Just want to throw it out there one more time with a small change: FF: If a champion spends atleast 3 ap on abilities or attacks it gains +1 speed for one round. Split: If a champion spends atleast 6 ap on abilities or attacks it gains +1 speed for one round.
I think B is a better choice. Keeping the AP cap bonus prvents the bonus from being useless after deploy. I also think 1 movement per opponent is too strong with A. Especially on big maps.
What about my ability it much more balanced since it only useable every 4 turns but gives the similar stuff
Because I don't think more abilities per champ is a good thing. Pox is trying to move away from just that.
I also like this! (Wow I'm coming across as his fanboy) I might make split faction to 5ap though, This is brilliant, It doesn't come into effect straight away, it doesn't give the instant mobility that captures fonts, it actually benefits ranged champs that little bit better which is what KF should/is all about and you don't need to go around changing a whole load of champs
If you wanna halt early game advantage, why not giving the bonus after 2 turns? FF after 2 turns friendly unit is in play, it permanently gains +1 speed and +1 max ap. Split after 2 turns, friendly champions permanently gains +1 max ap.
I think one of the ideas is to move away from a bonus that can be so easily countered by rune design. What is happening now is that because +1 speed is pretty powerful and can fundamentally alter a runes role, runes are being designed intentionally with 1 less speed than they should. This essentially negates the bonus, turning the +1 speed into a -8 nora discount (currently 1 speed cost 8 nora) The problem with KF being so powerful at the moment doesn't have so much to do with the fact that they are so much faster than other units (although some are), but that they are universally cheaper than most of the other units in the game. By choosing a bonus that doesn't so easily translate into a nora discount, it frees up rune design. Did I get that about right? That's how I've read into it the current situation at least. I personally love the idea. I have always felt like KF was gradually getting a little gyped with the bonus, gradually losing the speed advantage in favor of -1 speed and a 8 nora counter.
I have a lot of back reading to do, but the suggestion of 1 free movement per of enemy champions seems as if it still enables the "draw win" complaint because a 7 speed champ can still move 8 spaces on the first turn it gains AP, assuming the opponent deploys a champ on the first turn (which will almost always be the case). The second 7 speed champ deployed would be able to move 9 spaces (again, assuming the opponent deploys a champ) and dash off to capture a side font. The bonus, while technically weaker over the course of the match, might actually be stronger than the current one in terms of early font advantage.
While technically true, if that was a real problem, Initiative champs would be whined about all day long, and that just isn't the case. Second player draw wins are much less prevalent.