User blog comment:Lyndongwapo/New Game Mode:Mix Mash Champion/@comment-3003548-20150510072358

I do think this would be a fun URF-like mode, something to not be taken seriously. It should indeed have an "Ability Draft" style to it.

I also believe it should be a specially selected pool of champs and skills for relative balance purposes, as well as ensuring ease of basic synergy / ease of programming.

Keep in mind the champion has base stats to think about. You would likely pick a high stat one, which would be boring, so I'd suggest tying something(s) to each champ, like their passive and ult (might get old), or a particular skill that you might associate with them (preferred, which will help keep some things less complicated). Out of the 5 slots (passive, 3 basic skills, and ult), I would select 2 that heavily identify with that champ (or easily broken elsewhere) to stay, for the sake of speeding up the selection of the remaining skills. I would generally ensure one of those is a passive or ult, so the basic skills have more flexibility.

The process will be a bit slow, but I'd like to see it go something like this:

-2 main phases: Pick Champion, and Pick Skills. Each phase would have its own ban/pick session.

-Pick Champ Phase: Should probably come first for the sake of establishing an easier context of picking/banning skills (though it might be hilarious to not know what champ will end up with the skills you/they snagged). Works as normal, but trading comes later.

-Pick Skills Phase: Will have a relatively short timer per pick, and will start with its own banning phase. Your team would have as many skill bans as there are players on your team, and would work exactly the same as when you /pick/ champions, one side banning 1 initially and the other side banning 2 via 2 players, and so on. This is to allow for some discussion time without making it feel too long.

-Trading: at the end, you can swap picked skills however you like, providing ult is swapped for ult, basic skill with basic skill, and passive with passive. Basic skills can be rearranged in your own bar, including ones forced to come with that champ. Champs can be swapped at the same time, but swap the whole set of skills with them to avoid issues. Give a bit more time here for trading action. If skills champs are forced to keep differ (some keeping passives, others ults, others basics), then main phase 1 would need to be champion select and this would impact which skills they can select the next phase.

Example: Anivia - forced to have Frostbite and Glacial Storm ult (passive is up for grabs, lol).

+Add Kassadin's Nether Blade (Kassadin keeps passive and ult)

+Add Ziggs' Hexplosive Minefield (Ziggs keeps Bouncing Bomb and ult)

+Kog'Maw Passive: Icathian Surprise (if say, Kog kept Bio-Arcane Barrage and ult)

A potential way to approach mana-less champs:

-HP costs can stay. I don't see a reason they can't, at the moment. It would be considered the nature of the skill (kinda hard to avoid). HP-only champs, however, could use HP instead of mana and let that be the end of it. The cost could be 75% of normal or something since the skills aren't built for risk as much.

-The problem I see with Energy vs Mana champs is that mana is mostly a sustain issue, while energy is mainly a burst issue; it may not matter much for this mode, however. On energy champs, energy could be converted to mana with a very high mana regen, but getting mana regen items would break this fast, if it isn't much already. I would suggest changing the skill costs to energy when on energy champs to avoid the issue. If you pick high cost mana skills, that's your call, but you may still be at an advantage anyway with crazy regen on skills not meant to be used that way. The other way around, energy skills on a mana champ, can probably keep their costs as mana, as they won't have the same kind of sustain an energy champ would.

-There seem to only be 5 energy champs, and 4 fury champs, and 7 other manaless champs (like Rengar, Rumble, and Gnar), 16 out of 124 champs, leaving up to 108 (113 if we keep energy champs), so they could theoretically be chucked for ease (or at least set aside until they are literally redesigned for the mode, which is unlikely). HP-based champs with an extra resource bar like Aatrox are not a problem; they would keep their passive that it relates to.

@Virus' new post, I don't see why you need to disable regen from skills for energy users. They'll have it back shortly anyway, especially %-based regen. I also think the whole number conversion for energy/mana costs is kinda arbitrary, except on like, Kassadin ult, which I would make him keep for himself. I don't think HP costs should be altered, either. The problem with other manaless champs is that they'd literally have to be redesigned to use energy or something, not just for receiving skills, but so that their skills, when given to other champs, aren't broken. It's difficult and unlikely at best. We didn't have everyone to choose from in URF, and the mode isn't totally serious, so I don't think there's a huge need to make everyone fit the mold. It's likely some mana champs would be hard to make work as well.