Thread:Mineko Charat Lucky/@comment-5001455-20130221033351/@comment-5001455-20130309222135

Mineko Charat Lucky wrote:

Nhan-Fiction wrote: I want to incorporate a variety of mechanics all at once, such as stealth, clone making and other elements. I technically approach designs with a Dota mindset (as in overpowered ideas) and then nerf them for LoL.

But yeah, I am thinking of making this butterfly fairy really tricky.

For instance, here is an example of a draft for her Q.

Q - Silver Wind

Active: Sylvie (filler name I just put awhile back) releases enchanted butterflies that fly forward in a line, which widen their AoE into a cone shape the farther they travel. The butterflies deal magic damage to all hit enemies and reveal them for 3 seconds, granting Sylvie a Stealth stack for each struck foe (cap of 5 stacks).

For every Stealth stack acquired, Sylvie gains bonus movement speed for 5 seconds. If Sylvie acquires at least one stack, she will fade instantly into stealth for up to 2 seconds. Attacking or using abilities will end Sylvie’s stealth.

I have other ideas written out as well, and I am open to your thoughts on the matter. I do believe LoL is getting more complex as a game (for the better), so crazier mechanics are more than realistic and reasonable these days.

Though this is in the spirit of fun, I still think the creation process is very interesting. It's quite true that lol mechanics get more complex over time. But at the same time, most abilities don't have lengthy explanations.

Take Quinn's Q for example - "Valor flies in a straight line, dealing physical damage to the first target it hits and nearby enemies, blinding them."

Overly complex or lengthy descriptions will turn away some players that dislike all the complex mumbo-jumbo.

It's pretty amazing that Riot can come out with simple abilities, but yet adds a lot of depth when the abilities are combined.

P.S. Well yeah I haven't commented anything on her Q yet... Fair enough. I never claim to be a game designer or anything. But still, LoL has gotten more complicated.

For instance, you have stuff like Thresh's Q ...

--  PASSIVE:  Thresh's basic attacks deal bonus magic damage on each hit. This value is equal to the total number of souls collected, plus a percentage of his attack damage based on the amount of time since his last attack.  ACTIVE:  Thresh throws out his scythe to latch onto the first enemy hit for 1.5 seconds, dealing magic damage and stunning them for the same duration. During this time Thresh cannot attack, but will tug on his chains twice over the duration, each time pulling the hooked unit a small distance towards himself.
 * MAXIMUM BONUS MAGIC DAMAGE: Souls + up to 80% / 110% / 140% / 170% / 200% AD

While a target is hooked, Thresh can reactivate this ability to pull himself to the bound enemy.

--

That's a lot of stuff right there, which is something I prefer to put forth with my custom champs (again, I use Dota-style ideas and then nerf them for LoL).

It's the funny thing about the MOBA community in general - if the mechanics are too simple, then people can say the abilities are too stale. If the mechanics have a lot of elements, then people say there is too much (pff, I played Dota, so I am familiar with "too much" stuff going on with character kits).