Rioter Comments
: Uuuuuuh, finally a new concept for a Piltovian champion, I like that! Let's dig in that idea of yours. ________________________ **Character Design and Lore** I personally like the story hook you have chosen for him, being born with weak condition and having to make up for it with technology is something that isn't represented in this game right now. Not so sure about his family ditching him, tho. He has shown that he has great intelligence in the early years and that will get you far in Piltover, weak physics would be a hindrance and a reason to ditch a child in societies like Noxus or Freljord, but in Piltover, they have enough means to make up for this while they would treasure his intellect. I really like that you made him have Shuriman ancestors. Piltover is described as a cultural melting pot in the lore, yet this is **poorly** represented by the champions. All Piltovian champions look European and the only champion of colour from Zaun is Ekko. It really is a shame, I hope Riot will improve this in the future. Your weapon choices could use some improvement in my opinion. While I definitely like the gravity focused bruiser you imagined here and see why you have chosen a hammer to represent this thematic, I think it is overlapping a bit with Jayce, who is also a champion using a technological modified hammer. I think the same could be achieved using anothing weapon that symbolises momentum, like a flail or a morningstar. There is also nothing in his kit that screams "he needs a hammer to do this", so I think changing this up might be a good idea. Also his hammer has 2 modes, Gravity-mode and Anti-Gravity-mode. Again, a bit clashing with Jayce. Also don't know why you wanted to add Atlas Gauntlets to him, which are already Vi's trademark. I can see him wearing some exosuit pieces to help his weak body, but I wouldn't call them out as Atlas Gauntlets. Just let him augment his body with Hextech and call it a day. _________________________ **Kit and Gameplay** It seems that your goal was here to create an AP bruiser (at least you called him a bruiser). Very brave, since creating these is difficult (as shown with Sylas and Mordekaiser....), since this playstyle is lacking proper itemization. I see some problems here. First thing that I noticed: This champion does have 2 different stacking mechanics? He stacks Gravity Force with his passive and additionally Gravitons for his ultimate. I don't know if you intended these to be the same thing here, but you named them differently. Currently, no champion has 2 different stacking mechanics in the game. If they utilise stacks, then just one type and the other mechanics are tied to it (like how Kai'Sa has her passive stacks and can ult any target with these stacks on it). Then, I am not really sure if this champion would be played as a bruiser. On one side, he gets no benefit whatsoever from defensive stats. Bruisers usually have their defensive abilities scaling with HP, like Morde's shield, Vi's shield, Camille's shield, and so on. Your champion's shield just scales with AP. But on the other side, he also has **tons** of CC, which could make him being built full tank, since his playstyle has so much utility. I understand why he has so much CC, since his theme is gravity. But if you wanted to go for a bruiser playstyle, then maybe you could go more in the damage area? For example, reduce his CC a bit and give him more damage. Maybe effects like if the Proximity Mine (**love** that skill btw, why don't we have a champion using technology based mines already?) launches the enemy into a wall, they receive additional damage? Question about E: Why does his next auto crit with 175% AD? I got the feeling you want this champion to build AP, not AD. So I think giving him more AP scaling here instead would be a good cal. In general, I think the kit could use some work. There is no obvious combo to execute, the champion will mostly just fling around the enemy with CC and stick to them auto attacking them for damage. ____________________________ **Facit** I love the thematic of this champion and would like to see a gravity based technology bruiser in the game. But I think the execution when it comes to his kit could use some more work. I hope you keep working on this guy, since I think it has great potential.
> [{quoted}](name=Chembaron Yamada,realm=EUW,application-id=A8FQeEA8,discussion-id=O07e3YEm,comment-id=0000,timestamp=2019-09-05T10:13:35.521+0000) > > Uuuuuuh, finally a new concept for a Piltovian champion, I like that! > Let's dig in that idea of yours. > > ________________________ > > **Character Design and Lore** > > I personally like the story hook you have chosen for him, being born with weak condition and having to make up for it with technology is something that isn't represented in this game right now. Not so sure about his family ditching him, tho. He has shown that he has great intelligence in the early years and that will get you far in Piltover, weak physics would be a hindrance and a reason to ditch a child in societies like Noxus or Freljord, but in Piltover, they have enough means to make up for this while they would treasure his intellect. Eh, fair point, but I wanted to bring some tragedy in his story. Make it so that readers would feel more sorry for him. He's supposedly this genius inventor and technician whose prowess has only recently been discovered - both by society and by himself - due to his neglectful upbringing and inherent disabilities. Remember that since they barely paid attention to him, they were unaware of his abilities - they simply assumed he was a sickly child and would die off at some point. However, as Newton discovered, he's now found fame and fortune in the city - people don't care about defects as much, as long as you're talented. > > I really like that you made him have Shuriman ancestors. Piltover is described as a cultural melting pot in the lore, yet this is **poorly** represented by the champions. All Piltovian champions look European and the only champion of colour from Zaun is Ekko. It really is a shame, I hope Riot will improve this in the future. His codename was actually 'Hextech Black Guy', if you'd excuse the term, ha. I was partly inspired by other fictional people of colour, like, uhh, Cyborg from Teen Titans. > > Your weapon choices could use some improvement in my opinion. While I definitely like the gravity focused bruiser you imagined here and see why you have chosen a hammer to represent this thematic, I think it is overlapping a bit with Jayce, who is also a champion using a technological modified hammer. > I think the same could be achieved using anothing weapon that symbolises momentum, like a flail or a morningstar. > There is also nothing in his kit that screams "he needs a hammer to do this", so I think changing this up might be a good idea. Also his hammer has 2 modes, Gravity-mode and Anti-Gravity-mode. Again, a bit clashing with Jayce. The hammer was chosen since its strikes are more resonant than that of a sword/blade or gun, but I see your point. A morning-star like weapon could work, though it'd need to be glitzed up and augmented with hextech, of course. Also, the two modes exist since I reasoned that if he controlled gravity, he could do the reverse just as easily. > > Also don't know why you wanted to add Atlas Gauntlets to him, which are already Vi's trademark. I can see him wearing some exosuit pieces to help his weak body, but I wouldn't call them out as Atlas Gauntlets. Just let him augment his body with Hextech and call it a day. In order to help him to manipulate gravity - though they don't have to look like Vi's specifically. > > _________________________ > > **Kit and Gameplay** > > It seems that your goal was here to create an AP bruiser (at least you called him a bruiser). Very brave, since creating these is difficult (as shown with Sylas and Mordekaiser....), since this playstyle is lacking proper itemization. I initially wondered whether being a made would suit him better. Came to conclusion I preferred a melee. > > I see some problems here. > > First thing that I noticed: This champion does have 2 different stacking mechanics? He stacks Gravity Force with his passive and additionally Gravitons for his ultimate. I don't know if you intended these to be the same thing here, but you named them differently. Currently, no champion has 2 different stacking mechanics in the game. If they utilise stacks, then just one type and the other mechanics are tied to it (like how Kai'Sa has her passive stacks and can ult any target with these stacks on it). I did that since I didn't want the passive to always trigger immediately upon getting the ult up. However, as another user pointed out, this is just counterproductive so I might remove 'Gravitons' and just extend the tether duration. > > Then, I am not really sure if this champion would be played as a bruiser. On one side, he gets no benefit whatsoever from defensive stats. Bruisers usually have their defensive abilities scaling with HP, like Morde's shield, Vi's shield, Camille's shield, and so on. Your champion's shield just scales with AP. But on the other side, he also has **tons** of CC, which could make him being built full tank, since his playstyle has so much utility. I'm never able to do AP bruisers well the first time. [Armant's](https://boards.na.leagueoflegends.com/en/c/skin-champion-concepts/VwMzMawU-custom-concept-armant-the-lightbringer-bruiser-support) old kit looked a lot like a magic-damage vanguard. I think in this case, I went a bit overboard on the CC and forgot he's meant to do more than just displace people. > > I understand why he has so much CC, since his theme is gravity. But if you wanted to go for a bruiser playstyle, then maybe you could go more in the damage area? Good point. > > For example, reduce his CC a bit and give him more damage. Maybe effects like if the Proximity Mine (**love** that skill btw, why don't we have a champion using technology based mines already?) launches the enemy into a wall, they receive additional damage? I think I might add that. It'd add an offensive aspect to Anti-Gravity Mode, so Newton wouldn't be pigeonholed into using one mode for attack and one for defence - rather than such a spoonfeeding, he'd have to work it out for himself instead, switching modes depending on what he wanted to achieve. And yeah, Proximity Mine is one of the abilities I like the most. The mine itself is supposed to look like a Tron disc. > > Question about E: Why does his next auto crit with 175% AD? I got the feeling you want this champion to build AP, not AD. So I think giving him more AP scaling here instead would be a good cal. Autoattacks use AD, hence why that is there. The figure means it will crit for 175% of his attack damage instead of 200% - however, since he is AP, this doesn't make much sense in retrospect. > > In general, I think the kit could use some work. There is no obvious combo to execute, the champion will mostly just fling around the enemy with CC and stick to them auto attacking them for damage. Hmm. The feedback will help for the surface aspect, but I might need to take a wider look at his kit in order to shoehorn him into being more of an AP bruiser - the last thing I'd want is his offensive capability wasted on players who build tank instead, and just sling around Proximity Mines waiting for a window in. > > ____________________________ > > **Facit** > > I love the thematic of this champion and would like to see a gravity based technology bruiser in the game. But I think the execution when it comes to his kit could use some more work. I hope you keep working on this guy, since I think it has great potential. Thanks for your comments! Yep, he's certainly rough around the edges - but you're helping me smooth 'em out. And I will most definitely keep working on him and my other champs. :)
: Passive: > causing them to _take and deal_ damage in a shockwave around them Can you clarify this? Q: > The centre of impact radiates 3/4/5 (based on level) beams of energy Based on level of what? His own? > The beans can bounce off terrain and if they pass through the river, they gain increased speed and range. These do not deal damage, but apply a slow equivalent to 50% of the slow applied on first cast. In addition, they can only affect the champion once before dissipating. I personally believe this to be just overcomplicated. 450 range is too short to make the "bounce the beam off the wall to hit the enemy" worth it, and they are also unblockable so why not just hit the enemy with it directly. It would make more sense with something like Morgana's Q: a linear skillshot with huge range that stops at first enemy hit, so you can try to snipe the enemy who hides behind his minions/allies with this bounce W: > The zone can be destroyed by immobilising Newton. I fail to see any logic in this. It would be ok if it was silence/any hard cc that disables spellcasting(like it works with some other abilities now, like Anivia's R or old ASol's W) Also, I didn't see the AOE of the blast/pull, as well as the AOE of Control Zone E: > If an enemy is in his target location, his next basic attack deals critically strikes for 175% AD (+25% AP) magic damage. Does it work for any enemy? And how long does this buff last? Can he gravity-E in a minion wave, go away and hit someone with empowered mres-reducing attack later? > Newton leaves behind a portal that blinks enemies who follow him back a certain distance. I hope that "certain distance" is not too far. It's an interesting effect combined with gravity-W at exact position where enemies would be teleported to R: Without any build-in survivability he is not going to proc this ever. He needs 3 AAs, 1.5 sec tether and then he gets to Skarner ult them(without bonus ms that Skarner gets when he ults someone, and also with an enemies having ability to actually attack, cast or slowly move). Also, > Anti-Gravity Mode: The target is knocked up. Gravity-Mode: The target knocked down. When is this actually applied?
Thanks for your feedback. >Can you clarify this? Sure. [Mechanical Resonance](https://www.youtube.com/watch?v=PjQzgK53QCY) is applied at 3 stacks of Newton's passive, which causes the next basic attack or ability to deal damage to the enemy and slow them over time. They then radiate this damage around themselves to nearby allies. So basically it's a DoT that can affect other enemy champions, not just the one it's procced against. Resonance stacks apply on-target (Newton doesn't stack them, they're stacked on-target) so getting 3 stacks on say, {{champion:82}} Mordekaiser, then swapping to {{champion:133}} Quinn wouldn't proc Resonance on her - only on Morde. >Based on level of what? His own? Should say the ability rank. >I personally believe this to be just overcomplicated. 450 range is too short to make the "bounce the beam off the wall to hit the enemy" worth it, and they are also unblockable so why not just hit the enemy with it directly. It would make more sense with something like Morgana's Q: a linear skillshot with huge range that stops at first enemy hit, so you can try to snipe the enemy who hides behind his minions/allies with this bounce You are right that I may have underplayed the range, since I've basically given him Thresh's autoattack range in an ability. However, I don't like the idea of making it a long-range skillshot since he already has his W and I want to experiment more with the shockwave effect; they'd be less point if the ability was long enough to almost always reach the target anyway. However, I might extend the range of both the slam and the beams, so they can concuss more enemies over a longer dist. >I fail to see any logic in this. It would be ok if it was silence/any hard cc that disables spellcasting(like it works with some other abilities now, like Anivia's R or old ASol's W) Also, I didn't see the AOE of the blast/pull, as well as the AOE of Control Zone The logic is that since the zone is so large and applies constant CC, it may as well be metered so if Newton gets caught out he loses his ability to manipulate gravity, and hence, the zone. I'm working on AoE for the blast/pull and zone, but radius is different from range (I think) so I'm not too sure about the conversions. >Does it work for any enemy? And how long does this buff last? Can he gravity-E in a minion wave, go away and hit someone with empowered mres-reducing attack later? It's his next basic attack on an enemy in the area. So no, he can't E into some minion, then damage the enemy laner with an empowered AA if the enemy champion is away from the target location. >I hope that "certain distance" is not too far. It's an interesting effect combined with gravity-W at exact position where enemies would be teleported to Nope, just a short 'blink' backwards - not a displacement! >Without any build-in survivability he is not going to proc this ever. He needs 3 AAs, 1.5 sec tether and then he gets to Skarner ult them(without bonus ms that Skarner gets when he ults someone, and also with an enemies having ability to actually attack, cast or slowly move). Also... You're right about this, though he does heal off of Resonance. Hmm. Might need to delete the stacking system from this ability altogether and keep it at a 2-sec leash. >...When is this actually applied? Once the tether ends successfully.
: Why i have a feel,what your champion have something similar to Sigma from Overwatch....?
> [{quoted}](name=Trilobit731,realm=EUW,application-id=A8FQeEA8,discussion-id=O07e3YEm,comment-id=0001,timestamp=2019-09-06T06:32:48.027+0000) > > Why i have a feel,what your champion have something similar to Sigma from Overwatch....? I guess because they're both gyromancers? Lol. Had to look up Sigma, actually; I don't play OW.
Rioter Comments
Rioter Comments
Rioter Comments
: 700 units? You're talking diameter right? Because Orianna and Zyra have similar ults and theirs have a radius of 325 and 500, respectively. 700 would be humongous.
> [{quoted}](name=Metal Janna,realm=NA,application-id=A8FQeEA8,discussion-id=1PXMsHgE,comment-id=0000,timestamp=2019-09-03T21:49:24.440+0000) > > 700 units? You're talking diameter right? Because Orianna and Zyra have similar ults and theirs have a radius of 325 and 500, respectively. 700 would be humongous. It's the same size as Jax's leap, yeah. I'll nerf it.
Rioter Comments
Rektagon (EUW)
: [CUSTOM Concept] Syrix, the Claws of Noxus
: that lore was pretty gud, u don't have to say ship busting rocks tho, simply saying reefs or rocks is fine what would pretty interesting was if the energies that corrupted him corrupted his intentions, he THINKS he's warning ships to stay away, but he's actually accidentally drawing them nearer, regardless of if u consider this or not the lore is pretty gud and interesting. https://www.youtube.com/watch?v=1UeMVfHN2P8 i actually really friggen like the current version of ur Q The Undercurrent is simpler but retains its versatility, see? u don't need me to design ur concepts for u, they have potential on their own and that comes from YOU, im just trying to open ur eyes to more possibilities and see some possible mistakes u may have made in theme, gameplay, or balance (emphasis on POSSIBLE) on that note, u might want to put some visual effect on Undercurrent, bc ur making whats basically an invisble trap MOVE and Riot usually makes traps visible when they are placed.
> [{quoted}](name=FlameHalbrdOkido,realm=NA,application-id=A8FQeEA8,discussion-id=EBs9K3Wx,comment-id=0007,timestamp=2019-09-01T21:37:07.711+0000) > > that lore was pretty gud, u don't have to say ship busting rocks tho, simply saying reefs or rocks is fine > what would pretty interesting was if the energies that corrupted him corrupted his intentions, he THINKS he's warning ships to stay away, but he's actually accidentally drawing them nearer, regardless of if u consider this or not the lore is pretty gud and interesting. > > https://www.youtube.com/watch?v=1UeMVfHN2P8 Thanks for the feedback, and yep, shouldn't say ship-busting rocks; that's so stupid. However, I'm not sure why you've got a pentakill video there...
: > [{quoted}](name=Rektagon,realm=EUW,application-id=A8FQeEA8,discussion-id=3bFetPFV,comment-id=0002000000000000,timestamp=2019-09-01T21:21:33.824+0000) > > Why don't you come and do the **whole concept**, since you're so much better than I am about champion design and thematics? im only offering suggestions, and im only one person, u could put the older and new versions of this in the discord to see what other peeps think. And there are others that are much better than me as well, such as Echoing and Djinn, theres just a progression of time spent doing these things right? Ur 1st concept posted on the boards was 2 months ago, my 1st concept was 5 yrs ago under an account called Shamont, and my oldest on this account was 4 yrs ago. U will get better with time, don't give up, i used to be really crappy too, keep trying and keep learning. Don't place such a high value on my words cause im just learning too, im just saying what I think would be best to help improve ur concepts, but i could be better and my advice could be better too. I am baised and flawed. In fact a lot of my advice could be wrong/delivered wrong.
> [{quoted}](name=FlameHalbrdOkido,realm=NA,application-id=A8FQeEA8,discussion-id=3bFetPFV,comment-id=00020000000000000000,timestamp=2019-09-01T21:31:55.997+0000) > > im only offering suggestions, and im only one person, u could put the older and new versions of this in the discord to see what other peeps think. And there are others that are much better than me as well, such as Echoing and Djinn, theres just a progression of time spent doing these things right? Ur 1st concept posted on the boards was 2 months ago, my 1st concept was 5 yrs ago under an account called Shamont, and my oldest on this account was 4 yrs ago. U will get better with time, don't give up, i used to be really crappy too, keep trying and keep learning. Don't place such a high value on my words cause im just learning too, im just saying what I think would be best to help improve ur concepts, but i could be better and my advice could be better too. I am baised and flawed. In fact a lot of my advice could be wrong/delivered wrong. Like I said before - why don't you just do the whole concept and come up with a better kit? Idk what the hell you're waiting for. It's crappy and needs fixing then.
: > [{quoted}](name=Rektagon,realm=EUW,application-id=A8FQeEA8,discussion-id=3bFetPFV,comment-id=00020000,timestamp=2019-09-01T07:52:27.106+0000) > > I wanted him to be a high CC mage, but have crowd control that was tricky to land and necessitated the use of combos. Q roots but only if all 3 shards land, and E roots only if the target has been hit by previous abilities. > > I made up for the high CC by decreasing Sapphirus' AP ratios. the repeated same type of CC seems very derivative, lame, and also very harsh for the enemy to deal with, how about a Ground on E instead, this way they can still move but cant use mobiltity to escape ur other CC
> [{quoted}](name=FlameHalbrdOkido,realm=NA,application-id=A8FQeEA8,discussion-id=3bFetPFV,comment-id=000200000000,timestamp=2019-09-01T21:10:58.461+0000) > > the repeated same type of CC seems very derivative, lame, and also very harsh for the enemy to deal with, how about a Ground on E instead, this way they can still move but cant use mobiltity to escape ur other CC Why don't you come and do the **whole concept**, since you're so much better than I am about champion design and thematics?
: > [{quoted}](name=Rektagon,realm=EUW,application-id=A8FQeEA8,discussion-id=EBs9K3Wx,comment-id=0006,timestamp=2019-08-31T21:37:56.857+0000) > > MARDOK REWORK IS LIVE! > > New design, new lore, new abilities! It's gonna be LIT! > > ~Rektagon "If Mardok lands immobilising crowd control on an enemy champion, he gains 10% of their maximum HP (+30% AP) as a shield lasting 7 seconds." This is gud. I hope that the CD on the shield isn't 52 sec tho, this is really the only passive he needs. and maybe the MS part ------ the vision part might be 2 strong especially for Pro's EVEN with the gate mechanisms u put on it ---- Q why does Reel Their Souls have to recast to slow the unit, it should just slow them when the touch it like Jhins traps right?
> Q > why does Reel Their Souls have to recast to slow the unit, it should just slow them when the touch it like Jhins traps right? Typo!!!!
: why does E root targets hit by previous abilities if Q already roots?
> [{quoted}](name=FlameHalbrdOkido,realm=NA,application-id=A8FQeEA8,discussion-id=3bFetPFV,comment-id=0002,timestamp=2019-09-01T00:25:50.857+0000) > > why does E root targets hit by previous abilities if Q already roots? I wanted him to be a high CC mage, but have crowd control that was tricky to land and necessitated the use of combos. Q roots but only if all 3 shards land, and E roots only if the target has been hit by previous abilities. I made up for the high CC by decreasing Sapphirus' AP ratios.
oCYCLONEo (EUW)
: Fan concepts are just a waste of time and pointless
Part of the hook is doing it for fun. Who doesn't like imagining their own characters or universes?
Rektagon (EUW)
: [CLASSIC Concept] Mardok, the Grim Reeler
MARDOK REWORK IS LIVE! New design, new lore, new abilities! It's gonna be LIT! ~Rektagon
: > [{quoted}](name=Rektagon,realm=EUW,application-id=A8FQeEA8,discussion-id=EBs9K3Wx,comment-id=00050000,timestamp=2019-08-31T10:35:15.093+0000) > > How would this work for Mardok? either turn him into the spirit that has possessed the lighthouse and lures people to their doom
> [{quoted}](name=FlameHalbrdOkido,realm=NA,application-id=A8FQeEA8,discussion-id=EBs9K3Wx,comment-id=000500000000,timestamp=2019-08-31T17:11:28.784+0000) > > either turn him into the spirit that has possessed the lighthouse and lures people to their doom But the point of the lighthouses is to guide his ship. That said I like the idea for the revamped Q. I'm going to implement it, as well as making some changes to his passive and W. We gucci, Okido. We gucci and versace in this. EDIT: Holy shit I only just got what you meant. I am dense...
: Ok it's look more balanced and i like it now. I understand his ultimate, i think it's a good idea.
> [{quoted}](name=StormBladeMaster,realm=EUW,application-id=A8FQeEA8,discussion-id=nwTkU3gu,comment-id=000000000000,timestamp=2019-08-31T13:21:35.895+0000) > > Ok it's look more balanced and i like it now. > > I understand his ultimate, i think it's a good idea. Thanks! Defo more balanced.
Rektagon (EUW)
: [CUSTOM Concept] Armant, the Lightbringer (Bruiser Support)
REWORK IS LIVE!!!! The new and improved Armant is here!
Rektagon (EUW)
: [CUSTOM Concept] Hydran, the Water Walker (Uses the River instead of Mana...?)
>Alright so, Waterbender: An interesting idea to say the least, no champion so far has interacted this way with an element I don't think - and the specifics of the way he goes about collecting water are good too. The timer increase the more full you are might need a little helping though, I mean, 53 seconds for your final 12 droplets early game seems like a bit much. It's to stop him from abusing his manaless mechanic. From how it looks, he basically won't need to back unless he's full on gold or low on health. Also, being able to get resources from the river would be easy, since every lane has a river...next to it. He'd also be good in teamfights if he ever got low on casting resources around objectives. >Precipitate: A neat concept, the right amount of mobility to overcome but not add to the mobility creep. As an idea, after Nimbus advance instead of having the water cloud re-apply a modified version of it's damage when he gets there (Since that would be a lot like Stratus advance) maybe Hydran would become ranged upon reaching the cloud and as long as he stays in it. Oh there's no reapplication. If he summons the cloud (Precipitate) and immediately dashes to it (Nimbus Advance), only Nimbus Advance's damage will apply since the cloud deals more damage when he's in it. The idea here is that he's hidden when he enters the cloud, so you can't see his body (but you can damage him with basic attacks and abilities). Stratus Advance is very different though; he dashes onto the ground and roots everyone. >Chilling Blast: No complaints here, probably his most "basic", simple ability, but do the summoned water orbs count as bodies of water that he can Aquatic advance to? They probably should imo. They don't, since they're in the air when he summons them. Also, I'm thinking of getting rid of the stun ngl - he already has good hard CC in his Q. What I'll probably do is just change it to be a slow and "wet" debuff that makes allies give them bonus damage. >Seastone Pendant: So, I'm confused. Once Hydran has given a pendant to an ally, is the pendant located in their item inventory, or held as a status buff? If it's the former, then what happens if they have a full inventory - is the pendant consumed immediately, and if it is, does the spell shield have the same time duration? If it's the latter, and Hydran has to recast the ability on the allied target to activate the shield, doesn't the shield duration seem too short? If it actually is like this and the shield is solely up to Hydran's micromanagement skills to activate, perhaps it should have a longer duration, like Morgana's Black shield, and possibly have it's -70% effectiveness when used on the same target repeatedly removed altogether. Also, is the pendant lost upon death? It's not "stored in their inventory" so to speak, that that poorly-worded. What happens is that they get a passive status buff lasting about a minute, during which time they are granted the bonus effects which decay over the duration. If they then click on the pendant, they activate it to grant themselves a spell shield - so the ally will recast it, not Hydran. They're in control of the Pendant once they're wearing it. I actually thought the ability was OP because of the healing potential, the CDR and of course, all the other buffs. It's basically like a Purple Buff - Red Brambleback and Blue Sentinel fucked each other or something. >R1: Cleanse the Waters First cast: Hydran targets a location. After 0.5 seconds, sea beasts begin circling the area, muting all enemy champions. Second cast: Tentacled limbs reach out and swipe at enemy champions for 3 seconds. Any caught by the tentacles are hurled towards Hydran’s current location. When they land, they take 240/360/480 (+50% AP) magic damage. I'm going to change this ability. The sea beasts circle the area and start attacking enemy champions, generating stacks. At 2 stacks, the enemy is feared for 1.75 seconds, taking magic damage. There. That makes it very unique. Thanks
: Since you used a lighthouse in abilities i thought u might want to take a look at this https://cdna.artstation.com/p/assets/images/images/018/609/488/large/efflam-mercier-fdn-shd-161206-nightmares-serpentworm-v003-em-copy.jpg?1560025299 https://www.artstation.com/artwork/L2l6LK Lighthouse comes to life, and the twisted version it's past self voluntarily misdirects passing ships so that they crash ashore, then torments the marooned sailors. seems a lot like ur current design no? Maybe u could pivot to this? it could pull u away from that theme thats 2 close to Thresh
>seems a lot like ur current design no? Maybe u could pivot to this? it could pull u away from that theme thats 2 close to Thresh How would this work for Mardok?
: Stealing stats is usually relegated to ults...also it can be feast or famine depending on how its used This passive is pretty feast or famine since it relies on his team getting kills to use. If Mardoks team is getting kills they keep getting stronger. If they are dominating the passive becomes useless. If his team isn't getting kills he can't use his passive, and is useless. u need a new passive. How about something Like Swains passive were every time a nearby champion is immobilized he steals a % of their Max HP and grants it to nearby allies for a heal? This is something that can be used often, and will be effective no matter what is going on in the game, and has a similar Q seems like Thresh's Q except with a mercy cast if he misses, an AoE component if within range and with no dash, and his theme was already very close to Thresh's to begin with. which is sad bc the rest of the kit is pretty interesting and unique how about having him create a tidal waves? ---- Undercurrent: Mardok pulls enemies in the targeted area for 250 units. ---- The area can be a constant pull over x seconds to anything that enters, or it can be a multicast ability with up to 3 mini pulls like Aatrox's Q except it would be at the target area at range. If you MUST keep the fishing line aspect it can work like this ------ Soul Line: Mardok casts his line Bobber to a target area which stealths after a brief delay. The Bobber remains for 15 seconds and slowly moves towards him if he is more than 1200 units away, canceling and returning if he is more than 1500 units away. The bobber attaches to a unit upon contact, slowing them for 2 seconds. Range: 1100 Cooldown: 21/19/17/15/13 While the bobber is Deployed Soul Line becomes Undercurrent which may be re-activated up to 3 times at no cost. Undercurrent: After a 0.3-second delay, Mardok pulls enemies and/or the Bobber in the target area centered on the cursor, dealing damage to all units. Slowed or Immobilized units are pulled further. Range: 850 CD: 1 --------------- This should play more like a fisher man and it allows him to play a little game with the opponents, where is the Bobber? He can turn 180 degrees to turn the pull into a push. Is he using undercurrent to push the bobber towards them, or will he attempt to push them towards the bobber? maybe the bobber is ALREADY behind them (if he threw it from brush or pre-planted it b4 they came) and he's simply waiting for it to creep up on them, maybe some minions simply got too close to it and he's pushing them away with undercurrent. It plays the Fishermans patient wait game for the fish to fall for the trap. This is VERY different from Thresh's throw a hook and catch someone instantly. It also features the "reeling or yank" that is different from Thresh's yanks, bc the target can still move BUT they are slowed which makes them doubly vulnerable to Undercurrent casts. So its really important for Mardok to plan his Undercurrent casts so he has at least one saved for a pull. If he used them up setting up his Bobber slow he wont have any for the enhanced pulls. The biggest thing that separates this version is that it can effect multiple people tho even if it still singles out one, ESPECIALLY if u land the bobber on a champion and still have ALL three casts of Undercurrent which u can use to pull them VERY far towards u. this version probably even works better with the E as well, as u could pull them towards the net with Under current and then pull the bobber to them I really didn't want to do a sort of Swain E where it would root or pull on the way back bc while its certainly different from Thresh to make it a ground targeted AoE that CC's on the way back, his theme and weapon is still WAY too similar to Thresh's for that. This set up i feel is closer to Fishing without getting too close to Thresh. I think E needs a max range, it can still have a largish range but i think u should keep it pretty low in comparison to other abilities that allow champions to take allies with them BC, they are VERY powerful and get abused in Pro-play leading to balance issues. It should be noted that Ryze, Bard, Thresh, Kalista, Ivern and Tahm grant allies strongish dashes, and Tahm, Ryze, Kalista have all been nerfed for various reasons mostly connected to pro's abusing them and regs not, and the rest (Bard, Ivern) are probably purposely kept weakish. i wouldn't do more than 1000 units at max rank bc again cross map mobility WITH teammates is SUPER strong even if it is to a preplaced ward, thats a either a really strong engage or really strong escape. instead of saying max of 1 Lighthouse per lane bc that would be weird to code, just say that Lighthouses cannot not spawn within 3000 (or something) units of each other up to a max of 3.
>Stealing stats is usually relegated to ults...also it can be feast or famine depending on how its used This passive is pretty feast or famine since it relies on his team getting kills to use. If Mardoks team is getting kills they keep getting stronger. If they are dominating the passive becomes useless. If his team isn't getting kills he can't use his passive, and is useless. u need a new passive. How about something Like Swains passive were every time a nearby champion is immobilized he steals a % of their Max HP and grants it to nearby allies for a heal? This is something that can be used often, and will be effective no matter what is going on in the game, and has a similar You're right...the passive sucked. I'll think of something else. Thanks
: Passive In his fully unpacked form shouldn't he get a full MS BUFF? he's not dragging his cannon around he's deployed it. In feel like his MS should only drop to the fully NERFED version with a minimum of 200 when he leaves a certain radius of his cannon bc then he's dragging the fully deployed cannon behind him on a rope. Let him be able to kit around his cannon a bit, and while we're at it maybe the fully deployed cannon should be terrain to enemy units. Q u can like the powermeter in just that on top of the current passive the player has to deal with too much at once. If their passive was actually the power meter instead or if their passive was simpler it would be ok. (and thats not even getting into the ult) Using something like Pyke's or Pantheon's Q set up really accomplishes the same thing in a MUCH simpler way E what if it interacted with Soot and cleared either all of it or a percent, and it increased the dmg, range, or duration based on the amount of Soot? i feel like for the ult u should just pick ur favorite ammunition and let him cast it 3x What if his ult was this?: Launch Cannon Anselm aims his cannon at the ground in the target direction. dealing AoE dmg in the target direction, the cannon is launched in the opposite direction and damaged all units it passes through.
> [{quoted}](name=FlameHalbrdOkido,realm=NA,application-id=A8FQeEA8,discussion-id=qpy3kkjA,comment-id=000100000000,timestamp=2019-08-31T00:23:12.228+0000) > > Passive > In his fully unpacked form shouldn't he get a full MS BUFF? he's not dragging his cannon around he's deployed it. In feel like his MS should only drop to the fully NERFED version with a minimum of 200 when he leaves a certain radius of his cannon bc then he's dragging the fully deployed cannon behind him on a rope. Let him be able to kit around his cannon a bit, and while we're at it maybe the fully deployed cannon should be terrain to enemy units. > > Q > u can like the powermeter in just that on top of the current passive the player has to deal with too much at once. If their passive was actually the power meter instead or if their passive was simpler it would be ok. (and thats not even getting into the ult) > > Using something like Pyke's or Pantheon's Q set up really accomplishes the same thing in a MUCH simpler way > > E > what if it interacted with Soot and cleared either all of it or a percent, and it increased the dmg, range, or duration based on the amount of Soot? > > i feel like for the ult u should just pick ur favorite ammunition and let him cast it 3x > > What if his ult was this?: Launch Cannon > Anselm aims his cannon at the ground in the target direction. dealing AoE dmg in the target direction, the cannon is launched in the opposite direction and damaged all units it passes through. We discussed on Discord how to fix Armant's problematic gameplay. I'll be making serious considerations regarding his and Amira's future Thanks.
: why does Q slow allies? champions shouldn't mess with allied CDs, champions are carefully balanced around their CDs. Do you want to deal with the enemy Armant using W on the enemy Aatrox so he can Q you 6 times in a row? Just make it grant a shield or dmg reduction, that will give the time they need for their CD's to run down some so they come back "sooner" This really doesn't feel like a bruiser at all, this feels more like an aggressive vanguard with enchanter bits thrown in, there isn't enough focus on the champion really going to town on the enemy themselves, and supporting while doing it. If you REALLY want to make a bruiser support, they should be about dealing constant damage in the thick of an extended fight, and being healthy enough to survive, supporting should happen on the side. Galio, Shen, and Taric are more bruisery than this. he literally gains a shield OUTSIDE of combat...think about that: A supposed bruiser who is supposed to LIKE being in the thick of fights and be durable enough to survive them...gains a shield (that would help him survive fights) when he ISN'T fighting...it should be the other way around he should reduce the shields CD each time he damages an enemy and casts an ability. The split focus between helping allies OR going in on enemies doesn't work for a bruiser. You should focus on ONE or the OTHER. Either make him a bruiser(diver) and go all in on enemies and support allies as a byproduct of going in or make him a Warden who supports and enchants allies to unlock some sort of dmg on enemies that get too close like an Angry Mother Bear and goes ham on those who dare think they can touch his allies. but doing both isn't gud. here's some examples of fighter (DIver/Juggernaut/Aggressive Vanguard) supports i have done Reshgave, The Strength of Many - https://boards.na.leagueoflegends.com/en/c/skin-champion-concepts/Q23t0bB7-champion-concept-reshgav-the-strength-of-many Aridus, the Arrogant Bulwark - https://boards.na.leagueoflegends.com/en/c/skin-champion-concepts/YAAFfEwt-champion-concept-aridus-the-arrogant-bulwark Somnus, The Beat of Adrenaline - https://docs.google.com/document/d/1omY5YmjQsGrDs9KqM_gE5VZdPqi5IOCUilELz5xXTCM/edit?usp=sharing
>why does Q slow allies? Presumably to balance the heal. >champions shouldn't mess with allied CDs, champions are carefully balanced around their CDs. Do you want to deal with the enemy Armant using W on the enemy Aatrox so he can Q you 6 times in a row? Just make it grant a shield or dmg reduction, that will give the time they need for their CD's to run down some so they come back "sooner" You're correct, though it can't be cast on the same ally for a minute so the practical cooldown is higher. >This really doesn't feel like a bruiser at all, this feels more like an aggressive vanguard with enchanter bits thrown in, there isn't enough focus on the champion really going to town on the enemy themselves, and supporting while doing it. If you REALLY want to make a bruiser support, they should be about dealing constant damage in the thick of an extended fight, and being healthy enough to survive, supporting should happen on the side. Galio, Shen, and Taric are more bruisery than this. This is ironically the feeling I got. I constantly worried that people would see Armant as more of a tank than an actual bruiser, and it's probably because of the shield and added utility. With regard for your other criticisms, I think the problem is that I've loaded him with utility and not given him enough sustained damage - especially given that he's an AP bruiser. Thus, what I'll probably do is maintain the offensive capabilities of his abilities, but reduce the utility in exchange for AD scalings and better base damage. I'll move the utility more to his passives and have them as rewards for executing objectives (e.g. Pyke has utility in his ult where he grants allies gold if they help him get a kill). The kit concept is fine, but I executed it terribly. Thanks
: Do the passive stacks work as stacks on an enemy champion, similar to Vayne or Kai'sa? Or are they counted on Brynja? On enemies I think it is a good concept, but if it is an internal counter I have some concerns about how it would work. Awesome concept though!
> [{quoted}](name=TheSoftestDragon,realm=NA,application-id=A8FQeEA8,discussion-id=gpVstFBM,comment-id=0002,timestamp=2019-08-30T20:48:03.834+0000) > > Do the passive stacks work as stacks on an enemy champion, similar to Vayne or Kai'sa? Or are they counted on Brynja? On enemies I think it is a good concept, but if it is an internal counter I have some concerns about how it would work. Awesome concept though! It's counted on the enemy. Otherwise it'd be a bit weird to count whenever she spellcasts/basic attacks.
Rektagon (EUW)
: [CUSTOM Concept] Fritjof, the Winter Zealot (Freezing the river? Global slow?)
**Balance changes (30/08/2019)** *I: Sigil of Frost* - target radius reduced from 2000 units to 800 units *I: Creeping Malevolence* - leash radius reduced from 2000 units to 800 units - no longer deals damage - now applies a 16-64% (based on max health) slow for 1 second *Q: Ice Binding* - slows reduced from 40% and 60% to 15% and 30% *W: Northern Winds* - added a 0.5-second delay - slow dropped from 40% to 20% *E: Idol of Frost* - health regen removed - now offers CD reduction of 20%!
: Hum this one look too much strong compared to the other. The other champ have a dmg problem but his kit is fine. This one have a broken kit. The passive is too much. The mark is okay but the second passive "creeping malevolence" looks broken. 2000 ua range is big, with dmg and a slow on it and you cast it from walls or river. Also the 50% AP ratio looks broken but i realized you didn't put a base dmg. So if your champ start with 0 AP, he will do 0 dmg on his passive ? I would remove the zone slow on the Q, the spell is very good because it's has 1000 range, good dmg and it's proc a slow and a stun. Slowing nearby enemies by 60% is too much. The W looks broken too... The dmg is fine on this one but your opponents only have 0,5s to dogde the spell ? It's a 1,5s zone root with a base slow. Also the range is still great. You have big CC with a big range so you are safe. The E is strange. The MS boost, the true sight is okay. But why a boost to health regen ? I mean it's nothing. 45% buff to health regen is useless except on Mundo or Garen. You better replace it with a heal that can proc many times. The dmg is broken but maybe i don't have understand. It's 90/120/150/180/210 (+30% AP) magic damage for **one tick** or for the **whole spell ? ** For one tick (considering it's proc every 0,5s) it's broken but if it's the total of dmg that your idol can do, then it's fine, maybe a little bit weak. And i don't have understand the ultimate. Ok for the first part, it's a big slow and a turret debuff. Then you talk about an eye, it's would be like a giant Yuumi Q ? A silence on every enemy champ who get hit by the eye. Then the missile stop and it's going back to base, revealing all the units it's hit and dealing big dmg. I don't have understand the ultimate but i think it's broken too.
>Hum this one look too much strong compared to the other. The other champ have a dmg problem but his kit is fine. This one have a broken kit. *HER. Brynja is FEMALE. Just to clarify, wouldn't want to misgender anyone in 2019 o.e. >The passive is too much. The mark is okay but the second passive "creeping malevolence" looks broken. 2000 ua range is big, with dmg and a slow on it and you cast it from walls or river. Also the 50% AP ratio looks broken but i realized you didn't put a base dmg. So if your champ start with 0 AP, he will do 0 dmg on his passive ? Good point; it's the range of rank 1 Nocturne ult...time to make some nerfs! I'll probably drop it to 800 or something. Also, I think I'll remove the damage and increase the slow. It's more for utility than killing people, and he is a dang support. >I would remove the zone slow on the Q, the spell is very good because it's has 1000 range, good dmg and it's proc a slow and a stun. Slowing nearby enemies by 60% is too much. I think I'll put the slow zone down. Part of how I made it different from Morg's Q or Lux's Q is the control zone, but it doesn't affect all enemies. Just nearby ones. So if I tone down both slows, it could balance the ability. >The W looks broken too... The dmg is fine on this one but your opponents only have 0,5s to dogde the spell ? It's a 1,5s zone root with a base slow. Also the range is still great. You have big CC with a big range so you are safe. I'll make it activate after a delay so it's more telegraphed. The idea is for two wind blasts to converge on a location, freezing all champions they pass through. The range is also, perhaps, Too Damn High. >The E is strange. The MS boost, the true sight is okay. But why a boost to health regen ? I mean it's nothing. 45% buff to health regen is useless except on Mundo or Garen. You better replace it with a heal that can proc many times. He already has a passive heal, so I don't want to repeat that. Might replace it with Adaptive Force instead (1 AP = 0.6 AP as a base). >The dmg is broken but maybe i don't have understand. It's 90/120/150/180/210 (+30% AP) magic damage for one tick or for the whole spell ? For one tick (considering it's proc every 0,5s) it's broken but if it's the total of dmg that your idol can do, then it's fine, maybe a little bit weak. No, that's damage for the whole ability; the desc. says "over time" but it's not particularly clear. My fault, I'll rephrase. >And i don't have understand the ultimate. Ok for the first part, it's a big slow and a turret debuff. Then you talk about an eye, it's would be like a giant Yuumi Q ? A silence on every enemy champ who get hit by the eye. Then the missile stop and it's going back to base, revealing all the units it's hit and dealing big dmg. I don't have understand the ultimate but i think it's broken too. Think about it like an underground Draven ult coming from the base, but in the shape of an alien's eye. As it's passing through, Fritjof can aim it to a target location. When it reaches the location, enemy champions standing on it are silenced and damaged *once*. The eye then travels back to base, and reveals whatever it passes through - but deals no further damage. His ult only deals damage *once*.
Rektagon (EUW)
: [CUSTOM Concept] Brynja, the Glacial Knight (Ice-Halberd Champion)
**Balance changes (30/08/2019)** *Q: GLACIAL SWEEP* - base damage reduced from 175/225/275/325/375 to 70/105/140/175/210 - AD ratio changed from 80% bonus AD to 120% AD *W: FROST'S EDGE* - base damage dropped from 160/230/300/370/440 to 100/150/200/250/300 - AD ratio changed from 50% bonus AD to 75% bonus AD - **NEW EFFECT** Brynja can now drag large minions she has impaled through other enemy units. *R: MIGHT OF THE FRELJORD* - AP ratio on base damage increased from 75% to 80% - AP ratio on flying terrain dropped from 25% to 20%
: I love the concept honestly. The only thing that you will need to change is the damage because it's too high. On every spell except maybe her E, you gave her too much dmg compared to other divers.
> [{quoted}](name=StormBladeMaster,realm=EUW,application-id=A8FQeEA8,discussion-id=gpVstFBM,comment-id=0000,timestamp=2019-08-30T19:53:11.583+0000) > > I love the concept honestly. > > The only thing that you will need to change is the damage because it's too high. > > On every spell except maybe her E, you gave her too much dmg compared to other divers. Well-spotted. Something told me those numbers were a little off, so I'll amend. Thanks
: Wow i really like this concept its simple yet very effective. Id really love to play this tank like Juggernaut. I also hate Vayne so id play him alot Kinda reminds me of the Monsters from Evolve with thier Separate armor and health pools.
> [{quoted}](name=FlameHalbrdOkido,realm=NA,application-id=A8FQeEA8,discussion-id=OtU43RsA,comment-id=0000,timestamp=2019-08-30T18:24:03.245+0000) > > Wow i really like this concept its simple yet very effective. Id really love to play this tank like Juggernaut. > I also hate Vayne so id play him alot > Kinda reminds me of the Monsters from Evolve with thier Separate armor and health pools. Thanks! Had to work hard to get the armour/health thingy to work...
Rioter Comments
Rioter Comments
: U really should decide on her subclass Karma is old and suffers from that, but she def scews towards enchanter, but i believe originally she was designed as a burst mage
> [{quoted}](name=FlameHalbrdOkido,realm=NA,application-id=A8FQeEA8,discussion-id=QKPArAAK,comment-id=000000000001,timestamp=2019-08-30T17:41:14.771+0000) > > U really should decide on her subclass > > Karma is old and suffers from that, but she def scews towards enchanter Well I had in mind a Catcher support, because of the whip...and chariot...
: Lore suggestions I like the idea of her being a chariot racer and a former slave who lead a revolt, the sellsword treasuring hunting aspect however is boring and an overdone aspect of current Shurima, we kno a lot of peeps do it and Sivir already covers that fantasy/theme even if only in lore and not in gameplay. I'd suggest looking for a new niche, even tomb runner: as in a person who runs ahead and sets off all the traps for treasure hunters/grave robbers to follow behind might be more interesting. But what might be ur best bet is turning the whole theme on its head. She could have started out as a treasure hunter, but come across a relic (maybe a Brackern crystal that sings to her its history, a gift from the Brackern to be passed down) that actually used to belong to her ancestors, she realizes the folly in that she's been selling her legacy away as a shuriman when it should be protected, and she becomes a hunter and Protector of the treasures rather than a plunderer. She finds the treasures and then makes sure they stay safe, like in National Treasure. I know that Sivir is also at a turning point where she may turn from her Treasure hunting pass, but she hasn't reached this point yet where she has made the decision, and its unlikely that she would do a COMPLETE 180 like im suggesting for your character. But most of all i find the connection between this champion and Sivir as really shallow, and unlikely, especially when Sivir barely trusts anyone and is reluctant to side with anyone, even her own ancestor Azir, the emperor of Shurima who saved her life... Sometimes it better to not connect concepts to real champions unless you're really friggen good at story writing. You also have to pay attention to the lore BC its not possible for Sivir to be "members of a powerful clan of female mercenaries renowned for their treasure-hunting abilities." Sivir led her OWN band of sellswords, b4 they all died when she was betrayed by Cass. Sivir's last whereabouts was in Vekaura after she survived a battle against Xerath with Nasus, and Taliyahs help. Starting or joining a clan of mercenaries isn't fitting into Sivir's current timeline. Passive Suggestions don't do item shards thats wayyy to powerful, champs need to earn those, same goes for Gangplanks SIlver Serpents, thats like giving Nasus free Q stacks. Other than that i'd suggest setting her passive up like Bard's chimes. Q When u say snare do u mean its a root, or a tether that can be broken if the target walks far away enough correct? If it is a tether that can br broken pls say so, if its a root say that instead of snare (no one has used snare in ages iirc). Additionally the fact that the "drag" can used at any time during the 2 second root/tether is kind of concerning, especially if its a root. If it IS a root and not a tether then the range for the Drag should decrease over time like Kled's Q. I say this BC ranged pulls that have a 2nd cast after a delay normally have some sort of 2nd requirement: Kled Q and Zac Q. also it should be a set distance pull. W a permanent lost in MS seems a bit harsh, yes mobility creep is a thing but i don't think this is the way to solve it, how about a lengthy slow once Punctured is applied? Also the MS reduction is SO small for all the work u do, and then u gotta wait so long to do it again, its too much work for 2 little pay off at a time. Sure it adds up, but it doesn't feel that gud ad the effects will be almost invisible and will largely unappreciated. Instead how about making the Spiked debuff, Ground and knockdown targets she/the chariot rolls over. Personally the idea of a champion permanently in a chariot is simultaneously interesting and clunky. Im not sure if its JUST her riding the chariot or if it would also feature horses, but that would make turning her model weird and she'd take up a lot of space for not being a tank. She'd be like Urgot except with a much smaller model for herself and then she'd be behind the horses in the chariot... what if instead of permanently riding in a chariot she walked around with spiked boots. In her W she calls forth a chariot and horses from behind her (think Azir ult), if she makes contact with the chariot (not the horses) she dashes forward along with the chariot on the path and keeps the chariot for a duration b4 it despawns. If she sidesteps the chariot and lets it forward along the CD is reduced. E "blesses the target champion with the ancient power of the sands" has nothing to do with her theme at all. As far as you have informed us shes a normal human being with exceptional skills at finding treasure and using a whip. Also minion buffing is something Riot doesn't condone anymore, just don't do it, it also has nothing to do with her gameplay, and is unnecessary clutter that distracts from the other cool things u have going on in the kit. You could also combine the enemy and ally parts of the ability into one simple cast: Sand Flurry: Amira unleashes a flurry of whip strikes on the ground around her whipping up a dust cloud blocking all enemy basic attacks in the area for x seconds, slowing and dealing DoT to nearby enemies. R except for the nearsight stack mechanic, R is really boring you can do way better than a utility version of Kat or Wukong's ults. focus on what gameplay niche you are trying to push here, go beyond the simple theme of a whip user or a treasure hunter, what does she bring to the support class that makes her unique fun and fresh to play in terms of gameplay, maybe start with what her subclass is supposed to be and go from there.
>Lore Storyline is still in the works, so I won't comment much. >Passive Suggestions don't do item shards thats wayyy to powerful, champs need to earn those, same goes for Gangplanks SIlver Serpents, thats like giving Nasus free Q stacks. Other than that i'd suggest setting her passive up like Bard's chimes. These would only come in small increments, so it would never help a champion to fully or significantly build an item. Think of it like contributing a little bit of extra gold towards a finished good. Also, Gangplank needs 500 Silver Serpents to upgrade his ship...the increment of Serpents found is small, and shares probability alongside that of finding potions, gold and other items. It doesn't sound OP at the moment. >When u say snare do u mean its a root, or a tether that can be broken if the target walks far away enough correct? If it is a tether that can br broken pls say so, if its a root say that instead of snare (no one has used snare in ages iirc). Additionally the fact that the "drag" can used at any time during the 2 second root/tether is kind of concerning, especially if its a root. If it IS a root and not a tether then the range for the Drag should decrease over time like Kled's Q. I say this BC ranged pulls that have a 2nd cast after a delay normally have some sort of 2nd requirement: Kled Q and Zac Q. also it should be a set distance pull. The champion is caught on her whip, and stunned. She can then drag them to the target location within 2 seconds. That's what I mean by 'snare' - they're unable to control their own movement, as she is in control of their positioning for that duration. >W I've had a number of complaints about the W. To be honest I'm not sure what I even want to do with this ability. And yes, she is supposed to ride a horseless chariot. >E "blesses the target champion with the ancient power of the sands" has nothing to do with her theme at all. As far as you have informed us shes a normal human being with exceptional skills at finding treasure and using a whip. Like I said, storyline is still in the works. >Sand Flurry: Amira unleashes a flurry of whip strikes on the ground around her whipping up a dust cloud blocking all enemy basic attacks in the area for x seconds, slowing and dealing DoT to nearby enemies. This is a good idea, though I was thinking she would be able to move a set distances along a line, in order to spread the dust cloud. >R except for the nearsight stack mechanic, R is really boring you can do way better than a utility version of Kat or Wukong's ults. A lot of champion abilities are similar, is it necessarily that bad? The nearsight and 'tornado' effect are still something new. Overall, thank you for the feedback...though now I don't actually know where I'm at with this champion. It's going to be a long day at the drawing board as I try to come up with a kit and theme that work.
Rektagon (EUW)
: [CUSTOM Concept] Anselm, the Artillery Master (Cannon ADC)
**Balance update (30/08/2019)** *Auto-attacks:* AA range modified to 600 - 1000 from 400 - 800. Yes, I said 1,000 attack range. His attack range nearly matches his sight range when unpacked. To prevent him from sniping towers too hard this way, he loses 30% AS in unpacked form. *Q: Broadside Barrage:* range increased from 900 - 1400 to 900 - 1800. The ranges now double when unpacked rather than increasing by 500 units. To compensate, the cooldown has been increased to 13 from 10 at **all ranks**. *W: The Reckoning:* range increased from 700 - 1200 to 700 - 1400. Again, it should double, not increased by a static 500 units. *E: Smoke Jet:* range increased from 800 - 1300 to 800 - 1600. Turning the cannon is also slightly faster, but the speed of the smoke is reduced. Note that {{champion:157}} Yasuo's Wind Wall is capable of blocking Anselm's Q and W as these are projectiles, but it will not block his E, because this is not considered a projectile - it's smoke. *R: Noxian Arsenal:* ranged increased from 1500 to 2500, but cooldown increased to 210/180/150 from 180/150/120. You'll be waiting an extra half-minute per rank to get the cannon working again. Note that {{champion:56}} Nocturne's Paranoia will still reduce Anselm's autoattack and ability range by 75%, so he remains a hard counter even if the range increases. Nearsight normally reduces sight by 900, but Nocturne will re-calculate when reducing sight for an in-ult Anselm. He still lacks hard CC except in his Q.
: I love unconventional champs as well and honestly the more cool supports the better, we need to get it through to people that Support can be fun, but we have to design more interesting and varied supports to diversify the class more, and make it more fun and rewarding to play i feel like the Maintanence part of ur passive is too hard "If Soot builds up, the accuracy of the machine is reduced and there is a 0-70% chance that basic attacks will miss." why not just have it deal reduced dmg? or reduced AoE dmg? Or maybe just make it lose AS? u shouldn't make abilities backfire UNLESS that causes the machine to deal AoE dmg around itself which could be interesting. But honestly i'd like to see less of RNG thing with the passive and more of a secondary Soot bar that builds up and causes every 3rd (or so) AA to be nerfed in some way, then as the Soot bar builds up make every 2nd ability be nerfed in some way, and then when the Soot bar is filled up just make him silence and disarm himself...which for an ADC would be pretty bad so maybe just silence? Basically...make him work like Rumble with the passive Heat mechanic. Also 10 sec is too long to repair, it really shouldn't be above 5 sec...idk maybe look into Kled's passive as well. LOL i just realized ur just like the old me, using too much detail and mechanics and overloading everything, u will learn to overcome it. Ur Q has wayy too much going on for the result, it can be simplfied. You probs wanna set it up like Pyke's or Pantheons Q with how rooted he needs to become he honestly feels more like a Yorick or Illaoi syled Juggernaut who needs to set up to become strong even if he IS ranged, i feel like the fact that he needs to FULLY unpack to do anything is kinda harsh. And its even worst for him since he has no mobility OR anyway to KEEP his opponent within range once he sets up unlike Illaoi or Yorick, i think u might want to have SOMETHING that has a strong slow, or a Ground/Silence, some way to keep the targets in range just a LITTLE.
>why not just have it deal reduced dmg? or reduced AoE dmg? Or maybe just make it lose AS? u shouldn't make abilities backfire UNLESS that causes the machine to deal AoE dmg around itself which could be interesting. But honestly i'd like to see less of RNG thing with the passive and more of a secondary Soot bar that builds up and causes every 3rd (or so) AA to be nerfed in some way, then as the Soot bar builds up make every 2nd ability be nerfed in some way, and then when the Soot bar is filled up just make him silence and disarm himself...which for an ADC would be pretty bad so maybe just silence? You're right, the RNG component would just make things annoying to deal with. What I'll do is display a *Soot* bar so Anselm can track how dirty his cannon his becoming, thus being able to decide when to clean it. Losing AS seems like it makes the most sense. >Ur Q has wayy too much going on for the result, it can be simplfied. You probs wanna set it up like Pyke's or Pantheons Q You think so? I kinda like the "power meter" thing, it's not something I've seen in League. Plus it does deal a lot of damage - but I'll consider revising it to just be a channel instead. >with how rooted he needs to become he honestly feels more like a Yorick or Illaoi syled Juggernaut who needs to set up to become strong even if he IS ranged, i feel like the fact that he needs to FULLY unpack to do anything is kinda harsh. He can still deal a lot of damage semi-packed, he just doesn't unlock his massive AA and ability range until he's unpacked. That's what happens. However I might give him bonus range to make it so that he doesn't suffer too much when not in that form. And yep, he lacks CC. Another issue. Thanks
: I think the lore would work better using hextech or chemtech, but nice idea
> [{quoted}](name=WarWolf888,realm=NA,application-id=A8FQeEA8,discussion-id=qpy3kkjA,comment-id=0000,timestamp=2019-08-29T22:42:51.164+0000) > > I think the lore would work better using hextech or chemtech, but nice idea I actually considered putting him in Piltover/Zaun, but went with Noxus because I thought a long-ranged cannoneer would make a nice counterpart to {{champion:119}} Draven.
Rioter Comments
: > [{quoted}](name=Rektagon,realm=EUW,application-id=A8FQeEA8,discussion-id=pEP0RvJE,comment-id=00010000000000000000000000000000,timestamp=2019-08-28T11:22:50.536+0000) > > What I might do is put Twisted Emergence as his ult instead, and merge it with Hellstorm. Then I'll change his E to be a dash. > > Wonderful! Having a massive demon-thingy rising out of the ground with fire around himself sounds very ultimate-like, and it wouldn't even need to have any CC on it. That actually sounds perfect, and when it comes to healing for Zur'Goth having it on his ultimate could work too. It could be made something akin to Lissandra's ultimate where you can re-activate it immediately for the buff, but you could also keep Zur'Goth banished for a few seconds and he heals over time while banished. Maybe edit your OP so people have a better idea of the current kit?
> [{quoted}](name=Meme God Shrek,realm=NA,application-id=A8FQeEA8,discussion-id=pEP0RvJE,comment-id=000100000000000000000000000000000000,timestamp=2019-08-29T20:55:35.942+0000) > > That actually sounds perfect, and when it comes to healing for Zur'Goth having it on his ultimate could work too. It could be made something akin to Lissandra's ultimate where you can re-activate it immediately for the buff, but you could also keep Zur'Goth banished for a few seconds and he heals over time while banished. > > Maybe edit your OP so people have a better idea of the current kit? Yes, a good idea.
: [Fanmade Champion Concept] Skad-La, The Huntsmistress
This is an effort post if I've ever seen one in my life, and it's a dang shame you won't get much feedback for it. I'd like to divide my response into parts, so...get a drink man, it'll be a bit of a read. **Lore** Ah, a fellow lore enthusiast. Well, it's nicely conceptualised. While she's an archer, much like {{champion:22}} Ashe, she fights for very different reasons - Ashe seeks to unite the Freljord under the single vision of a people in prosperity, while Skad-La is much more individualistic, fighting a personal war against the tyranny of the gods - namely {{champion:106}} Volibear. She slays creatures of ever-increasing size, in a bid to learn how to kill the Thunder's Roar himself - but in doing so, she is doing his very bidding - slaughtering almost indiscriminately. To this end, she shares parallels with my concept for [Avasha](https://boards.na.leagueoflegends.com/en/c/skin-champion-concepts/pqhE9A05-classic-concept-avasha-the-vampire-bladesmaiden) (she is also pretty much reduced to being a killing machine, in order to satiate the twisted blade that binds her soul). I like it. I really like it. Hopefully she will be getting some colour stories in the coming months. >PASSIVE SKILL: Make it Count So like {{champion:133}} Quinn or {{champion:114}} Fiora, it seems like Skad-La senses her opponents' weaknesses. However, the desc. is a bit unclear - it says the weakspot stays vulnerable until her next basic attack, yet when it is exploited, they take basic ability damage + % max health true damage? Please clarify that bit; can the mark only be popped by autoattacks, abilities, basic abilities, or...either? It makes more sense for it to be popped by attacks, since she's a huntress and so not all of her abilities deal damage. Also, how does the scanning process work? Are weakspots revealed on all nearby champions, some random ones, or one random one? And does popping one mark put all champion marks on CD, or just some of them? Because that will be a key factor in determining whether she's OP or not; if she can mark everyone at the same time it would be like a Quinn and Fiora passive on steroids. Her not being able to crit doesn't make sense - there's nothing unique about her basic attacks that warrants this, like Ashe's ones (they apply a slow). Also, why does she deal more damage than her AD states? At level 11 alone, if she had around 200 AD, she'd be dealing 350 damage per hit - getting insane value for her money in terms of AD items. Each one would be so much more to her. Also, why do her abilities ignore so many resistances? Or is this also on a cooldown. In short, I like the first part more than the second balance-wise. >Q-SKILL: Searching higher Ground This is a fair ability, though the name might not make sense. I'd suggest something like *Umbral Cloak*, since it's a stealth ability. >W-SKILL: Setting Bait 6-second stun!? Good thing this doesn't apply to champions, or she'd be banned out of this world every pro game. No stun in League of Legends - or form of CC overall - lasts that long. {{champion:25}} Morgana's Q is famous for rooting people into the Leaverbuster tool but even it only lasts for 3 seconds at max rank. In terms of lane interactions, I don't know about this. Basically the enemy gets punished for trying to CS with the tool, which raises the question - can they see it? If not, then it might be a bit unfair unless the animation is very clear, since they'd be punished for trying to play properly and farm by getting debuffed with 'weakspot found', which, as we already assessed, has the potential to do a lot of damage. >E-SKILL: Fleshwound This might be a bit harsh because 3 seconds is a while in game terms, while they can't be healed *at all*. Maybe make it so they can't be healed at all for 1 second, then 60-75% Grievous Wounds applies for the remaining 2? I mean, stopping their innate health regen is a far-fetched ability - they basically can't regenerate health by any means because of one point-and-click spell. Otherwise, it's ok. >R-SKILL: Alpha-Huntress The active is a bit underwhelming for an ultimate, so here's what I suggest: *First cast:* Skad-La reveals an area of terrain, gaining true sight of all enemy champion in it. *Second cast:* Skad-La hones her hunting prowess, and channels for 1 second as she prepares her secret weapon. She instantly gains 3 charges of *Searing Bolts*, which pierce the target enemy champion and deal magic damage over 3 seconds. These champions also take 10% bonus damage from her other abilities and basic attacks. Getting takedowns refunds a % of the mana cost. Overall, nice concept! My throat's a bit dry so I'm gonna go and drink some water now, but I like the theme and lore - just work on the kit numbers. ~Rektagon
Rioter Comments
Zanzig (NA)
: AUTOFILL IN RANKED: BAN A ROLE
Queue times will be even looooooooooonger.
Rektagon (EUW)
: [CLASSIC Concept] Mardok, the Grim Reeler
**Mardok rework! Changes listed below.** - PASSIVE: Gatherer of Souls; Mardok can now buff himself with the stats of fallen enemies, updating over time to their new stats upon killing them again. - Q: SOUL SNATCHER / FISHERMAN'S FURY; Mardok can now hold Q to reel in hooked enemy champions a specific distance towards him. In addition, both instances of the ability deal damage, whereas before, only Fisherman's Fury did. - W: URCHIN TRAP; no longer a bait and no longer has a lure radius. Yes, that was a unique form of crowd control, but it didn't make sense - why would a human be affected by, say, a bait? Thus, it's now a fishing net, which come to think of it makes way more sense. Not sure whether I want him to sweep the net, dragging all enemies to one place, or if he should just toss it - but it's a toss for now. - E: BLEAKEST VOYAGE - mana cost changed. Overall I've modified damage too, it's clear he wasn't doing fuck all before.
: > [{quoted}](name=Rektagon,realm=EUW,application-id=A8FQeEA8,discussion-id=pEP0RvJE,comment-id=000100000000000000000000,timestamp=2019-08-27T13:24:31.465+0000) > > How about I put the dash in his ultimate? I agree with your criticism that it's currently a bit bland; just giving him stats. On first cast he would empower himself with the Hellstorm, and on second cast he'd dash to the target location, knocking back all enemies hit and stunning them for a brief duration. Nenetl herself is very fragile so this would allow Zur'goth to peel for her against an invading assassin, while preserving the unique CC found in Twisted Emergence. That would be better, but that would probably make the combo of R into E way too strong. On top of Zur'Goth probably doing good damage that would be a knockback into a stun, which could be followed up with Eing Zur'Goth for a 2 second knockup. That sounds like at least 3 or 4 seconds of straight CC on multiple targets, and most of it can't be cleansed. I still prefer my idea, but it's your concept.
> [{quoted}](name=Meme God Shrek,realm=NA,application-id=A8FQeEA8,discussion-id=pEP0RvJE,comment-id=0001000000000000000000000000,timestamp=2019-08-28T01:51:10.056+0000) > > That would be better, but that would probably make the combo of R into E way too strong. On top of Zur'Goth probably doing good damage that would be a knockback into a stun, which could be followed up with Eing Zur'Goth for a 2 second knockup. That sounds like at least 3 or 4 seconds of straight CC on multiple targets, and most of it can't be cleansed. I still prefer my idea, but it's your concept. What I might do is put Twisted Emergence as his ult instead, and merge it with Hellstorm. Then I'll change his E to be a dash. Wonderful! Having a massive demon-thingy rising out of the ground with fire around himself sounds very ultimate-like, and it wouldn't even need to have any CC on it.
Damaskin0 (EUNE)
: Eyo, it's me. So, truth be told, I'm a Bard main. (gasp) A big, fat, wandering caretaker fan. So, I kinda always had and liked the idea of roaming the Rift, finding hidden stuff and being rewarded for doing so, and I think this post does it really well, but I can't help but think some parts of this kit feel... too good. So, as is my self-assigned appointment, I'm now going to propose some theoretical nerfs and adjustments to her kit. *Feet of Thunder*: Nothing really to say here, except that the numbers may be a lil too high - if the movement speed was done to scale per level, like gaining 15 - 51/57/63/69/75% It would be much better. *Treasure Hunter*: Now this is the part that got me excited. A support that can share ~~Chimes~~ *Treasures* with their teammates? Yes please. But, it did get me wondering about a few things. First of all, can Treasures be sold? If so, they probably shouldn't be, except Item shards and Health potions. Item shards because no one wants to be stuck with a full inventory slot (In the case that your ADC won't build said item), And Pots because, well, Pots. About the rest, you can justify their non-sellable-ness by adding _Old_ to their names. Also, the minimum gold is better off being higher, like 100, cause no one wants to loot a hidden buried treasure and get a Health potion's worth of gold. Also, if this was up to me, i'd have: 1. Amira knowing the location of 1 random Treasure at a time, like every 2 minutes. And 2. A Treasure sometimes spawning locked under the dragon pit, ( With an alive Drake on it, of course) and Amira's team having to defeat said Drake to open it. Hopefully it won't be 2 Health potions. *Lasso Strike*: You know what I'm gonna say. Too strong. To remedy that, maybe targets should be only slowed by 99%, allowing them to use movement abilities. Or they could still be immobile but Amira could only pull them towards herself, manoeuvring around them as she calculates the correct time & place to do so. *Chariot Charge*: Actually I have no objections to this. As long as there is a maximum MS decrease per foe, It's quite ok. *Aspect of the Sands*: *Ally champion cast*: No complaints - Maybe should scale a little bit less. *Ally minion cast*: So, uhh, BoC. Aside from that, this seems too weak at what it's supposed to do (Pushing/Sieging) and too strong in other areas (Annoying the opposing ADC from while they're trying to get farm). To "fix" that, I say the bonus resistances come over time, & are lessened if cast on a Cannon/Super minion, to de-incentivize Amira from Promoting them every time (As they share part of their stats with other minions), and maybe some miscellaneous stuff: Melee minions getting attack speed- Caster minions getting less resistances but deal 5% magic damage and have normal Gusto instead of their usual Fiendish gusto- Cannon minions not hitting harder but getting the ability have breif, weaker sand trails following their shots- And Super minions striking in a short, wide cone behind their target. *Enemy champion cast*: Also no visible problems here. Finally, *Desert Storm*: Nothing lol But in all seriousness, it's cool, like an alternate Fiddlesticks ulti. Helps knit the kit together. Phew, 'Ts been quite a long one.
>Feet of Thunder: Nothing really to say here, except that the numbers may be a lil too high - if the movement speed was done to scale per level, like gaining 15 - 51/57/63/69/75% It would be much better. You have a point here. Also makes it feel as if the passive is actually improving per XP level, rather than just...staying at the same number. Gives the other champions a chance to buy boots and other MS items, so it will also feel fairer. >First of all, can Treasures be sold? If so, they probably shouldn't be, except Item shards and Health potions. Item shards because no one wants to be stuck with a full inventory slot (In the case that your ADC won't build said item), And Pots because, well, Pots. About the rest, you can justify their non-sellable-ness by adding Old to their names. I never intended to make them sellable, they were only intended for transfer between allied champions. I get your point about item shards though. And clever point about 'old' items, lol. >Also, the minimum gold is better off being higher, like 100, cause no one wants to loot a hidden buried treasure and get a Health potion's worth of gold. You have a point, will fix it to be 100 at a minimum. >Also, if this was up to me, i'd have: 1. Amira knowing the location of 1 random Treasure at a time, like every 2 minutes. And 2. A Treasure sometimes spawning locked under the dragon pit, ( With an alive Drake on it, of course) and Amira's team having to defeat said Drake to open it. Hopefully it won't be 2 Health potions. This might work. And then from level 6, she would be able to collect them...hmm... >Lasso Strike: You know what I'm gonna say. Too strong. To remedy that, maybe targets should be only slowed by 99%, allowing them to use movement abilities. Or they could still be immobile but Amira could only pull them towards herself, manoeuvring around them as she calculates the correct time & place to do so. I'm already planning to decrease the immobility duration, 3 seconds is too long. >Ally champion cast: No complaints - Maybe should scale a little bit less. Could knock off 5-10% of the AP ratio I guess. I mean, it's still a fat shield. >Ally minion cast: So, uhh, BoC. Aside from that, this seems too weak at what it's supposed to do (Pushing/Sieging) and too strong in other areas (Annoying the opposing ADC from while they're trying to get farm). To "fix" that, I say the bonus resistances come over time, & are lessened if cast on a Cannon/Super minion, to de-incentivize Amira from Promoting them every time (As they share part of their stats with other minions), and maybe some miscellaneous stuff: Melee minions getting attack speed- Caster minions getting less resistances but deal 5% magic damage and have normal Gusto instead of their usual Fiendish gusto- Cannon minions not hitting harder but getting the ability have brief, weaker sand trails following their shots- And Super minions striking in a short, wide cone behind their target. I like most of this but I don't know about the Sand Trails part; there would be multiple on the same enemy and I'd rather force Amira to choose between buffing minions or controlling enemies with this ability. Thanks for your feedback!
: > If I change the mana cost and reduce the projectile speed, maybe that would help to balance it. I think of it like this: we have Morgana's Q as an example of what a hard cc is. It is slow, can be blocked by minions and has no other effect but damage and 3 sec root, and this is already enough. Making a spell even harder to hit but even stronger as CC(and a root with ability to move enemy around is WAY stronger than just a root itsel) will make it somewhat bad: it would be a spell that you probably not going to hit unless from fog or as a follow to another cc. This may work, but I would try to avoid this > There are a lot of abilities that make enemies feel miserable. First, its not just getting oneshot once or several times; its being just worse every time you ever need to move. Also, those abilities also make player who uses them feel good. If you hit Zoe's E, you get a satisfactory oneshot, etc. This spell changes nothing for the player himself, other than "huh, i wonder if he missed some cs because of that -ms?". Its like having a mechanic that reduces enemy AD: it can be balanced, but it feels too bad for its target while not feeling good for its owner. If you need some permanent debuff, it could be something like "Punctured enemies will be feared instead of crippled if hit by knockup". It is still punishing, but its less of "you are just worse and there is nothing you can do" and more of "she outplayed you 3 times, you can still counter this, but the price of failure is much greater" > The static damage doesn't even scale with AP, it's literally just the initial damage. Hence, it goes down, because the damage over time goes up by more. There is no reason for such weird scaling. Actually, there is no reason for starting damage itself, considering its value. > her clears wouldn't be great - only the W and ult are AoE, and I don't know a single jungle champion with a unique ult that uses it on camps. If you _want_ her to be a viable jungler, it could be done. Adding bonus monster damage on W or E, adding some healing potions as treasures since lvl1 etc. Actually, even without all this she will be able to farm normally after getting {{item:3751}} , it will work like with pre-nerf Camille: being bad at farming, she heavily relies on cheesy lvl2-lvl3 ganks and teammates forcing fights over scuttles, until she gets her starting items.
>I think of it like this: we have Morgana's Q as an example of what a hard cc is. It is slow, can be blocked by minions and has no other effect but damage and 3 sec root, and this is already enough. Making a spell even harder to hit but even stronger as CC(and a root with ability to move enemy around is WAY stronger than just a root itsel) will make it somewhat bad: it would be a spell that you probably not going to hit unless from fog or as a follow to another cc. This may work, but I would try to avoid this So I'll just nerf the stun duration to something between 1.5-2 seconds, and slightly decrease the range (700 - 1000 should work). That would be more balanced, most stuns are around 1-2 seconds anyway so it *was* overkill. One lasso is probably already a death sentence. >First, its not just getting oneshot once or several times; its being just worse every time you ever need to move. Also, those abilities also make player who uses them feel good. If you hit Zoe's E, you get a satisfactory oneshot, etc. I'm sure you've laned against {{champion:22}} Ashe before and you know how annoying her slow is. This is an even worse version of that ability to face, but she needs to stack it on you before taking your MS. Makes it harder to dodge her resultant CC. It also makes thematic sense; e.g. spiked wheels on a chariot to help mow down anyone who's standing in front of you. Then again, I knew this ability would be controversial, so I'll think about cutting her W passive altogether. She has enough movement speed in her passive to catch up with enemies, as well as the W active to dash to her target. The perma stat loss could easily tilt players while not being noticeable enough for her player. >If you need some permanent debuff, it could be something like "Punctured enemies will be feared instead of crippled if hit by knockup". It is still punishing, but its less of "you are just worse and there is nothing you can do" and more of "she outplayed you 3 times, you can still counter this, but the price of failure is much greater" A fear wouldn't work in her kit, thematically-speaking. She's not {{champion:9}} Fiddlesticks, {{champion:56}} Nocturne or {{champion:35}} Shaco. >There is no reason for such weird scaling. Actually, there is no reason for starting damage itself, considering its value. Good point. That's **definitely** being cut out. >If you want her to be a viable jungler, it could be done. Adding bonus monster damage on W or E, adding some healing potions as treasures since lvl1 etc. Actually, even without all this she will be able to farm normally after getting , it will work like with pre-nerf Camille: being bad at farming, she heavily relies on cheesy lvl2-lvl3 ganks and teammates forcing fights over scuttles, until she gets her starting items. She's more of a support, with jungle as a potential secondary role. The same way Maokai can play Top, Jungle or Support - and Camille can play Top or Jungle, Amira could also be a champion of multiple roles. But I hope it doesn't get too forced. Thanks again
: If nothing else, I do like the idea of a semi-tank ADC.
> [{quoted}](name=BlackKnightJack,realm=NA,application-id=A8FQeEA8,discussion-id=qEtHAxM9,comment-id=0000,timestamp=2019-08-27T21:03:25.709+0000) > > If nothing else, I do like the idea of a semi-tank ADC. Yep. I looked at semi-tanks and ADCs in order to put the concept together. Also liked the idea of a grumpy old yordle scout.
: > Item shards are a bit predictable; they spawn based on her ADC's recommended items What if there is no adc? Or if there are 4 of them? Or if she IS an adc? > She channels, whirling her whip as she does - so it's obvious that she's about to try and lasso something. Same with Pyke Q, and it is already a death sentence if it hits, even without 3 second cc. Reducing the effect duration to something like 1->2 seconds would be better. Also, the idea of "controlling things with cursor" works good when you don't need it for movement/other things. Vel'koz is already rooted in his R, Yuumi moves automatically with her friend, but if your champion tries to both position her target and move somewhere, things will get tricky. > Why not? Because it makes the game worse overall. Your enemy feels miserable for every debuff stack gained, but your own game doesn't change at all. Adding permanent ms to self would be much better than reducing enemy ms. Also, her skillset(aside from her speed passive) does not encourage her running through enemies. She has her knockup dash-initiation, charging catch-skillshot and dash-ult, both of them require some good positioning and enemy team being caught by surprise. If she just runs through enemies instead, this will give them more time to react. This would do better for a Singed, who has nothing else to do in a fight except running around. > buffing minions makes your push more powerful Its an 11 seconds cd spell that gives a bit of damage reduction on a single minion, and even lesser damage reduction on other minions for 2-3 turret shots. At best, this allows your cannon to survive 1 more shot. Just giving it a shield(like with ally cast) would have same effect. > Overall, you're gaining damage per level. There is no spell in game that has negative scaling(aside from mana costs) Imagine using ult on enemy who insta-flashes away with 5 hp and realising you would have killed him with previous rank of your ultimate > at least we know she's a duo-laner She could be a great jungler instead. If her Q stays the way it is, not many champions can counter things running at them with +% ms and 1100 range 3 sec hard cc that is used to pull him away from his tower and is followed by 1 sec knockup and 1 sec cripple. And all this at lvl2
>What if there is no adc? Or if there are 4 of them? Or if she IS an adc? Whoever she partners with in bot is considered the 'ADC', even if it's a melee carry like {{champion:62}} or {{champion:157}}. She is not an ADC. If she is for whatever reason picked bot, the item shards will default to commonly-picked items for bot ADCs, starting with the most popular. That might be hard to code, so I'll think more deeply about how the shards work - if they're workable. >Same with Pyke Q, and it is already a death sentence if it hits, even without 3 second cc. Reducing the effect duration to something like 1->2 seconds would be better. Also, the idea of "controlling things with cursor" works good when you don't need it for movement/other things. Vel'koz is already rooted in his R, Yuumi moves automatically with her friend, but if your champion tries to both position her target and move somewhere, things will get tricky. Firstly, you're correct; the root duration might be a bit much. It's 3 seconds to allow her enough time to drag the target around. If I change the mana cost and reduce the projectile speed, maybe that would help to balance it. You also make a good point with the cursor. I think I would use the same movement system as I did with [Nenetl](https://boards.na.leagueoflegends.com/en/c/skin-champion-concepts/pEP0RvJE-custom-concept-nenetl-the-dark-summoner-pet-controlling-champ); you have to click on what you want to control before moving. So when clicking on the leashed enemy, you will be able to drag them to a target. Alternatively, the enemy champion would become a skillshot like {{champion:223}} Tahm Kench's W; she wouldn't need to use the cursor to control it at all. >Because it makes the game worse overall. Your enemy feels miserable for every debuff stack gained, but your own game doesn't change at all. Adding permanent ms to self would be much better than reducing enemy ms. There are a lot of abilities that make enemies feel miserable. I don't even need to make a list. That doesn't mean that they're necessarily bad abilities, does it? It just needs to take some skill to proc, not something like 'uh, I autoed them, where's my stack?' Into ranged support comps like {{champion:37}} Sona, she will find it difficult to get any stacks of *Spiked* unless she is careful with target selection. >Also, her skillset(aside from her speed passive) does not encourage her running through enemies. She has her knockup dash-initiation, charging catch-skillshot and dash-ult, both of them require some good positioning and enemy team being caught by surprise. That's the follow-up engage of Nasira. Part of her gameplay hook revolves around leaving opponents in the dust, either by catching them by surprise with flashy, quick movements (think Q or W), or by overtaking them (think passive). Her ult isn't a dash, also; it's a blink like Ezreal's Q but with an increased range of 500. After CC'ing, she follows up by stacking that passive on the enemy, making it even more difficult for them to outrun her the next time. >Its an 11 seconds cd spell that gives a bit of damage reduction on a single minion, and even lesser damage reduction on other minions for 2-3 turret shots. At best, this allows your cannon to survive 1 more shot. Just giving it a shield(like with ally cast) would have same effect. I think I'll change the mana cost structure and improve the buff to make stacking it on minions more worthwhile. I like the 'Promote' spell, but I want it to have some relevance to her kit. >There is no spell in game that has negative scaling(aside from mana costs) Imagine using ult on enemy who insta-flashes away with 5 hp and realising you would have killed him with previous rank of your ultimate The static damage doesn't even scale with AP, it's literally just the initial damage. Hence, it goes down, because the damage over time goes up by more. You're gaining damage overall, though I'll consider your point. >She could be a great jungler instead. If her Q stays the way it is, not many champions can counter things running at them with +% ms and 1100 range 3 sec hard cc that is used to pull him away from his tower and is followed by 1 sec knockup and 1 sec cripple. And all this at lvl2 Her kit is more support-orientated based on the passive and E applying to minions, but this isn't a bad point. Jungle could be her secondary, and it'd kill 2 birds with one stone given Shurima doesn't have a support champion OR a jungler. However, her clears wouldn't be great - only the W and ult are AoE, and I don't know a single jungle champion with a unique ult that uses it on camps.
: Sylas Skin Suggestion
So whose art is this?
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Rektagon

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