North America - English

League of Legends Community

League of Legends Community > Fan Creations > Player Concepts
Vaughn, the Smoking Gun

  • Page 2 of 2
  • 1
  • 2
 
Comment below rating threshold, click here to show it.
ElementSteel ?? Senior Member
This user has referred a friend to League of Legends, click for more information This user has accepted the summoners code, click for more information
02-09-2013

Quote:
Originally Posted by The5lacker View Post
And again, this isn't balanced. It's broken. It gives him INSANE early game burst, easily guaranteeing First Blood. But it's an unwieldy and impossible to manage mechanic, and could EASILY result in what should be an easy kill completely failing as he goes "Hrm. I'm out of bullets. Awkward."
His skills do not require ammunition though. His skills give special cases, such as Explosive Rounds, which can be used (as your example used) to finish off a kill.

 
Comment below rating threshold, click here to show it.
The5lacker ?? Senior Member
This user has accepted the summoners code, click for more information
02-09-2013

Quote:
Originally Posted by ElementSteel View Post
His skills do not require ammunition though. His skills give special cases, such as Explosive Rounds, which can be used (as your example used) to finish off a kill.
So his autoattacks use up ammo, but his skills don't.
...
Yeah. I'd just like to make sure you understand exactly what you're dealing with here.

 
Comment below rating threshold, click here to show it.
Kronikmagii ?? Senior Member
This user has accepted the summoners code, click for more information
02-09-2013

Quote:
Originally Posted by The5lacker View Post
So his autoattacks use up ammo, but his skills don't.
...
Yeah. I'd just like to make sure you understand exactly what you're dealing with here.
His skills clearly say that he puts in a special round for the skill. so it uses ammo, just not the rounds used for auto attacks. I think it's a good concept but it does need tweaks.

I don't think any champion will ever start at max attack speed, so that dream may as well be let go.

The whole passive is confusing though, it may be in your best interest to just switch it and make the abilities use the ammunition. it would be much simpler.

But this is your build, if you think you could make it work, then go for it man.

you should check out my Champ.
Eurus, The Approaching Storm
http://na.leagueoflegends.com/board/....php?t=3106690

 
Comment below rating threshold, click here to show it.
ElementSteel ?? Senior Member
This user has referred a friend to League of Legends, click for more information This user has accepted the summoners code, click for more information
02-09-2013

Quote:
Originally Posted by The5lacker View Post
So his autoattacks use up ammo, but his skills don't.
...
Yeah. I'd just like to make sure you understand exactly what you're dealing with here.
What's wrong with that? Shootout uses a grenade, Magic Bullet is...well a magic bullet. And Explosive Rounds is a special type used for one shot. The only one I could tweak is Dancing Fool I guess.

Quote:
Originally Posted by Kronikmagii View Post
I don't think any champion will ever start at max attack speed, so that dream may as well be let go.

The whole passive is confusing though, it may be in your best interest to just switch it and make the abilities use the ammunition. it would be much simpler.

But this is your build, if you think you could make it work, then go for it man.
Blargh, I just thought it'd be a decent unique mechanic.

The thing about his passive is well I had the opposite for another concept! Oh Clarke...I'm getting to you next. =w=

 
Comment below rating threshold, click here to show it.
The5lacker ?? Senior Member
This user has accepted the summoners code, click for more information
02-09-2013

Quote:
Originally Posted by ElementSteel View Post
What's wrong with that? Shootout uses a grenade, Magic Bullet is...well a magic bullet. And Explosive Rounds is a special type used for one shot. The only one I could tweak is Dancing Fool I guess.
Ignoring the fact that you have a character juggling two resources, and ignoring how mindbogglingly terrible adding a cost to BASIC ATTACKS is, what you have here is a resource that is ONLY used for a single ability. That ability happens to be a character's BASIC ATTACKS. You have added an overly complex and broken mechanic to a character and you aren't even using it with his whole kit.

Just...stop trying to defend this. There is no benefit to adding ammo to autoattacks. None. Zilch. Zip. Nada. Zero. It is overly complex, broken as all hell, and serves no purpose. Adding a cost to autoattacks would be like adding a cost to health regen or movement: Just...no.

 
Comment below rating threshold, click here to show it.
ElementSteel ?? Senior Member
This user has referred a friend to League of Legends, click for more information This user has accepted the summoners code, click for more information
02-09-2013

Quote:
Originally Posted by The5lacker View Post
Ignoring the fact that you have a character juggling two resources, and ignoring how mindbogglingly terrible adding a cost to BASIC ATTACKS is, what you have here is a resource that is ONLY used for a single ability. That ability happens to be a character's BASIC ATTACKS. You have added an overly complex and broken mechanic to a character and you aren't even using it with his whole kit.
Like I've said, it's to balance out the fact that he has that incredible attack speed, ergo not needing to buy attack speed items. Sure, that's a cost, but how would the two not balance out each out? The cost isn't even that limiting either, or am I wrong to believe that 2 seconds is short enough?

----

The one other thing I can think of to fix this issue is to put back his old ultimate. Originally, he had a bullet-time ability (not the bullet-time that Miss Fortune has, mind you) and that made it so he had a short duration to continually shoot without using up ammunition. Would that solve the problem?

 
Comment below rating threshold, click here to show it.
The5lacker ?? Senior Member
This user has accepted the summoners code, click for more information
02-09-2013

Quote:
Originally Posted by ElementSteel View Post
Like I've said, it's to balance out the fact that he has that incredible attack speed, ergo not needing to buy attack speed items. Sure, that's a cost, but how would the two not balance out each out? The cost isn't even that limiting either, or am I wrong to believe that 2 seconds is short enough?

----

The one other thing I can think of to fix this issue is to put back his old ultimate. Originally, he had a bullet-time ability (not the bullet-time that Miss Fortune has, mind you) and that made it so he had a short duration to continually shoot without using up ammunition. Would that solve the problem?
...You don't seem to understand the problem. Lemme break it down for you.

Problem 1: Early Burst. Vaughn has roughly twice the dps as any other character early game. That means he is basically guaranteed First Blood if the opponent doesn't just run and wait for him to run out of ammo and be completely and utterly vulnerable.

Problem 2: If he runs out of ammo, he is completely and utterly vulnerable. That is a place no character, especially an AD carry, should routinely put themself. An AD carry's laning phase is all about last hitting: This guy can't last hit without risk of completely and utterly crippling himself.

Problem 3: Two resources. Right now you have a 2 resource character. Can you name another two resource character? I'll wait.
Found one yet? No, you haven't, because they don't exist because it's a terrible idea to try and have someone manage two resources. The close we've got is Olaf, who just swings so hard he breaks his arm basically. And there's already a health bar, so it's not like he'd need two bars to manage that particular deal. But your champion would. Your champion needs two resource bars, unless you intent to make the player just keep track of a Charge Buff type deal. For every shot.

Problem 4: No purpose. There's no purpose for this. Why would you remove an entire build-path for a character? Why would you add a resource for the one thing in the game that NEVER HAS A RESOURCE? Why do you not use this resource for his whole kit, instead using boring old mana as a substitute for ammo when you feel like it? And, most importantly, why do you think that balancing it purely by numbers is the only thing that matters? It doesn't matter how your balance it, your system is broken. You will end up with a perfectly balanced pile of rubble. Good for you. You have successfully balanced a horribly unfun mechanic.

 
Comment below rating threshold, click here to show it.
ElementSteel ?? Senior Member
This user has referred a friend to League of Legends, click for more information This user has accepted the summoners code, click for more information
02-10-2013

Quote:
Originally Posted by The5lacker View Post
...You don't seem to understand the problem. Lemme break it down for you.

Problem 1: Early Burst. Vaughn has roughly twice the dps as any other character early game. That means he is basically guaranteed First Blood if the opponent doesn't just run and wait for him to run out of ammo and be completely and utterly vulnerable.

Problem 2: If he runs out of ammo, he is completely and utterly vulnerable. That is a place no character, especially an AD carry, should routinely put themself. An AD carry's laning phase is all about last hitting: This guy can't last hit without risk of completely and utterly crippling himself.

Problem 3: Two resources. Right now you have a 2 resource character. Can you name another two resource character? I'll wait.
Found one yet? No, you haven't, because they don't exist because it's a terrible idea to try and have someone manage two resources. The close we've got is Olaf, who just swings so hard he breaks his arm basically. And there's already a health bar, so it's not like he'd need two bars to manage that particular deal. But your champion would. Your champion needs two resource bars, unless you intent to make the player just keep track of a Charge Buff type deal. For every shot.

Problem 4: No purpose. There's no purpose for this. Why would you remove an entire build-path for a character? Why would you add a resource for the one thing in the game that NEVER HAS A RESOURCE? Why do you not use this resource for his whole kit, instead using boring old mana as a substitute for ammo when you feel like it? And, most importantly, why do you think that balancing it purely by numbers is the only thing that matters? It doesn't matter how your balance it, your system is broken. You will end up with a perfectly balanced pile of rubble. Good for you. You have successfully balanced a horribly unfun mechanic.
Please, remember what his base attack is. At this point, it's the lowest in the game. The burst that he does would be chipping away really.

AD Carries are vulnerable when they're out of mana. I understand what you mean about last hitting, but he can still shoot after .5 to 2 seconds. Must be able to time, which is what last hitting is all about.

Urgh...I'm sorry, I honestly just don't see how the ammo system doesn't balance out the max aspd and ability to ignore items that build it. It sounds like the only reason you dislike it is because it's on the autoattack. It's all you're focusing on. What's wrong with skill determined by ammo conservation? Just thought I'd try somethin' different, y'know?

And as I've said before, I've made a concept where it's reversed, with ammo on the skills.

  • Page 2 of 2
  • 1
  • 2