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CAC 1 - Part 3a - Skill Concept Discussion

Creator: Jebus McAzn April 7, 2011 11:03am

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celtica311
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I just found this thread and I like it so much I made an account. I also made an account to share some ideas I've had that have been touched on in this thread. One of my ideas was for a skill which removes a champion from combat, making them untargetable by both enemy and ally spells for a period of time. While under the effect of this ability the champion cannot move or cast spells. This ability can be cast on both allies and enemies. Another thing that has already been mentioned a little bit is something to break a team apart, like an aura you could cast on an enemy player that would debuff any of his team mates standing near him.

I also really like the idea that TehGus had at the begining of page 3:
Quoted:
Passive: CC1 becomes stealthed for a brief moment once more than 3 enemy champions are around it.

This could create some really cool initiating tactics and make this character hard to gank.
mobrebel
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Let's stay away from the Zhonya's Hourglass active skill. It would be cool, but it would kind of make CAC 1 OP in my eyes due to just taking the tank or the main damage dealer out of the picture. Do that and the other team loses the fight almost instantly.

I like the idea of the anti- Morgana shield where spells from the target's allies can't target them though. How would it fit into a Ranged DPS champion though unless CAC 1 was like Ashe with a ton of pure damage? In this case, it would be pure anti-support/buff skills.

Maybe a skill that just removes all buffs from the enemy for a duration. Then, does damage equal to how many buffs were removed and gives them back. ??? ??? ???

Or maybe CAC 1 should have some debuffs that decrease damage output like Exhaust.

Tell me what you think...

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Nighthawk
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imo something that decreases damage like exhaust would be OP. Exhaust any melee champion and you can tank them for the time limit, which is def enough time to focus them down and kill them. If the amount is something like above 30%, and then it couldn't be combined with exhaust somehow.


mobrebel
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Well, I believe that diminishing returns(very diminishing) or something like what happens with slows would be the best bet to stop that from being OP. And this is how my math would work out if it was, say, 35% on just melee:

200 Attack Damage

70% reduction - 60 Attack Damage

35% reduction - 39 Atk Dam.

This would equal out to 19.5% damage being dealt out, or 80.5% damage reduced. This is if it didn't stack(AKA add the percentages then do the math). This isn't too bad. You could take it to another level and quarter the following debuff, meaning take the 35% and quarter it since it was the second damage reduction debuff. Things like that.

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Mowen
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Could we maybe do something like a debuff that "makes spells the target uses on allies 50% effective" where if it was a shield it would shield for half the damage, if it was a heal it would heal for half the health, if it was a speed increase it would give half the movespeed.

I'm not sure how this would be implemented code-wise for a game, or if it's feasible, but it makes sense to me. The number doesn't have to be 50%, but you get the picture.

I would also think it would have to be pretty long range since it would have to almost always hit the support that would be in the back.
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Nighthawk
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If it decreases AD, then it would be slightly less OP. But if it decreases actual damage like exhaust, then it wouldn't work like that. If you go with the same numbers then let's say Tryndamere crits for 1k damage. 85% of that is 850, so the reduced damage would = 150...so Tryn does 150 damage to you. THAT would be OP ofc.


mobrebel
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Well I also wasn't including Armor but it was just an idea. Maybe it could be changed in some way.

Thanks to Scrax for my Evelynn Sig.I did the Yi, Anivia, and Udyr Sig.
Visit my signature shop! I will take requests!
http://www.own3d.tv/live/31072/Real_LoL <- My stream is UP!
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