Quote:
Originally Posted by Painkillar
I'm personally not a fan of the lifesteal aura. It makes champs like Fiddlesticks, Vlad, Fiora (anyone with passive or an abilities that lifesteal) a wie bit gimped. I suppose you could keep the 20 percent on lifesteal nerf on items (scepter, revolver); however make it so that champions actual abilities and passives are not effected by this aura. If anything, this will soften the blow on the viability on some of the weaker lifesteal/heal dependent champions.
Another idea would be to make it so that lifesteal is gives full lifesteal on champion hits, but does 20 percent less healing on minions if you are still concerned about champions healing too much on minions.
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Well I'm only brainstorming, I didn't say those were concrete or any of the sort, just trying to give examples of where "picking the aura" would increase champion and item variety, and possibly a barebone idea of where to start.
People are reading too far into my post >.>
EDIT: I just realized you were talking about the current aura. I'm slow as hell
Quote:
Originally Posted by Sauron
Oh god what have I done I take this back.
(But I do agree it would be a pretty nifty feature to pick the aura upon starting the game, and would make Dominion stand out quite a bit, even if it initially just uses an item-like implementation)
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What unholiness have you created!!!! :O But yeah, it'd be an excellent feature upon starting the game, leaves a lot open to variety, and in many cases shift the tiers around a little bit.
An example would be of Vladimir, a champ we all know is sub-par.:
If he had the choice to pick an aura that would increase his sustainability vs. the default aura, that would not only make him a semi-decent pick but in some cases either open his item build and/or masteries and/or runes up to more variety ("Should I build for more damage and kill these guys? Or amplify my sustainability defensive capabilities and become nigh unkillable?")
That way, champions can be nerfed or buffed according to the "gold standard" Summoner Rift's standards without affecting much how well they'd do in Dominion, outside of builds and possible aura selection.
Auras could then be buffed, nerfed, or changed depending on how strong or how weak they are overall.
For instance, using the Yellow Crystal Aura of my previous post: a player could choose Kassadin, move around like crazy, yet run out of mana faster being less of a presence in teamfights. But then he definitely wouldn't be doing as much damage has he is with the added penetration he'd get if he chose the Red Crystal Aura.
Or, if he chose the Red Crystal aura and went Glassadin, he'd certainly die faster to get that added damage.
Or if he went Purple and went Tankadin he'd be as strong as he is now, but surely wouldn't do the same amount of damage due to the 5% damage dealing reduction and the lack of the passive magic penetration from the default or Red Crystal Aura)
If he went Green, well he'd definitely be bursty and could move around a bit more, but in order to get around he'd have to rush CDR and Damage to still be a presence. Assuming the -0.75 CDR/Level was taken seriously, that means at level 6, assuming he rushed Catalyst (or Tear for next patch) and opted to not build any CDR, or have the 4% from the offensive tree, that means he'd have no CDR Reduction unless he rushed a CDR item such as Frozen Heart, and it'd take out about 4.5% CDR from what he has. (Here's where Riot could add like a minimum default CDR reduction)
In any sense, I was trying to make all the auras viable for every champion where they'd have added strengths in some places yet weaknesses in another. Trying to show variety in a way that can open up builds and team comps, and so on and what have you