to give ideas on the mechanic and the abilities.

ChampionSquare


ChampionSquare

Basic - Active:


ChampionSquare

Basic - Active:


Onslaught
COST: 15 Fury REQUIREMENT: 50 Fury
The Culling

Advanced - Active: You lock on to a target enemy, attacking them constantly for 3 seconds. You gain 125 bonus attack range and bonus attack speed for the duration. Attacks performed during Onslaught will behave normally with regards to on-hit effects and critical strikes. Onslaught is considered a channeled ability and it can be interrupted, but you can move freely (including movement abilities) without interrupting it yourself. The ability ends early if you lose sight of your target or they get out of range.

  • Attack Speed: 30 / 35 / 40 / 45 / 50 %


COST: 100 Fury
ChampionSquare

Ultimate - Active:

Available at level 1 and can be ranked 4 times.


ChampionSquare


ChampionSquare

Basic - Active:


ChampionSquare

Basic - Active:


COST: 15 Fury REQUIREMENT: 50 Fury
ChampionSquare

Advanced - Active:


COST: 100 Fury
ChampionSquare

Ultimate - Active:

Available at level 1 and can be ranked 4 times.


ChampionSquare


ChampionSquare

Basic - Active:


ChampionSquare

Basic - Active:


COST: 15 Fury REQUIREMENT: 50 Fury
ChampionSquare

Advanced - Active:


COST: 100 Fury
ChampionSquare

Ultimate - Active:

Available at level 1 and can be ranked 4 times.



EDIT:

So I've just started playing World of Warcraft (sue me for being late on the bandwagon, it isn't really my genre) and I'm simply in love with the Monk's resource system.

  • Innate: You gain 1% bonus attack speed for 20 points of bonus health. Additionally, every third basic attacks generate 1 Chi.
  • Q - Uppercut - Basic Active: Your next attack deals bonus physical damage and generates 1 Chi. 6 / 5 / 4 / 3 / 2 second cooldown.
  • W - Roll - Advanced Active: You tumble toward the cursor and gain a burst of movement speed. Costs 1 Chi. 4 second cooldown.
  • E - Shockwave - Advanced Active: You knockback all enemies in a cone behind your target and briefly slow them. Costs 2 Chi. 4 second cooldown.
  • R - Flurrying Strikes - Ultimate Active: You strike your target 1 + (2 * attack speed) (rounded) times over a 1 second period, becoming untargetable for the duration. Costs 5 Chi. 8 second cooldown.

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