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CAC 1 - Part 5g - Passive Skill Submissions

Creator: Jebus McAzn August 14, 2011 4:32pm

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Jebus McAzn
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In this thread, we will submit a fully-fleshed version, with numbers and all, for the passive.

When voting, keep in mind our original concept and our total skillset.

The template for our skills is:

Trojan995 wrote:
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.


All following numbers are subject to change.

Our Q skill is:

Trojan995 wrote:
Passive: Every 5 attacks, CAC1 silences the enemy for 0.5 seconds and deals (35/45/55/65/75) physical damage.

Active: CAC1 fires a projectile that deals (65/100/135/170/215) (+1 per bonus attack damage) physical damage and silences for (1.5/1.5/1.5/2/2) seconds.

Range: 600
Cooldown: (22/18/14/10/8)


Our W skill is:

Trojan995 wrote:
W:

CAC1 tethers enemy champion to the ground at CAC1's feet for (2 / 2.5 / 3 / 3.5 / 4) seconds and takes (35 / 45 / 55 / 65 / 75) (+ .2 per AP) magic damage each second. If enemy champion leaves the range of the tether, the enemy is slowed by (20 / 30 / 40 / 50 / 60)% for 4 seconds and takes (60 / 120 / 160 / 190 / 220) (+ 1 per AP) damage.

Range of activation: 650
Range of tether: 800
Cooldown: 18

Reasoning: These numbers make it kind of a mind-game for the enemy. They can either sit within the tether, remain un-CC'ed, and take periodic damage, or they can instantly snap the tether, get away while slowed and take burst damage. Snapping the tether way-late will make the enemy take both periodic and burst damage, which can add up to be a LOT. This makes the enemy stay and fight or GTFO quickly, but not both. I put good AP ratios because this can't really be abused by stacking AP, so why not gain benefit from what little AP one could possibly have, such as from a Trinity Force . The cooldown would be high so that it wouldn't really be viable to be used more than once in a fight.


Our E skill is:


CAC 1 shoots a projectile at target enemy, dealing {15/25/35/45/55} physical damage on impact and poisoning the target, dealing an additional {10/15/20/25/30} (+0.2 per ability power) magic damage per second for the next 4 seconds and causing 50% of all healing on the target to be given to CAC 1 instead (does not include lifesteal/spell vamp or regeneration)

Range: 650
Mana cost: 60/65/70/75/80
Cooldown: 15 seconds

Reasoning: Going along with the concept art, this would be akin to some kind of poisonous, magical dart that let you steal healing effects. In addition, the poison allows for some interesting, albeit situational abuse with Cassiopeia (simply for flavor). The damage itself is pretty negligible. At rank 5, it only deals 175 damage. It's meant to be a skill like an Ignite, stopping clutch Soraka heals, etc, but is meant only to directly counter healing supports like Soraka/Sona/Taric right now, making this AD carry very strong in the current AD+Support bottom metagame. It fails to counter skills like Maximum Dosage or Transfusion, meaning that this champion does NOT have a simple substitute for Ignite. The cooldown is long enough that you can utilize it a few times in a teamfight, but not so often in lane that it becomes impossible for the support to do anything.


Our R skill is:

Lott wrote:
R: CAC1 does {250/400/600} (+50% AP) magic damage and silences target enemy for {1.5/2/2.5} seconds. If, after the duration of the silence, {3/3/2} enemy champions are nearby target enemy, the silence is renewed and the target loses {10/20/30} armor and magic resist for 5 seconds. (Maximum {2/3/4} renewals). Additionally, every time the fear is renewed, CAC1 gains {5/15/25}% Attack speed for 5 seconds.




Following the vote for the passive skill, we will be re-evaluating the champion as a whole and adjusting numbers to account for how overpowered/underpowered CAC 1 is.

Lott
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Sorry I haven't been as active in this as I had hoped to be, anyways here is just my thoughts on how this passive could work:

CAC1 gains a speed boost of {10%/15%/30%} for {2/3/4} seconds after an opponents CC effect has worn off, this effect has a 10 second cooldown.

Reasoning: I think that both the time and %increase should be enough to be noticeable early game but still able to scale into usefulness later when the CC can be more deadly and a quick escape would be useful. Also added in a cooldown for this effect so that it goes off of the first effect that wears off as it could be abused with effects that are repeatedly being applied such as ashes's frost shot or someone with a frozen mallet.
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upon a crowd control effect on CAC1 ending, CAC1 and nearby allies gain a 15% speed boost that diminishes to 0 over the next 5 seconds. this effect has a 12 second cooldown.

this would give CAC1 a bit more dynamic support/anti support play (e.g. jumping in front of dark binding to help your team escape).
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CAC1 gains a temporary speed boost of {10%/15%/20} for 3 seconds, after an opponents CC on CAC1 has worn off. The effect has a 12 second cooldown.

Reasoning: I looked at Lott's submission for this, mostly, and thought it looked decently fine, but needed some addjustments.
I chose to reduce the speedboost itself, as 30% seemed way too strong, especially considering that we're dealing with an AD-based attacker, or at least that's what's been thought of so far. I just think that adding a PD to any build on CAC1, including a 30% speed boost after CC wears off is just gonna be laughable. I also slightly increased the cooldown. We don't want CAC1 to be a CC absorber, or at least, that wasn't part of the initial thought proces for the champ.

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I agree that 30% is a lot, and that it should not count for the whole team. The player itself is quite enough even with 20% extra. I don't know if I like the cancel though. If this part was taken away most slows would still bring CAC1 down to a speed where she can be chased, and a stun would stop her anyway.
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That is true. Perhaps that should only be when it comes to slows. If immobilized in some way, it should refresh the cooldown perhaps? Considering that you will then have to apply a new CC to stop the speed boost. I'm not sure. I suppose it shouldn't be cancelled actually. Let me just edit that, lol.

EDIT: Actually. No. You can choose Lott's version if you don't think it should be cancelled. Editing my submission now, will have to mean a completely new reasoning, which I don't wanna do atm lol.
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Lott
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Maybe I need to clarify mine, no new speed boost is activated until after 10 seconds has passed since the last activation. Other CC applied during the boost still takes effect making stuns and slows still available. I just believe that canceling the effect with other cc kind of negates the point of the passive.
Edit: maybe %increase is too strong, I may edit it to be the equivalent of adding {boots 1, boots 2, boots 3}
for the duration, making it it stronger earlier and not as bad later on (possibly)
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I think percentage movement is fine, but 30 % is not. 20 % is borderline awesome, IMO.
Your point about the passive being useless might just be true, but yeah, I dunno. I suppose getting 20 % move speed, and then a 40 % slow will still make you slower, so I suppose we don't need for the skill to be interupted :P I'll just edit it after all D:
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I agree that 30% is a bit too much.

I also think that a cooldown is important, but I don't think that it should be very long. That way the passive is less beneficial but is active more often.

In addition, what I really like about this passive is that it basically forces Madeline to get some sort of Tenacity item and makes her choose between the trade off of Zerkers early on for damage or Merc early on for speed.
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i was looking up what some speed would wind up being with the extra 30% and it is definitely too much, Im not sure if i should edit my original post but i would like the progressio9n to be {12/15/20} for {3/3/4} that seems to be a bit more reasonable.

Edit: Side Note - would this activate with cleanse/quicksilver sash, if so that would be a nifty way to activate it without really having to deal with the cc...
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