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Thread: Suggestion for the Relic System

  1. #1
    Member Follower FireZerg's Avatar
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    Lightbulb Suggestion for the Relic System

    Hello everyone,

    I would like to get straight to the point.

    First of all, it would be nice to have 3 stages of the game where you are given free credit for your relics. At level 1 you may be able to purchase a relic. At level 10, you can upgrade or purchase a relic. At level 20, you can upgrade or purchase a relic as well (of course, it would be the inverse of your level 10 selection). (Other level considerations would be 1, 8, and 16.)

    An issue with this sort of system would be it's complexity. The new system really did simplify the active system, enabling more players to make use of the active benefits. With a purchase OR upgrade option, it might not be intuitive to new players.

    However, an issue it fixes is balancing early game actives compared to late game actives. Many people have complained about the potency of certain actives early game — most notably Weakening Curse and Shell. Adding the option to upgrade an active, it would delay certain benefits. For instance, a net of 90 protection from Shell is an amazing benefit at level one (not to mention the -15% damage taken). Maybe granting a net of 60 protection at tier 1 beads and a net of 90 protections with the 15% mitigation at tier 2 would allow the active to gradually become potent.

    It also adds more depth to the relic system.

    Here are some ideas for a Tier 2 relics.


    Teleport
    1. Using this item allows you to Teleport to any allied tower, without damage interruption, while being unable to move. You are still interrupted by hard Crowd Control. Cooldown 3m.
    2. Using this item allows you to Teleport to any allied tower or ward, without damage interruption, while being unable to move. You are still interrupted by hard Crowd Control. Cooldown 2m30s.


    Purification
    1. Using this item removes Crowd Control effects and makes you immune to new ones for 1s. Cooldown 2m30s.
    2. Using this item removes Crowd Control effects and makes you immune to new ones for 2s. Additionally, your ability cooldowns are reduced by 2s. Cooldown 2m.


    Sanctuary
    1. Using this item makes you invulnerable to damage for 1s, preventing you from attacking or taking actions. You may still move. Cooldown 2m30s.
    2. Using this item makes you invulnerable to damage for 2s, preventing you from attacking or taking actions. You may still move. Upon expiration, you gain a shield with Health equal to 150 +15 per player level for 30s. Cooldown 2m.


    Blink
    1. Using this item will allow you to Teleport short distances instantly. You must have not have taken damage for 5s before it can be used. Cooldown 2m.
    2. Using this item will allow you to Teleport short distances instantly. This item may be used in combat. Cooldown 2m.


    Curse
    1. Using this item reduces all enemy gods ground speed by 25% in a 55 unit radius around you for 5s. Their healing is also reduced by 25% for the duration. Cooldown 2m.
    2. Using this item reduces all enemy gods ground speed by 40% in a 55 unit radius around you for 5s. Their healing is also reduced by 75% for the duration. Cooldown 2m.


    Scout
    1. Upon activation you may place a single ward. The cooldown on this Relic resets upon returning to your Fountain. Cooldown 1m30s.
    2. Upon activation you may, first, place a single ward, then place a sentry ward. The cooldown on this Relic resets upon returning to your Fountain. Cooldown 1m30s.


    Wrath
    1. Using this item deals 480 damage, in a 15 unit radius, to a single enemy minion or jungle monsters. Target is always the one with the highest maximum Health. This item deals 1000 damage to jungle bosses. Subsequent Wraths from your team on the same target will deal 50% damage. Cooldown 60s.
    2. Using this item deals 480 damage, in a 15 unit radius, to a single enemy minion or jungle monsters. Target is always the one with the highest maximum Health. This idem will deal 240 damage to the next two highest Health minions or jungle monsters. This item deals 1000 damage to jungle bosses. Subsequent Wraths from your team on the same target will deal 50% damage. Cooldown 60s.


    Sprint
    1. Using this item increases the owner's speed by 40% for 6s. It also makes you immune to Slows for the duration. Cooldown 2m30s.
    2. Using this item increases the owner and their allies’ within 55 units ground speed by 40% for 6s. It also makes you immune to Slows for the duration. Additionally, all effected gods receive +25% increased healing Cooldown 2m.


    Shell
    1. Using this item gives the owner and their allies a +30 Protections Buff for 5 seconds. Cooldown 2m30s.
    2. Using this item gives the owner and their allies a +45 Protections Buff for 5 seconds. Also, all damage taken is reduced by 15%. Cooldown 2m.


    Frenzy
    1. Using this item gives all allies in a 70 unit radius a 20 Physical and Magical Power Buff for 10s, and they gain an additional +20% penetration. Cooldown 2m.
    2. Using this item gives all allies in a 70 unit radius a 20 Physical and Magical Power Buff and +20% Physical and Magical Power Buff for 10s, and they gain an additional +20% penetration. Cooldown 2m.


    Meditation
    1. Using this item restores 35% of the owner’s maximum Mana, and 15% of the owner’s Health. Cooldown 2m.
    2. Using this item restores to all allies 40% of the owner’s maximum Mana, and 20% of the owner’s Health. Cooldown 2m.


    Sunder
    1. Fires a bolt that deals 100 True damage and reduces target’s Protections by 10 for 4s. Cooldown 2m.
    2. Fires a bolt that deals 100 True damage +14 damage per player level and reduces target’s Protections by 10 and 25% for 4s. Cooldown 1m30s.





    Some relics I would like to see added are, Shield of the Underworld, Achilles' Spear, an active that removes auto attack movement speed penalty (but doesn't grant any additional MS), maybe another go at a minion buff (take 50% less tower damage and attack 2x as fast), a Janus portal strictly for walls, an mana regen active that regens 80% of the mana used by abilities with in 15s over the following 30s. The issue, however, with having more than one T1-only is that players may be left with an unusable credit.

    Thank you for your time. Let me know what you think.

  2. #2
    New Member Cupidhead Quedo 001's Avatar
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    I had a similar idea on how to upgrade your relics as the game progresses. As of now it looks like shell and curse are the two go-to's in the early stages as for how powerful they are. My idea to the relic system is that you would still pick one relic at level one and when you reach level 12, you could upgrade the relic you started with, lowering the cool down on it (beads) and improving the effects of it, or pick a second relic at base stats.

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