Objective Idea: Cyclops of Stone

leeijju

New member
A deadlock objective on the map: the Cyclops of Stone.
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[Cyclops from Castlevania (2017, Warren Ellis) as inspiration for visuals.]
Activation / Location:
The Cyclops can be a statue that is posed to hold up the bridge buffs or, more relasitcally, it may replace the T3 camps on either side of the side lanes. Currently, it remains as a counter objective towards Urn and should mirror it with unique buffs. Keep in mind that although there will be two cyclops on each side of the map, only the one opposite to Urn can be active. The cyclops remains as a petrified statue within the map that can act as cover or a map feature when inactive during lane phase or in jungle. Nearby or surrounding the cyclops are four statues of gargoyles with gems within their mouths. When the objective is ready to be activated these gems will start to glow and hum to indicate that the cyclops can be activated. Players must shoot the gems of the four statues in order to activate the fight, in which the cyclops will no longer be a statue that is part of the map and turn to flesh, thus starting the fight. A global notification on the minimap, or sound played should notify all players in the game this objective has been started.

Objective Fights / Claims
When the cyclops is activated it will start to chase the player, attempting to hit the player with melee attacks. Occasionally it will charge up a ray to be fired from its eye, which can petrify heroes that fail to break line of sight within 2 seconds. Due to its chasing nature it can be lured closer to lane or activated in side lane fights to disrupt fights or create a defensive objective. The cyclops will not target any minions or towers, only players to avoid it pushing objectives on its own. For health, it should mirror the difficulty of Urn; therefore I believe its HP should be the combined health of the T3 camps on the side lanes, if it is to replace them. Perhaps its HP may scale with the soul count of the timer of the match.

When the cyclops is slain, it will drop an eye which can be picked up similar to an Urn. Like an urn, you should receive a set movement speed and perhaps a special petrifying ray that is able to be used once. When picking up the Cyclops eye, the player is immediately revealed (so kiting the cyclops before killing it may help close the distance to the delivery zone). However you cannot melee at all with this cyclops eye being held. Like an Urn it must be delivered to the same altars, only opposite to the current Urn altar. This would make doing this objective an appropriate response to the current Urn.

[Once the Cyclops is killed it will drop the Cyclops eye, which can be deposited at the opposite site of Urn drop off (Same spot, just the opposite altar so that Urn and Cyclops can be done concurrently). ]

Benefits / Rewards for Completing Objective
There are many options for completing this objective choose at your liking:

1) Upon depositing the Cyclops eye, it will grant towers a "Cyclops Buff" that decrease the damage towers take by 40% from all sources, relieve pressure of back-doors for teams to make offensive plays or ganks without worrying about tower defense. This may be a good defensive objective to complete while an enemy team does rejuvenator; if the carrier of the cyclops eye has the petrifying ray ability, it will force at least 2 people to rotate to deny it. However, this may cause issues with people turtling or nullifying rejuvenator afterwards. (Needs work)

2) The cyclops eye grants 5-10 buffs from to the golden statues (based on the time of deposit, and scaling like soul urn) to all players on the team once deposited. This gives a long-term and permanent benefit to teams that are exclusive from the souls granted by Urn. However, repeatedly doing the cyclops could depreciate the value of items, as players will be more interested in permanent stats than items that take flex-slots and souls to claim. (Easy to implement)

3) The cyclops eye grants guardians/walkers/patron the ability to use a petrify ray occasionally similar to the cyclops when in combat. This should be on a long cooldown but discourages teamfights. This, again, can encourage turtling even more than before, and can just discourage any opposing teams from attempting any objectives at all. (Not Likely)

4) Make it a glorified rift herald, it just summons the cyclops as a friendly minion to kill an objective or petrify/tank in a teamfight. (Stable option)

5) It grants some increase to your side of the jungle, in which more golden statues spawn in new locations. Sinner's Sacrifice machines could give +5 buffs instead of +3, or all camps give +25% more souls. Alternatively it can give an exclusive buff for 5 minutes to the team that claimed it that allows them to collect the previous benefits on any jungle camp. This would encourage the claiming team to immediately start jungling or invading, causing fights to split up in the jungle to gain the benefit of the souls; however this should be balanced to give +%20-%50 more souls than just an Urn from completing jungle camps to have the benefit of Cyclops contrast the immediate Souls from an Urn. The increase in souls is justfied as the enemy may invade or be encourage to clear their jungle to prevent the claiming team from gaining these benefits. Thus the claiming team pushes towers as a response. (Most likely)
 
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