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: Great idea as always, I love the idea of another champion able to directly buff an ally beyond just a shield or attack speed boost and the titles do it really well. My only issue, and to be honest its pretty minor, is that his abilities seem to be opposed to his passive. When I read the info on the passive, I imagined a WoW raid leader assigning roles to the different people in the dungeon, "When we fight x boss, hunter should stick focus on taking out the summons and traps around the room, the druid should stick by the tank and bla bla bla". This presents him as an honourable war general, who has vast experience in leading troops to a noble cause. His abilities however, seem to be more based on deception and manipulating opponents, with giving fake shields and controling an opponent. My suggestion (which ofcourse, you are free to completely shrug off if you feel like it doesnt fit your idea of the champion) would be to have a similar system of Kayn, where he starts with a base form and can specialise in one thing. The Paladin: Has the titles avaliable that you came up with. His abilities are focused on buffing allies and utility. Maybe have his first ability mark the target rather than slow them, and allies attacking them will gain bonus movespeed also. for his 2nd ability, rather than giving a false shield that suddenly lets in all the damage, he could give an ally a shield that reflects the damage back when the shield is broken. 3rd would be tricky, trying to keep the idea of controlling movement, he could use a shield(or barrier of some sort) that deflects abilities back towards enemies (think reinhardt from overwatch carrying around his shield) The ultimate would be him rallying his allies around him, creating an AOE around him that gives his allies varying buffs depending on what title he assigned them. His other path, would be focused more on sabotage and tricking the enemy, winning by foul play rather than determination and courage. The Mastermind: He would have a new set of title avaliable, maybe even assignable to enemies rather than teammates, that specialises in debuffing and disrupting the enemies. This is where his original kit would sit, letting the champion control and trick enemies, destroying their formation and morale. Ofcouse I could have just gotten the complete wrong idea about the champion, or missed some key details...
Wow, this is what I'm searching for when I publish these kits. Like I said, the kit is there for people to draw their fantasy as they like. Indeed his abilities are all about deception and even his Passive isn't that much of a saving because he also deviates money from allies. Still, if you think more around his **Coalition Power** effect you might be able to have a better ideia of the champion. Actually, Yoshiaki is the case where the name plays a major role on the design, so if you search for it you might grasp it perfectly (this is a secret ok). Thanks for commenting!
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: While I havent done the calculations on it, it appears that Tadaoki is a better duelist than late game vayne with as much aoe as xayah. His cc is arguably easier to hit than Vayne's and forces the enemy hit to take around 4k base damage over 2 seconds at full build of crit and AD. He will outdamage any assassin in a 1v1 if he hits his ultimate. Then in teamfights he is tryndamere 2.0, with Cc rather than invulnerability. He Tadaoki gets into the middle of your team he will deal stupidly high amounts of damage. The way I see him is an AP malphite with lower cooldowns and better sustain.
> [{quoted}](name=Cind3rkick,realm=EUW,application-id=A8FQeEA8,discussion-id=kMB6ILNE,comment-id=0000,timestamp=2020-01-16T23:17:03.789+0000) > > While I havent done the calculations on it, it appears that Tadaoki is a better duelist than late game vayne with as much aoe as xayah. > > > His cc is arguably easier to hit than Vayne's and forces the enemy hit to take around 4k base damage over 2 seconds at full build of crit and AD. > > He will outdamage any assassin in a 1v1 if he hits his ultimate. > > Then in teamfights he is tryndamere 2.0, with Cc rather than invulnerability. > > He Tadaoki gets into the middle of your team he will deal stupidly high amounts of damage. > > The way I see him is an AP malphite with lower cooldowns and better sustain. Thanks for commenting! While I agree with most of what you said, I think he's far from AP Malphite. When designing his W, I had to face some gameplay issues. First, he's a Marksman but cannot basic attack during W (this also means he's not critting for 2.5 seconds), so numbers must be pretty high so that it makes sense to be used. I used Garen's Judgement as a base for its damage. Secondly, if going for the full damage, Tadaoki would be quite vulnerable (think about Lucian when he ults but shorter range). Also, back when he was designed, 100% crit builds meant he would be low on AD. Maybe this scaling did not age well. Still, I must agree that Ultimate --> W combo can be way too deadly. I'll think about nerfing damage (it's a CC tool after all) and even reducing CC duration. Something around 150/200/250 base damage and 1.1/1.3/1.5 root duration. But remember that root is a weak control for 1v1s.
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King Lego (EUNE)
: > [{quoted}](name=FúrinKazan,realm=NA,application-id=A8FQeEA8,discussion-id=9HQHrYIs,comment-id=00000000,timestamp=2020-01-11T08:39:36.684+0000) > > What numbers you feel are not good? > > Well, a champion like him certainly puts a lot of area pressure, enough to keep the enemy off (specially his Ulti). But it's all about setup, so while he can be good at threat from afar, there's little he can do when caught up. The 2nd skill and ultimate on the percentage AP are a bit too high. Or so I think at least. The 90% magic damage to 60% shield just seem overtuned. Same with the ultimate. Building heavy AP that also scales his shield up can theoretically make him tanky even if the cooldown is not short.
You see the numbers, but should also imagine how he's supposed to play the game. If you take a look at the Ultimate, all that damage is applied over 4 seconds. The enemy can avoid part of this. The maximum damage described there is for a 5-man Ultimate that lasts for a full 4 seconds. Think about how hard it would be to actually pull it off in-game. For the 2nd Skill I just went for something 'different'. He's a Burst Mage, but none of his abilities burst outright. So I designed his W to be a ''burst over 2.5 seconds'' but it's still under control. Because DoT abilities like this have greater damage the more they last and base damage is not that high, only the scaling. Balanced in its own way. The shield is also his last resource if an enemy is at him and also grows over time. It does little.
King Lego (EUNE)
: Hmm looks interesting. But I think the numbers could use a little work. Plus, is the champion like anti-mobility?
What numbers you feel are not good? Well, a champion like him certainly puts a lot of area pressure, enough to keep the enemy off (specially his Ulti). But it's all about setup, so while he can be good at threat from afar, there's little he can do when caught up.
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FúrinKazan

Level 10 (NA)
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