: I believe that this Champion design suffers from a severe identity crisis. You state that it is a mage, but it is melee (nothing wrong with that), but relies more on auto attacking rather than casting/using spells for damage. Instead, the spells enhance his durability which matches the qualities of a tank, but due to his passive, he can't build tank. Additionally, it has the kit of an on-hit bruiser but does not have an attack speed steroid to utilize its on-hit effects. I'm not sure what I'm looking at here... But I'll overlook this confusion. My main issue is this: you want Alphari's designated role as a jungler. However, after reviewing the kit, I conclude he doesn't have the necessary qualities of one. Let me list them out for you: 1. Needs some kind movement speed boost/gap closer or ranged CC lockdown. 2. Needs to fit into one of these three categories: Ganker, Farmer, or Controller 3. Needs a kit mechanic to make clear speed reasonable, consistent and sustainable 4. Needs to have a power spike at some point: Early, Mid, or Late (applicable to all champions not only junglers) >##Needs some kind movement speed boost/gap closer or ranged CC lockdown Alphari doesn't have a reliable movement speed boost/dash/blink that will enable it to have decent Gank Potential. In order to get the movement speed, he'll need to use his Q multiple times, but loses the additional enhanced auto attacks and passive stacks. That doesn't make sense and is counter-intuitive... The kit does have CC, but it requires the player to be extremely close to the enemy making it extremely unreliable. ___ >## Needs to fit into at least one of these three categories: Ganker, Farmer, or Controller Alphari can't be a decent Ganker because it lacks the criterion to fulfill Requirement 1. Your Champion may have difficulty falling under either being a Farmer or Control Jungler since it doesn't have qualities of either in the skillset. Farmer and Control Junglers tend to have extremely fast clears due to having some kind of attack speed/damage steroid/AOE/execute mechanic in their kit. Your design lacks this quality, making its clear speed rather subpar. Sure, you have the ability to deal % HP to your enemies with your E but this NEEDS to have capped damage to monsters to make it balanced. As for the % HP on auto attacks, it's kinda weird since it's worded to scale off of Alphari's HP which caps off at 600 HP... Even if it scaled with the enemy's HP, it still would need to be capped to prevent abuse. ___ >##Needs a kit mechanic to make clear speed reasonable, consistent and sustainable Alphari lacks basically any damage interaction with Jungle creeps. This is a good and bad thing. First of all, you take no damage from Jungle camps. That's good as it gives you a health advantage over your enemy jungler. However, when Monsters are incapable of dealing damage to you it may set off their reset patience mechanic, which may lead you to having significantly longer clear times. You state that the passive damage nullification only works against minions and Jungle camps. This means it doesn't work against Dragon, Rift Herald or Baron, which causes you to take full damage from their attacks, and you can't tank the aggro without heavy assistance. Thus, you can't sneak or solo neutral objectives (Dragons and Rift Herald), which is extremely detrimental for a Jungler... ___ > ##Needs to have a power spike at some point: Early, Mid, or Late Alphari doesn't seem to have a strong power spike in any of these categories as a jungler. -Alphari's Early game is poor. He can clear healthily but not quickly as his kit only works effectively once he hits Level 3, but that's it. Future levels of his skill does not reduce skill CDR, which is incredibly detrimental being that he is a Mage based jungler to use his AP scalings. He cannot gank effectively to utilize his huge health advantage because he doesn't have a way to get to or stick to his target effectively to do strong early ganks. -Alphari's Mid game is pretty bad, as nothing changes in his kit post level 3. His ultimate does nothing to increase his clear speed. He can't use his ultimate while ganking since he can only gain HP if he had received prior damage from an enemy champion. It does nothing in terms of securing neutral objectives either... -Alphari's Late game is really weak. He has no engage or heavy disruption potential that many other Junglers possess which is essential for fights. Due to not having any gap closers or ranged cc, he will have to rely heavily on his allies to get picks. In addition, he will get kited **EXTREMELY** hard, most likely causing him to use all his passive stacks and his ultimate before he even has the chance to reach the enemy... The only thing I could possibly think he could do at this point is just be a split-pusher.
> [{quoted}](name=The Stupid One,realm=NA,application-id=A8FQeEA8,discussion-id=HYyGrOqT,comment-id=0000,timestamp=2018-01-13T21:17:32.711+0000) > > I believe that this Champion design suffers from a severe identity crisis. > > You state that it is a mage, but it is melee (nothing wrong with that), but relies more on auto attacking rather than casting/using spells for damage. Instead, the spells enhance his durability which matches the qualities of a tank, but due to his passive, he can't build tank. Additionally, it has the kit of an on-hit bruiser but does not have an attack speed steroid to utilize its on-hit effects. I'm not sure what I'm looking at here... But I'll overlook this confusion. > > My main issue is this: you want Alphari's designated role as a jungler. However, after reviewing the kit, I conclude he doesn't have the necessary qualities of one. > > Let me list them out for you: > > 1. Needs some kind movement speed boost/gap closer or ranged CC lockdown. > 2. Needs to fit into one of these three categories: Ganker, Farmer, or Controller > 3. Needs a kit mechanic to make clear speed reasonable, consistent and sustainable > 4. Needs to have a power spike at some point: Early, Mid, or Late (applicable to all champions not only junglers) > Alphari doesn't have a reliable movement speed boost/dash/blink that will enable it to have decent Gank Potential. In order to get the movement speed, he'll need to use his Q multiple times, but loses the additional enhanced auto attacks and passive stacks. That doesn't make sense and is counter-intuitive... The kit does have CC, but it requires the player to be extremely close to the enemy making it extremely unreliable. > > ___ > Alphari can't be a decent Ganker because it lacks the criterion to fulfill Requirement 1. Your Champion may have difficulty falling under either being a Farmer or Control Jungler since it doesn't have qualities of either in the skillset. Farmer and Control Junglers tend to have extremely fast clears due to having some kind of attack speed/damage steroid/AOE/execute mechanic in their kit. Your design lacks this quality, making its clear speed rather subpar. Sure, you have the ability to deal % HP to your enemies with your E but this NEEDS to have capped damage to monsters to make it balanced. As for the % HP on auto attacks, it's kinda weird since it's worded to scale off of Alphari's HP which caps off at 600 HP... Even if it scaled with the enemy's HP, it still would need to be capped to prevent abuse. > > ___ > Alphari lacks basically any damage interaction with Jungle creeps. This is a good and bad thing. First of all, you take no damage from Jungle camps. That's good as it gives you a health advantage over your enemy jungler. However, when Monsters are incapable of dealing damage to you it may set off their reset patience mechanic, which may lead you to having significantly longer clear times. > You state that the passive damage nullification only works against minions and Jungle camps. This means it doesn't work against Dragon, Rift Herald or Baron, which causes you to take full damage from their attacks, and you can't tank the aggro without heavy assistance. Thus, you can't sneak or solo neutral objectives (Dragons and Rift Herald), which is extremely detrimental for a Jungler... > > ___ > Alphari doesn't seem to have a strong power spike in any of these categories as a jungler. > -Alphari's Early game is poor. He can clear healthily but not quickly as his kit only works effectively once he hits Level 3, but that's it. Future levels of his skill does not reduce skill CDR, which is incredibly detrimental being that he is a Mage based jungler to use his AP scalings. He cannot gank effectively to utilize his huge health advantage because he doesn't have a way to get to or stick to his target effectively to do strong early ganks. > -Alphari's Mid game is pretty bad, as nothing changes in his kit post level 3. His ultimate does nothing to increase his clear speed. He can't use his ultimate while ganking since he can only gain HP if he had received prior damage from an enemy champion. It does nothing in terms of securing neutral objectives either... > -Alphari's Late game is really weak. He has no engage or heavy disruption potential that many other Junglers possess which is essential for fights. Due to not having any gap closers or ranged cc, he will have to rely heavily on his allies to get picks. In addition, he will get kited **EXTREMELY** hard, most likely causing him to use all his passive stacks and his ultimate before he even has the chance to reach the enemy... The only thing I could possibly think he could do at this point is just be a split-pusher. Hi there, The Stupid One. So far has i know, mages can be melee, you have ekko as a good example. (1) "Alphari doesn't have a movement speed boost/dash/blink that will enable it to have decent Gank Potential." (???) I'm sorry, but, Q gives him movement speed (that STACKS) every time you use that ability, plus, it's a dash/gap closer. I think you miss that buddy. (2) Oh, ok. He's defenitly a Ganker. (3) In that i completly agree with you! That's a good point and something that needs work. (He doesn't receive damage from Monsters or Minions so his clear early doen't necessarily needs to be something GREAT, take that in consideration. (4) Yes, however, this champion his very unique tho. He's really good at early/mid game but at the same time he can be very good at late too, but you need to know how to play him to achieve that. I want you to be able to deny a lot of damage and become something very strong (using his ulti) or fail while doing that and die very quickly. I want your fast reactions and mechanics to make the difference. Do you get what i mean? I respect your oppinions, but i think he has the potential and everything he needs on his kit to be a great Jungler. I think that he needs some work around his shield. Maybe add some (stacking) in his shields or make his "Bounce" passive denie damage for 1 second to help agains DoT abilities. He can die very quickly but if you manage to survive you will end up with lots of HP plus your passive that makes you EXTREMELY strong. That's why i made him weak and somehow easy to be killed because he can become a really big problem. Ty for your comment, i will take in consideration everything you said and if more people agree with you i would defenitly change him to make his concept work on the Rift. {{summoner:12}} "TP'ing out!!!"
: This is a clever idea, and I'm actually rather impressed with how you handled it. Though I would be worried in the end he would be rather frustrating to play and would run into the same problem as champions like Azir or Ryze being either weak in Solo Queue or over powered in Professional Play. Though I do think he would have a chance, he would be hard to balance. I would recommend his E giving him some healing, otherwise I think in combat stray damage would whittle him down and become a bother. Also I think it'd be nice if he had a proactive way (such as landing a certain ability or killing a unit) that would lower the cooldown of his Q for the heat of combat. Last, I think he would need another form of turning un-targetable and or have more base health. Perhaps he could be capped at 600 HP at all levels? So, I think this would be really hard to balance, but as a concept I again think it's a clever idea. NdelokRojo
> [{quoted}](name=Ndelok Rojo,realm=NA,application-id=A8FQeEA8,discussion-id=HYyGrOqT,comment-id=0001,timestamp=2018-01-14T03:35:07.554+0000) > > This is a clever idea, and I'm actually rather impressed with how you handled it. Though I would be worried in the end he would be rather frustrating to play and would run into the same problem as champions like Azir or Ryze being either weak in Solo Queue or over powered in Professional Play. Though I do think he would have a chance, he would be hard to balance. I would recommend his E giving him some healing, otherwise I think in combat stray damage would whittle him down and become a bother. > Also I think it'd be nice if he had a proactive way (such as landing a certain ability or killing a unit) that would lower the cooldown of his Q for the heat of combat. > Last, I think he would need another form of turning un-targetable and or have more base health. Perhaps he could be capped at 600 HP at all levels? > So, I think this would be really hard to balance, but as a concept I again think it's a clever idea. > > NdelokRojo Hi there, Ndelok Rojo. Thank you, i'm glad you liked the Concept. Yes, I understand what you mean and obviously Alphari wouldn't be an easy champion, that's his biggest downside as a Champion Concept i believe, i don't want him to be easy to play and people with more slower reaction times and with less knowledge (people that struggle dodging abilities (cc in this case) and don't know how to position themselves in teamfights) will probably become frustrated in some scenarios. " I would recommend his E giving him some healing" Look tbh with you i though about add a passive to his "R" that would allow him to regenerates his HP gradually in a short period of time (that only works when his R isn't activated) if he manage to not get hit (and hitting his shields doesn't cancel the effect) by any enemy champion, and i think i will add that. Some ability that would give him HP would be nice against DoT abilities but i don't think it's a nice idea tbh with you, he has his shields that deny damage and he already has his ultimate that can give him lots of HP and make him really big after you deny some of your opponents damage, you would be able to have lots of HP plus Shields plus some ability that can heal you? I don't think so. "Also I think it'd be nice if he had a proactive way (such as landing a certain ability or killing a unit) that would lower the cooldown of his Q for the heat of combat." I though about that too! I though about every time his Bounce or Divine Shields were proc his Q cooldown would be reduced for a X amount of time, and you know what, i'm thinking about adding that for sure because it makes sence and fits his playstyle. Imagine this scenario: Alphari is farming away from Top and the enemy Top laner is putting pressure on your Top laner and you know that their Mid is missing and their jungler was spoted on a ward around that Top area, you are far away so to awser that possible 3v1 dive you use your Q 3 times and gain a tremendous amount of movement speed (That stacks) to get there in time, ends up that you arrived right in time to awnser that dive, but then what? You probably only have one Q stack left that charged while you were on the way and that's it... Plus, i want you to use your Q (and not only your Q your other abilities too) to deny damage from basic attacks and abilities as mutch as possible so you need to always have some ability ready to be used all the time during fights. So yeah, that's a totally good idea. Makes sence this mechanic taking in consideration that people can always cc him and kill him easly and some champions can one shot him with only 1 basic attack/ability late game. It may seem overpowered those invulnerability shields all the time but you can kill him so easly if he makes a small mistake... (PS: If i add that Q cooldown reducion per shield proc that would allow him to use his Q more times and would also give him a insane amout of movement speed stacked, that may need some work otherwise this could be the fastest champion ever... i need to add a limit to those stacks of movement speed.) "Last, I think he would need another form of turning un-targetable and or have more base health. Nop, with that i don't agree. His ultimate is more than enough i believe. - You know what, there is only one way to know how to balance him and make him work and for that you need to make him a real thing and test all the possible scenarios, we here are like 2 sailors making a boat thinking in a way to make it float whitout knowing for sure if it can handle all the crew and all the waves at the same time, there is only one safe way to know that, you need to first finish that boat and make it a real thing, lautch it into a river and make sure it can handle with some weight and with some shakes and only then, after that, lautch it into the deep sea and pray that you can find a nice crew that likes it and that you don't find any pirates (aka gameplay devs) on your way that will destroy (nerf) your boat and make it look like a shipwreck like Titanic (Azir) or MS Estonia (Ryze). Ty for your comment and suggestions, check out my other champion concept and tell me what you think, you may find it interesting too: https://boards.na.leagueoflegends.com/en/c/skin-champion-concepts/AtgBVw1E-szem-the-observer-of-shadow-isles-champion-concept-support (I'm sorry about my English btw Ndelok Rojo, i know it's rusty and i'm sorry if you don't understand something, i'm working to improve it and to get better but still needs some work, just like my concepts) Have a nice day. {{summoner:12}} "TP'ing out!"
Meddler (NA)
: Not sure on wards, public chat, voice chat sorry. My job's primarily about gameplay during the game, so I can't speak usefully enough to features like those. I'll pass your suggestions on though.
Hey Meddler, how are you doing? I was not sure how to contact you so i decided to reply to this comment. I know that you're a gameplay designer so you are the type of person that i'm looking for. I posted a Champion Concept on this board but Quote: > So far i didn't receive any feedback from Summoners, i don't really know why, not even a comment saying something bad or any criticism that could lead me in a way or make me change something... I'm starting to think that my champion concept isn't good enough to cativate summoners or maybe people don't really care about what a non-riot has in mind.. "" Not even a downvote, Meddler, not even a god damm downvote to show me that my champion concept sucks somehow! I want to become a DEV one day too, i know that it's hard but i know that i can do it. Can you please take a look at my champion concept and tell me what you think? Maybe give me some tips too. There's the link: https://boards.na.leagueoflegends.com/en/c/skin-champion-concepts/AtgBVw1E-szem-the-observer-of-shadow-isles-champion-concept-support Ty for your time, Kyce. {{summoner:12}} "TP'ing out!"
KΔCΞ (EUW)
: This concept is broken, take in consideration that Riot makes money from skins to pay its Staff (that's a lot of people) and to fund Tournaments and Events plus a lot of other things. Make this concept a real thing would make chests useless so no more money from chests, plus it's too easy for some players to get skins with this method and not so easy for another ones, witch isn't fair. Also that will create a different type of "boosting". I would love that too as a player, but you need to take that in consideration... I think, however, that with some changes and some work it could be a nice concept.
I voted "needs a few tweaks but cool" btw, because i'm a cool guy. But add an extra vote from me to "needs a lot of work"
: A possible improvement to hexetech crafting that I think the community would like
This concept is broken, take in consideration that Riot makes money from skins to pay its Staff (that's a lot of people) and to fund Tournaments and Events plus a lot of other things. Make this concept a real thing would make chests useless so no more money from chests, plus it's too easy for some players to get skins with this method and not so easy for another ones, witch isn't fair. Also that will create a different type of "boosting". I would love that too as a player, but you need to take that in consideration... I think, however, that with some changes and some work it could be a nice concept.
: New Skins for Unusual Champions
Inspector Gadget Viktor, that would be awesome man!!
Rioter Comments
Elinz (NA)
: ~*Cosmic Twilight Zoe*~ Skin Concept
That would be an "insta buy skin". Well done! ^.^ Her "E" could be a comet that would create a crater on the ground forming the ability "do not touch here" area, what do you think? :P (I like your "E" design btw it's just an observation)
FSDepth (NA)
: The Darkin Race and Weapons
I don't understand why people are downvoting this, tbh. Did you edit you post or something? Yeah, that makes sence. I like the armor idea.
Rioter Comments

KΔCΞ

Level 56 (EUW)
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