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I'll start off with my own submission:
These numbers were designed to keep the silence powerful but not so crippling early on. Early, you would use it for the damage, to finish an enemy off. Later on, you would be using it to stop a character in a team fight and force the enemy to back away from him/her, or else the target will be silenced for 6 full seconds, will keep taking damage, and you'll get stronger. I feel like these numbers are balanced and will promote CAC 1 building more AS over AD because of her ultimate - although Infinity Edge will still be strong.
Jebus McAzn wrote:
R: CAC1 silences target enemy for {0.5/1/1.5} seconds and deals {150/225/300} magic damage. If, after the duration of the fear, at least {3/2/2} enemy champions are nearby target enemy, the silence is renewed for {0.5/1/1.5} seconds and the target takes another {75/100/125} magic damage (max {2/3/4} renewals). Additionally, every time the silence is renewed, CAC1 gains {10/20/30} attack damage for 5 seconds.
These numbers were designed to keep the silence powerful but not so crippling early on. Early, you would use it for the damage, to finish an enemy off. Later on, you would be using it to stop a character in a team fight and force the enemy to back away from him/her, or else the target will be silenced for 6 full seconds, will keep taking damage, and you'll get stronger. I feel like these numbers are balanced and will promote CAC 1 building more AS over AD because of her ultimate - although Infinity Edge will still be strong.





HuntrKilr wrote:
seems UP. at lvl 6-10 this does 1.5 second silence and 900 dmg. this is just a really limited nuke b/c nobody would get out of the way quick enough for the effect to be noticeable.
I don't know where you got those numbers. At level 6-10 it does anything from a 1 second to a 5 second silence and a maximum of 625 damage on one target.
The way that this is designed is to force enemies to move out of the way, or else a certain character (usually a clutch support or AP carry) will be completely useless and will take tons of damage. If you position this skill badly, it's UP. If enemies are organized enough to move out instantly, it's UP.
But any other situation, it's extremely effective.
Other people need to come up with submissions too, lol.





Lugignaf wrote:
R: CAC1 silences target enemy for {0.5/1/1.5} seconds and deals {150/225/300} magic damage. If, after the duration of the fear, at least {3/3/2} enemy champions are nearby target enemy, the silence is renewed for {0.5/1/1.5} seconds and the target takes another {75/110/145} magic damage (max {3/3/3} renewals). Additionally, every time the silence is renewed, CAC1 gains {15/25/35} attack damage for 4 seconds.
Borrowed your form here Jebus.
Giving it a bit more power early from Jebus' original suggestion while having it taper off a bit later. Upping the damage because, DPS needs to DPS, right? Lowering the time of buff to reflect the raised stats.
Off topic: Jebus, your math was a bit off in your initial suggestion. With the amount of renewals it had, they had a silence time of 7.5 seconds at max.
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Like my post on the other thread...
Reasoning: Should be a silence for reasons everyone here already knows; added amount of nearby enemy champions required, added damage (it doesn't directly scale with level, but since the amount of renewals allowed increases with level, the damage outcome of this skill will be indirectly increased), added a renewal limit, and added bonus effects for renewal. Movement speed for what movement speed does, and Stealth. This way of stealth would help him get to the back of the enemy team without being the hated way of stealth Eve and Twitch have. I also added a reduction on the bonus effects after the 2nd renewal because without one, this skill would be so goddarn OP.
Quoted:
R: CAC1 silences the target enemy champion for 2 seconds. If, after the duration of the silence, 4/3/2 amount of enemy champions are nearby target enemy, the silence is renewed and it takes 150 (+0.5:AP) magic damage. This effect can be renewed (and also deal the damage again) up to 1/2/3 times. Additionally, every time the silence is renewed, CAC 1 gains 70/85/100 bonus movement speed and becomes stealthed for 4 seconds. The movement speed bonus and the stealth duration are halved if this skill is being renewed for the 2nd time.
Reasoning: Should be a silence for reasons everyone here already knows; added amount of nearby enemy champions required, added damage (it doesn't directly scale with level, but since the amount of renewals allowed increases with level, the damage outcome of this skill will be indirectly increased), added a renewal limit, and added bonus effects for renewal. Movement speed for what movement speed does, and Stealth. This way of stealth would help him get to the back of the enemy team without being the hated way of stealth Eve and Twitch have. I also added a reduction on the bonus effects after the 2nd renewal because without one, this skill would be so goddarn OP.
TehGus wrote:
Like my post on the other thread...
Reasoning: Should be a silence for reasons everyone here already knows; added amount of nearby enemy champions required, added damage (it doesn't directly scale with level, but since the amount of renewals allowed increases with level, the damage outcome of this skill will be indirectly increased), added renewal limit, and added the bonus effect for renewal. Added an AS bonus and a stealth effect. This way of stealth would help him get to the back of the enemy team without being the hated way of stealth Eve and Twitch have.
The only problem I have with this is, it's now completely UP for TT and most people would like to see some use out of it there.
This thread will be for the [/b]ultimate[/b] skill only.
Please have your submission follow the example shown in the second post in this thread.
When drafting submissions, remember to follow the format of the original template and to keep the function of the other skills in mind.
When drafting submissions for the Q, W, E, and passive skills, keep in mind the numbers used for the previous skills and whether your skill will be balanced in comparison.
CAC 1 is a ranged DPS champion.
Our skillset template is:
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.
Our concept is Jet's Anti-Support Debuffer.
General Description: A squishy DPS damage dealer that synergises with team support and is designed to work with on hit effects to cripple the enemy team and their support, through applying mass debuffs to the enemy that affect positioning and regeneration.
Justification: We have 4 strong support champions (Janna, Taric, Shen and Alistar) that once they get itemised, along with good player skill, they are almost impossible to take down while they provide excellent advantages for their team.
This would allow for new team compositions, such as Carry/Mage/Support/Tank/Anti-Support which could bring otherwise neglected champions back into viability, such as Kayle, Sona, Soraka, Nasus, etc, by allowing them to have their undervalued effects on level with the enemy's output.
This would bring some use to the useless items we currently have (by useless, I mean you cannot compare them to other items, such as Nashor's Tooth, Executioner's Calling, Malady).
Additionally, bringing new compositions and stronger debuffing presence would be a strong counter to the current metagame of Tanky-DPS, and would allow for new metagames to be balanced around having a strong balanced composition than having a team full of powerhouses with one strong tank and one support babysitting entire teams.
Explanation:
With this champion you would be able to pick on their team forcing their support to waste skills undoing what you just did to that enemy, debuff them making them more vulnerable to your team's damage output and allow yourself, as this debuffing DPS, to make laning, harassment and solo fighting much more effective for your entire team. Since you're going to be using auto-attacks to apply debuffs, as well as skills, on-hit items would synergise extremely well with this champion, allowing for more varied builds depending on what you need to counter and what your team would benefit the most from debuffing.