Death Passives: Infinite Value Abilities | League of Legends



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For today’s video I wanted to cover Death Passives/Abilities in League: champions who have unique interactions AFTER they die. Additionally I want to discuss the concept of infinite value abilities!

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20 thoughts on “Death Passives: Infinite Value Abilities | League of Legends”

  1. I dont think kogs passive needs more damage, but being able to latch on, or hell, at least have a good movement speed bonus would be what it needs, possibly making it also more easy to see. Maybe make it so the kog passive latches onto the bastard that killed him, that's sure as hell gonna be satisfying for the kog to see the leblanc who blinked 10 screen to insta kill you get murdered herself by a true damage bomb, while also making kog all the more dangerous to burst down because the assassin might just get a unfortunate surprise "hug".

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  2. I have an idea of how to improve zac and anivia's passives.
    Increase the time it takes for them to revive, but during that time, put a popup on screen with minigame to play during that time with QWER or the ARROWS.
    You could give zac a "snake game" where one slime has to catch get the others, maybe give anivia a "guitar hero" or "tetris".
    For every correct action, reduces the time it takes for them to respawn so that they respawn faster than current version of the game, but if they fail, it takes more time for them to revive than the current version of the game

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  3. A ways they could buff Kogmaws passive is giving him an ability like death surge but instead of being move speed, it’s a dash that can go over walls and if it hits and enemy he latches on to them. Either that or after he dash’s he explodes prematurely.
    They could make Zac’s passive a but better by making his blobs move faster the less of them there are,

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  4. For kog'maw, I would change the exploding passive so that he explodes inmediatly after dying, but instead of dealing direct pure damage, he would leave a pool of acid in his place.
    The size of the pool depends on how many points kog'maws has in both his W and E (since W increases range, and E is a pool of acid). The pool would apply debuffs to enemies standing on it, based on how many points kog'maw has on each skill.
    -Armor/Resistance reduction based on his Q skill level
    -Small % of max health in pure damage every second based on his W skill level
    -Slow based on his E skill level
    -Deal a small ammount of fixed magic damage every second based on his R level, and reveal those enemies
    That way, kog'maw would be still be valuable to the teamfight even after dying. The nature of the pool being stronger the more points kog'maw has, fits with him being a late-game carry

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  5. I think that infinite was the wrong term to use here for the value of death passives. The way you describe infinite value can be replaced with relative value with almost no discernable differences in the sentences. I get that infinite value gets clicks, (it certainly got mine) but it's kind of disappointing to find out you just meant that death passives have value relative to your position before the death.

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  6. “Death passives are not explored very much nowadays and for obvious reasons. They are not the most interactive way to design a champion passive; because they are only useful when you are dead. In league of legends the idea is to die as infrequently as possible.”

    Distant Inting-Sion Laughter

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  7. Maybe zac’s blobs can be different according to how many piles of goo he’s collected that life. For example, if he’s collected 5 on revive he gets a slight movement boost. On 6 slightly longer stun duration.

    Or zac’s blobs leave a trail of slim which slows all enemies who enter it. If he revives then all enemies who have been affected by the slim trail will have a debuffed.

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