TheFgtRat (EUW)
: New Cho'gath "Q" proposition
Or just make it passive on ultimate when he reaches X number of stacks. Allowing him to ignore unit collision and deal percentage of max HP as physical damage while walking over enemy units.
: Female Vlad and Varus,
: You don't clarify how the "sisters" work. You say that their distance isn't fixed, but they move together, but that makes no sense mechanic-wise. Would they both move the same way from 700 units apart? Effectively causing 1 sister to derp out and walk into walls? Seems very rushed and not thought out in that regard. Admittedly I have a concept that involves "2 champions", but I explain how the movement works. Effectively tapping R causes the alternate one to move, and there is a chain icon(similar to how Neeko passive works, enabled/disabled) that swaps the alternate one between 2 movement types: Follow primary champion at a fixed position(movement commands make them move together, r moves only the alternate champ); follow champion without a fixed position(only R can cause the alternate to move, movement commands don't move him, unless he gets too far away then he gets dragged). Clarification is important while trying to implement new mechanics. You also don't give any information on ratios, stats, attack range, and many other important things. You say sickles, but not chain sickles, so I am inclined to believe that she is melee like Akali but can use her Q for range like Thresh, but her range is very short on all abilities. I don't see any lane that she would be able to do good in... Though I'd love killing her with Vel'Koz R, and Illaoi would love fighting her as well(or any R reset/piercing R champs). Also how does W work when there are 2 champs in play? do they both teleport?
dash does not go trough walls and yes they're melee you could dash forward with ultimate then sisters would be one next to another.W do teleport them both to same spot. And for the raw status I don't know exact values some say units some say range and that there is difference...
nasu010 (NA)
: ***
explain does it look like some of your concepts because I do not remember seeing anything similar if there is it's total coincidence
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: How could a yordle possibly wield a bow made by ornn
Everything is possible maybe changes to fits its wielder who knows it's a magic crossbow😛
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: On one hand, the concept of harvesting and storing away jungle plants is quite interesting - and so is the ability to control neutral creatures. On another hand, though, there's really not enough information to make anything of this design. What I could make is that this could be an extremely toxic champion - to both teammates and enemies. I can just imagine a support picking Pan and, for whatever reason, screwing over his own jungler by stealing from his camps and/or delaying him by harvesting plants he could otherwise use for mobility/vision/sustain. I can also imagine the same applying to the enemy jungler, successfully denying him income, buffs and experience. So, in other words, the biggest issue here would be the ult. Sure enough, having a cavalry of carrion birds, buffs and wolves could be a fair trade-off since enemies could just take them out and benefit. The cooldown on this ability, though, is simply... ridiculous. 18 seconds with full CDR? You could pretty much spend the entire early/mid game denying junglers any income/exp at all, not to mention the map presence you would get. Like I said, I kinda like the concept, but what raw stats you provided here suggest Pan could become a real issue, should he ever make it live.
His role is primarily jungler and then support so taking plants is his job imagine you take honeyfuit and throw it in any lane to help or save ally from fight using blast cone... And also respawn time of plants decrease so plants will regenerate even faster. I changed ult cooldown to 60sec.
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: Misaki, The Weeping Lotus(Champion Concept)
I have just one thing to say...Bankai Senbonzakura Kageyoshi😹
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: I actually really like the idea of a minion taunt since it will enable trades into larger minion waves. Could be really useful in lanes without priority.
Tnx i tried to mix some new mechanics to champion that do not exist in game in that form. ❤️
Prandine (NA)
: Interesting concept but I feel like the cooldowns on the basic abilities are too long for a jungle/support champion, at least at the early ranks anyways. Maybe shaving 3 seconds off of them would make them better and more reasonable, at least to me anyways.
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: my only issue is the ult... taric already provides area invulnerability as well as kindred. otherwise interesting concept... i could see a longer stealth that doesnt negate dmg... forcing a team to have a TF would be intriguing. certainly shake up things. i also think the passive needs a CD per champion or some form of scale in place for the light gathering concept. 3% can be a lot. especially if too many are on the board... Also, would these lights be usable by enemies too? or hurt enemies/reveal enemies... just some thoughts.
Taric has delay on ultimate and longer duration as Kindred and this is instant save with low duration and has low cooldown (with 45% CLR it's just 33 sec). Maybe even lower cooldown could do. For passive i imagined that lights apear in patern on map. They will appear on same place every 10-20 sec. Enemies just scare lights away.
: Alternate skin idea https://i.imgur.com/xe3p5pn.jpg[/img]
Not what I had in mind but...good one 😂
Ladrien (NA)
: this is such a cute concept I really like it, I feel as if his ult has so much potential, but otherwise ughhhh the concept is so cute!!
TnX❤️ Ult is meant to save similar to Bards but will affect only allies for a moment. Imagine saving allies from Khartus, Lux, Zed ultimate. Enemies would just spam abilities and deal zero damage.
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: I like the e moved to his passive. Maybe keep his old passive along with it though. Also, the E is essentially his W again so an entirely new ability could just be used in that spot. I love the idea that pick a card could modify his Q but the name would have to change. XD Maybe the base ability would have the name Wild card, and the name and cast pattern would change based on the locked card? So something like: • **Passive:** _Gambler's Luck_ - Passive 1: Twisted Fate gains 1-6 bonus gold after killing a unit. - Passive 2: Every 4th auto attack will deal bonus magic damage. Additionally, after casting an ability, Twisted Fate gains bonus attack speed. • **Q:** _Wild Card -> Blue: Cascade -> Red: Bloom -> Gold: Spark_ - Passive: This ability is modified by the most recent card selected in "Pick a Card". If this ability is not cast for a duration, it will reset to "Wild Card". - **_Wild Card:_** TF throws 3 random cards in a cone dealing magic damage. Mana cost and Cooldown are low. AP ratio - **_Cascade:_** TF throws 3 blue cards in an crescent shape dealing magic damage to anything they pass through. Moderately increased mana cost but deals more damage than other Wild Card variants. AP ratio - **_Bloom:_** TF throws 3 red cards side by side in a straight line dealing magic damage and slowing anything they pass through. If a red card hits an enemy champion, the card explodes dealing damage in an area around the card. Increased mana cost. AP ratio - **_Spark:_** TF throws 3 gold cards that suspend in the air around TF. After a short duration the cards pursue the nearest enemy unit dealing magic damage. If TF basic attacks a champion while the cards are suspended, the cards will all pursue the target of TF's basic attack instead, dealing magic damage to all enemies along the way. Increased mana cost. AP ratio • **W:** _Pick a card_ - No change • **E:** _Vanishing Act_ - Active: TF gains a spell shield for 1.5 seconds. Upon successfully blocking a spell, TF becomes stealthed for a short duration and gains a small burst of decaying movement speed. • **R:** _Destiny_ - Unchanged. TF gains the bonus attack speed from his passive after both casts of Destiny.
Stealth E on mage ugh that's going to heart a lot. XD
: I'd still leave Wild Cards on Q and Pick A Card on W, just to keep them in the place that feels most familiar. My biggest issue is that not allowing cards to go through things hurts his waveclear a lot, even if he locks in red card for the triple AoE. Still, there have been worse reworks (*glares at Akali*)
No no no they do go through if you don't lock card but when you lock they don't.
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: Or just remove his stupid esports ult and replace it with hurtling a rune meteor that crashes into the lane and rolls/travels a few feet. No knock up or anything because not every champion needs to have one just to make sure Yasuo can be played. And remove the point and click root, ising the version of Rune Prison that recovered Ryze's % missing mana and slowed/dealt True damage but rooted if consuming E marks. There now he can be played in gutter elo AND pro play!
I smell Invoker here but that would be awesome
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: Can we get a Yordle Vampire?
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: Mirror Champion Concept
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: Dealing 10% of your own max HP as true damage every time you throw a Q.... That's definitely too high of a cost for a spell that is supposed his bread and butter and main damage source in your concept. He should pay a flat amount of health every time he uses Q, just like he does right now, not spending 1/10th of his own health every time.
: I might be wrong but... His only damaging ability is his Q now? I mean, currently his Q, W and E deal damage. Changing that to only his Q sounds a bit too far.
: I really, really liked the purpose behind these runes, but I feel like they could be worked on much, much better. I took the time to think of ways to make these runes work in a way that wouldn't make them overpowered and more interesting without changing the purpose they were originally thought for. I hope you enjoy my suggestions, and would love if you'd give feedback and tell me if I captured what you were thinking of when making these runes! **Alchemist** > **My Opinion:** Having the option of changing all-time utility for an earlier late-game is a really interesting and impactful idea. I'd place that on the first row in Sorcery. > **Problem With It:** Earning gold by missing last hits completely makes lane pressure much less punishing and rewards champions with a more passive playstyle that make up for that lack of gold need for having better scaling abilities. It's not that much of an impact on game modes that are much more focused on constant clashes (E.g. Howling Abyss, Nexus Blitz, etc), as most of the gold earned in those modes are from player kills and assists. > **How I'd Do it:** Make it so that whenever you use a non-rechargable consumable (Control Wards, Healing Potions, Elixirs), you generate around 35% of its gold cost over 3 minutes. While it IS less gpm than the current version (24 gpm), it rewards you for actively playing by placing wards and using your health potions to stay in lane and farm. **Secret Weapon** > **My Opinion:** If you're playing a spell-based ADC, or a burst mage, having that extra "oomph" on your next attack in case you can't finish off an enemy with your combo can help a lot. This rune should be on the second row in Sorcery so it could work third row runes. > **Problem With It:** I think the rune loses all it's reliability if you give it such a long cooldown. You could make up for that damage by taking any of the first runes in Domination. It's not worth having a single strong basic attack every so minutes, that's what Summoner Spells are here for. > **How I'd Do It:** When all your non-toggleable, non-passive and non-ultimate abilities are on cooldown, your basic attacks deal 35-188 (+20%AP/45%AD) bonus adaptive damage. 25 second Cooldown. **Rootless (Renamed to Overpower for thematic purposes)** > **My Opinion:** Sacrificing crowd control for more damage I believe is a high-risk/high-reward choice if you can capitalize on the short window of time you are granted the bonus stats. It can make for an interesting rune choice and requires good judgement of your and the enemy team's comp to be able to tell if one of your abilties will be needed or not. Again, I'd put it on the first row of Domination runes as an alternative to Cheap Shot. > **Problem With It:** Most champions with a root ability only have that as their form of CC (Some exceptions being {{champion:111}}, {{champion:222}}, {{champion:57}} and {{champion:143}} ) and are entirely reliable on it to be able to pull out combos or escape (Like {{champion:99}}, {{champion:50}}, {{champion:107}}, {{champion:51}}, {{champion:13}}, etc). Removing the root effect from their abilities wouldn't be worth the risk as it's pointless to gain extra damage if you have no reliable way to make use of that damage. > **How I'd Do It:** You can keep the same effects, just change it so that any form of hard cc can trigger it so more champions can benefit from it, removing the rare niche factor from it. **Unbound (Renamed to Nimbleness for thematic purposes)** > **My Opinion:** Some champions rely entirely on slows to make up for their own movement speed. While limiting how long you can be slowed is great for ADCs, you can't forget any champion has access to Precision runes, and a lot (and I mean A LOT) of champions that aren't even ADCs could capitalize way better than them on that. I'd place that rune on the first row of Precision runes. > **Problem With It:** Having a flat scaling maximum slow duration on yourself causes any champion to capitalize on this rune with no real balance, and that is without mentioning the movement speed bonus. > **How I'd Do It:** Slows last for (100% / (100 + 60%~100% Bonus Attack Speed%)) of their duration. Remove the bonus to the movement speed, or else it'd just add to the slow counter. Make it scale with AS, ADCs will be able to capitalize a lot on it, and they're not the only champions that build it. Say, you have 70% bonus attack speed and you're at Level 18, slows would last (100% / 170% =) 59% of their total duration. **Warrior Gen** > **My Opinion:** Same issue with Unbound. It's just plain overpowered the way it is actually. Being an unstoppable threat to the enemy team should be something you earn. Imagine basically having a ulted Olaf against you for the whole match just because of the champion you picked, you just removed {{champion:56}} and {{champion:9}} from the game. I'd rework it entirely and place it on the third row of Resolve runes. > **Problem With It:** It only affects a single crowd control type and, because of that, it has a completely overpowered effect against it. You're basically countering champions with mechanics that revolve around it. > **How I'd Do It:** Remove the fear immunity part altogether. Make it reward aggressive play. Every basic attack will grant you a stack of Rampage, increasing your tenacity by 5% for 5 seconds and stacking up to 5 times.
How about now.
: Yeah I'm gonna mostly agree with Longevity here Alfa is way too strong on the champs that would take it Transmutation is interesting but would make any late game carry impossible to build against (could be balanced though), Specialist seems too situational, It would either be must pick or completely useless (see: old bone plating) Hextele also seems super situational. Almost every champ in the game takes flash and hexflash still barely gets used, for hextele to be useful you'd need somebody taking tele, taking inspiration, and someone with low enough mobility to need the option for it constantly up. Not a common combination. Special delivery would be too strong on anyone that wants to stay in lane and farm up, specifically champions with klepto. I shudder to think about what would happen if Ryze and Ezreal didn't need to B to get their tears..
1. I removed bonus adaptive damage from Alfa. 2. Gave requirements, duration and CLD to Transmutation. 3. Still unchanged... 4. Added changes to name, requirements and limitations. 5. Made it a Keystone added CLD and time requirement for Special delivery.
: 1. Alfa is extremely broken doubt it'll ever happen. 2. Transmutation we actually had something similar to this years ago that was removed. 3. Specialist would be interesting but it would need a cooldown a huge cooldown or like only able to do it once per game. 4. hextech teleporter There is an item that already does this but the item isnt available for most game modes. (It's in nexus blitz) 5. Special Delivery is pretty much Ornn if you want this u play ornn.
I made some changes. Thanks for feedback.
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Vlada Cut (EUNE)
: Dumb to gain magic pen if half of her kit deals physical damage. Nope.
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: New Champs
Stealing minions, stealing turrets, stealing buffs... so much things to steal😂
: New Rune Ideas
Alchemist is just bonus gold if you stay in lane even your minions drop gold if they die near you and nice +1-2 gold on kill. You misunderstood Rootless it is counter rune for root when you are under this form of CC not sacrificing root for more damage but still nice idea. Warrior gen is inspired by phenomenon of our specie where some humans are born with ability to not feal fear basically fearless humans. I could make bonus true damage on every second AA. For the secret weapon.. I could drop CLD but would not change it much. Unbound is broken but only in tearm of CLD so I'll change numbers.,bigger CLD idk like 20s or so would do.
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blueyedmonkey123

Level 32 (EUNE)
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