Quote:
Originally Posted by no12
I remember when first playing that it annoyed me slightly that Twisted Fate WASN'T completely based on luck. The idea seems rather fun to me so, here is something that popped into my head earlier today.
Named after a notoriously good roller that I know.
Passive  ice master
Chris deals an extra 1/2/3d12 damadge with his autoattack
Q: Blue die
Chris throws a die at the target dealing 100xd2/d4/d6/d8/d10 (+AP) damage
W: Red die
Chris throws a die at the target, stunning them for d2/d4/d6/d8/d10 seconds
E: Dice roll
Chris keeps shaking those dice before he rolls them on the table
Passive: Gains 4d2/4/6/8/10 damadge to autoattacks
Active: Rolls the die ahed dealing 5xd2/4/6/8/10 (+AP) damage to those in a line ahead
R: Loaded dice
Chris pulls out his special dice. For the duration, all his abilities will roll the maximum they can on their dice scores for the next use
Upgrading this skill reduces cooldown
There was an idea that he could be built either as a caster or DPS which I quite like in champions. SOme of the things amy seem a little strong (10 second stun) but unless his ult is up, thats not exactly a likley occurance
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Alright. I'll do you a favor and rewrite your champion using the same core concept, but more balanced.
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Passive - Dice Master: At the beginning of the game, and each time Chris levels, Chris gains 3d4 Ability Power. Chris' auto attack deals an extra amount of damage equal to his Ability Power divided by his Level times 1d6.
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Q - Red Die: Chris throws a die at the target dealing damage equal to (1 per 3 ability power)d6/d8/(1 per 5 ability power)d10/d12/d12.
Mana: 80/90/110/120/125 + 1d20
Range: 550 units
Cooldown: 15/13/11/9/6 + 1d6
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W - Blue Die: Chris throws a die at the target, healing them for (1 per 2 ability power)d4/d6/(1 per 3 ability power)d8/d10/(1 per 4 ability power)d12.
Mana: 60/70/80/90/100 + 1d20
Range: 550 units
Cooldown: 10 + 1d6
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E - Chaos Die:
Passive: Gains 4d2/4/6/8/10 damadge to autoattacks
Active: Roll a number of die equal to (1 per 20 ability power) in a straight line in the direction you are facing, one every 2 seconds. When that die passes a minion, the die pauses for .5 seconds and settles on a random number between 1 and 4/6/8/10/12. If the number is even, that minion takes damage equal to (1 per 3/5/7/9/10 ability power) times the number. If the number is odd, that minion heals by an amount equal to (1 per 4/6/8/10/12 ability power) times the number. Then the die continues in a straight line along the direction it was going. If a die hits a champion, the same occurs except the ratio for ability power is 1:2/1:3/1:4/1:5/1:6 for damage, and 1:3/1:4/1:5/1:6/1:7 for healing, and it does not continue rolling. Cooldown begins AFTER all die have been fired, or the attack is canceled by clicking Chaos Die again.
Mana: 70d2
Range: 800 units
Cooldown: 30d2
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R - Loaded Dice: Your next die roll for an ability or the Dice Master passive becomes the maximum possible roll. If this is used with Chaos Die, then the first 10 Die will automatically become Even for enemies and odd for allies.
Mana: Double the normal cost for mana of the used ability.
Cooldown: 8d12/7d12/6d12 (minimum 60/50/40) secs