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CAC 1 - Part 3d - Skillset Concept Discussion 2

Creator: Jebus McAzn April 22, 2011 7:46pm

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Jebus McAzn
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This thread will be closed in one or two days. The authors of the skill sets need to create their final concept submissions before it is closed so we can move on to the next poll.

Remember to keep it non-specific.
Trojan995
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I like TehGus' idea of a CAC1 steroid included in the ultimate.

How about this:

R: CAC1 damages and fears (or some type of CC) target enemy for (very short) duration. If, after the duration of the fear, (x) amount of enemy champions are nearby target enemy, the fear is renewed. Max (x) seconds. Additionally, every tick that the fear is renewed, CAC1 gains bonus attack damage (attack speed, maybe?) for (longer than the CC duration) seconds.

How do you guys like that?
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Trojan995
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I'm going to put my final submission just to make sure it's here if I forget later, but I still want some opinions on my new ultimate.

FINAL SUBMISSION:

Passive: CAC1 gains a speed boost after the extent of an enemy crowd control spell is worn off.

Q: Passive: CAC1 deals extra damage and silences the enemy every (x)th attack, .

Active: CAC1 launches a projectile that deals damage and silences the enemy.

W: CAC1 tethers enemy champion. If enemy champion leaves the range of the tether, the enemy is slowed (significantly) and (other CC?).

E: CAC1 inflicts damage over time and a debuff upon the enemy for (medium-long) duration. If the enemy is healed within the extent of the debuff, 50% of the heal is instead given to CAC1.

R: CAC1 damages and fears (or some type of CC) target enemy for (very short) duration. If, after the duration of the fear, (x) amount of enemy champions are nearby target enemy, the fear is renewed. Max (x) seconds. Additionally, every tick that the fear is renewed, CAC1 gains bonus attack damage (attack speed, maybe?) for (longer than the CC duration) seconds.
Click for one of my awesome builds!
Thanks to Mowen, WrATHofVuLK, and AlexanPT for the signatures! Check out Tristana: The Lane Game, Maokai: The Chu8 Way, and Twisted Fate: Card Games!
Mowen
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Trojan, I feel like your ult is pretty OP (if it's a fear or stun) considering when used in a teamfight pretty much the whole team will have to retreat in order to have the player affected stop being feared, therefore leaving the player to die to the enemy team, and there would be no way to avoid this without simply being a man down for the whole team fight.

If it's a silence it could work because then the person affected has the ability to MOVE by himself, instead of forcing the whole team to move away from you while you're feared / stunlocked.
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FINAL SUBMISSION

Passive: Every X auto attacks CAC1's next auto attack has greater range.

Q: CAC1 aims a skillshot that deals damage and steals (champion given, no items/monster buffs) buffs for a duration.

W: CAC1's next auto attack fears the enemy champion. Any enemies in (very close) range will also be feared for a lesser duration.

E: CAC1's next auto attack deals extra damage to feared, silenced, and poisoned champions.

R: CAC1 aims a shot (maybe just auto attack?) that silences the target. once the duration is over it jumps between enemy champions, increasing the silence duration for every target it jumps to. If there is not an allied champion in range, the shot dissipates and deals damage.
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I am dropping this here so all the final submissions will be together.

Final Submission

Passive
- All Buffs/Heals are X less effective for Y seconds upon being hit by this champs spells

Q
- Fires a skillshot line dealing X damage
- Lowers AD/AP of an enemy by Y for Z seconds and spreads that to nearby allies in an AOE

W
- Passive: All CC and Debuff's duration are increased by X% per Y enemy champions nearby
- Active: steals X true damage scaled off of AP from an enemy and all of their current non-ultimate non-creature buffs

E
- Deals X damage per level +%AP and fears the target for X seconds
- If another target is Y distance away the fear jumps to them as well as lowering their MR by X * number of jumps (prefers champions but will jump on minions)
- Max Jumps per level Z (I would suggest 1/2/3/4/5 without being able to hit a target twice)

R
- Drops a Totem in an area
- Enemy champs within X distance take Y magic damage and are afflicted with grievous wounds for the duration
- Enemy champs within X distance are tethered to the totem and cannot move more than Y distance from it for Z seconds.
- If they do they are slowed by X amount and have their MR lowered by Y for Z seconds
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