: Wukong, 55% win rate, 10% play rate. You gonna laugh me off the boards now for saying he's broken?
Wukong main here. Wukong is currently only broken because of the introduction of Storm Razor. The item, and NOT Wukong, require direct nerfs.
Rioter Comments
Rioter Comments
: Conqueror is weak. That's just a fact based on stats. Ignite, the FLAT TRUE DAMAGE isn't stopping tanks who STACK HEALTH. Tanks items outscale mixed damage. Have you ever played mixed damage Kayle into someone building Omen, Adaptive, and Stoneplate? You deal near 0 damage. That's the weakness of mixed damage is that they have no options for pen. #What tank is dying "instantly" when Crit marksmen are near unplayable?
We must play a different game because whenever I play Kayle i melt virtually everything on screen regardless if they are building defense or not lol
: why is it always the argument that the yi knows how to use his q but you dont know how to use ur cc? i find it odd that you've been playing an s tier jungler (xin zhao) and actually complain about yi
I don't jungle anymore since the changes, but even despite the fact Yi is still worse than Xin in his current state. As a Yi main you should know that.
: I have one word to say to you, which happens to be in picture form: {{item:3075}}
You realize with how much true damage Yi can dish out he doesn't give two fucks about thornmail right? And you know he doesn't because even when every tank on the enemy team builds it he still doesn't build one armor pen item to try to counter it (because true damage lol).
: Yea Essence reaver shouldnt of been changed
It's the reason why he's broken, alongside Guinsoo's. But if Essence Reaver didn't make him go urf mode there'd be more opportunities to actually cc him.
Rioter Comments
: Who cares? Rammus just have to taunt yi once in a team fight and he's dead.
Yeah but then again that's the best case scenario. A Yi that actually understands the game will wait till the team fight starts and then just go in after Rammus has taunted a carry (Rammus can't save his taunt for Yi to engage or he served no purpose in said teamfight). The problem with Yi is that he is easily abused by players with brains. {{item:3124}} and {{item:3508}} are the only two damage items you need to effectively solo carry a game (I've seen Yi's build Death's Dance and even Titantic thereafter to get tankier which is of course more cancerous but then again when your champ naturally deals absurd amounts of damage what the fuck is the point in building more damage).
Hayaishi (NA)
: All of Yi's damage is pretty much burst due to how ridiculous his DPS is, so even if you have strong burst he doesn't care.
: > [{quoted}](name=Geneseid,realm=NA,application-id=3ErqAdtq,discussion-id=I8YnNeeW,comment-id=0000000000000000,timestamp=2018-06-19T17:48:21.126+0000) > > The only champions you listed that have a chance against the current Yi late game (conqueror, guinsoo's, essence) is jax and tryndamere as can they can effectively out-live him (Jax has dodge, Tryn becomes unkillable). Rammus taunt plus his armor and damage it'll be close. Jax and Tryn straight up beat yi at any point of the game. Kha can go invis and cancel yi Q then burst him Nasus can also kill yi 1v1 when his ult is up and he is stacked Xin can 1v1 depending on the player. Xin knock ups are good. Skarner and ww can lock him down for teammates
Jax and Tryndamere are the only champions you listed who can outplay Yi. Rammus taunts him and then he just takes a plethora of true damage (has happened to me before as Rammus) Kha **might** stand a chance if he actually manages to burst him first. Nasus doesn't stand a chance, wither has no effect and the true damage is to much (plus if yi is remotely tanky it's case) Xin can't 1v1 Yi late game (as a xin main I know this) Skarner and WW only serve as lock down but cant hope to 1v1 him. Yi is only countered by the game's most formidable duelists. Anyone else can't stop him at all.
: if you could build against him wouldn't that make him at a disadvantage?It's like getting an item that prevents all stuns or cc the enemy would be at a disadvantage
Normally against a champion like Yi, who are heavily auto focused, I'd build {{item:3075}} or {{item:3143}} but since a majority of his damage is true damage (and the attack speed slow is worthless against him when he ults) there's no point.
: > [{quoted}](name=Hethalean,realm=NA,application-id=3ErqAdtq,discussion-id=I8YnNeeW,comment-id=00000000,timestamp=2018-06-19T17:21:57.024+0000) > > Yi should burst most everyone down before they can burst him down lategame is a thing I think. Full build Yi is one of the most scary champs in the game. Still loses to late game Jax, Tryn, Rammus, 600+ stack Nasus, a good Kha, Udyr, and maybe Xin, Skarner, and Warwick depending on builds and if yi gets QSS
The only champions you listed that have a chance against the current Yi late game (conqueror, guinsoo's, essence) is jax and tryndamere as can they can effectively out-live him (Jax has dodge, Tryn becomes unkillable).
Rioter Comments
: What's your favourite champ or the typical character the champ represents
Gameplay wise, I think no other champion can compare to {{champion:67}}. When you play her you actively feel like a vampire/demon slayer.
: This is really well made... I usually ignore champion concepts, but this was so good.
Xcion (NA)
: Why the fuck did you do this to Aatrox?
I just prefer his old voice. That calm, yet intimidating demeanor he gave off was always bad ass to me.
DearPear (EUW)
: I would really appreciate if you could actually credit the artists and add a link to their art distribution platform, be it an artstation, a deviantart of whatever they use. You could also take the time, if you haven't, to ask them if they're ok with you using their work. it's really cool that you took the time to find arts that fit your concept, but I know I wouldn't be ok with someone using my art without asking me before q:
I actually originally attempted to find the artist for the splash art I chose but I couldn't find it anywhere. I felt as if there was no need to give credit for the icons since everyone basically knows they're from Dota 2.
DW Diana (NA)
: > [{quoted}](name=Kanzler,realm=NA,application-id=A8FQeEA8,discussion-id=EEMO7ZAE,comment-id=000900000000,timestamp=2018-06-12T17:28:44.677+0000) > > It seems to decay really quickly. What's the point including a stacking buff if it's impossible to even have multiple stacks? I think the idea is that once it reaches 4 stack it starts to decay at that rate, otherwise it would constantly be full. He does state the stacks last seconds.
Not only that but they're intentionally made to decay quickly early game because she has 650 range, she doesn't necessarily require them early game. If she wants to maintain onto those stacks in the laning phase she should be forced to make aggressive plays to keep them maintained (shes intentionally made riskier in the early game because and spikes mid to late game).
: for sure! are they updated in the OP?
Geneseid (NA)
: Selena, The Phoenix Born {Champion Concept}
Bump: As her kit was actually overtuned beforehand, I've simplified it to the best of my ability while still allowing her play style to flourish. I encourage all of you who previously had mixed feelings over whether or not shes overtuned to reread her abilities, it would mean a lot :)
DW Diana (NA)
: > [{quoted}](name=Geneseid,realm=NA,application-id=A8FQeEA8,discussion-id=EEMO7ZAE,comment-id=001300000000000000000000,timestamp=2018-06-12T10:40:39.768+0000) > > Passive has simply lost the attack speed as I feel it was just an addition to the cake. It just needs the magic damage and spell effects to express the fantasy of being able to continuously bombard opponents with fire. Is there anything else I should change or any suggestions that you might have because I'm welcome to hear it. If you still think it's broken offer a change that can fulfill her style of making her basic attacks an actual threat to opponents, because the whole idea with her is that she's a mage that auto attacks to inflict most of her damage. > > I slightly increased the Q ratio by 5% as she lost damage in some areas. Remember, late game this will be an ability she's using every few seconds so it's ratio doesn't have to be sky high since it's being used so often. > > W mana has been slightly increased, early game it's her one form of defensive against melee opponents in range so it shouldn't be to punishing to use. > > E has had it's cool down made longer at early ranks as it's an ability that's more so a last resort. You shouldn't be using this ability to often early in the laning phase (Caitlyn Range) because it probably means you screwed up somehow. A Selena player's misplay means there should be a window of opportunity for your opponent to engage you without fear of being instantly peeled. However, it's been made more frequent at later ranks because of how she'll actually require it come mid and late game where extended team fights are occurring. I'd say this is the ability you'd definitely max second, as Q is your bread and butter and W is a means of pure utility. It's also been made a cone akin to Evelynn's ultimate (very wide). Looking better, though I'd have the cone more like syndra upgraded e (110 degrees I believe) rather then evelynn ult (180 degrees). Passive needs either the 1 off burst at 4 stacks or the passive on each aa. This is because of how easy it is to stack with the "multiple champions hit with the same spell grants multiple stacks and attacks" bit. Remove this and you could keep both, but then I'd suggest reducing the passive to 1 aa instead of 2. As for the rest, really like it. To start off with it was looking like my troll post on "if malzahar was made by the guy that made yasuo" whereas now it's looking far more balanced.
I think I have her in the most balanced state she could be in. I've remade the passive taking into account levels, damage, as well as items she will buy. I've also made it so you can get 4 stacks with just one ability cast and hitting a bunch of people, but you need to cast at least 2. I think this is significant because all of her abilities can be dodged relatively easily, with 2 having noticeable delays. With that being said, I thank you for helping me balance her. Also i wanted to ask you, in the state she's in now do you think she'd be a mage that would stand out among other mages if she were a League champion? And is she a character you'd actually enjoy playing (I'm asking all of this to see if putting extra work into alternating her even paid off).
: X) its cool work! You clearly put a lot of time into the design, lore, and even VO triggers. I'm genuinely interested to see your refinement of some of the abilities taking into account a more global view of the game. Selena feels like she would be super fun to play as, but horrible to play against. The best designs usually have both halves of the coin :D. Keep up the work!
Hey Bazerka, I just wanted to let you know I went about refining and simplifying some of her abilities while still keeping the core game play in check, making her fun to play as and equally fair to play against. I'm genuinely curious to see what you think of the refined abilities and I hope you look over them! :)
: I think Selena is a contemporary name so it wouldn't be appropriate with the theme. If this becomes real, I suggest the name being Olleya Gô Sor. Olleya is the name of my favorite "UNCONCEPTUALIZED" phoenix born character.
Honestly I chose it because I thought it has that "innocence" feeling to it which is what I'm going for this character. If she did become real I'd imagine changing it to something more sophisticated.
DW Diana (NA)
: > [{quoted}](name=Geneseid,realm=NA,application-id=A8FQeEA8,discussion-id=EEMO7ZAE,comment-id=0013000000000000,timestamp=2018-06-12T09:43:00.849+0000) > > I took everything you said into consideration and changed mostly all of her abilities minus her passive. > > Her Q has been kept relatively the same except the cool down altered and the amp heavily reduced (but still increasing based on her passive as I want her to feel rewarded somehow for maintaining those stacks). > > The W has had it's damage removed, but I added a new effect that I believe fits her thematically. Whenever an allied champion shields her they gain movement speed equal to her passive, so now it's as if they are fortifying the mage already risking her life to protect them and are actually being blessed for it. It's just a nice little feature to encourage players to play strategically with Selena, knowing in shielding her they get there own little reward (this also makes her a more viable pick bot lane). > > The E has had its cool down increased and it's damage slightly tuned. > > The R has had the slow removed but everything else kept the same (low base damage, average scaling, mr shred scaling off missing health). > > I feel as if with these changes she'll have potential moreso as a mid laner and apc botlaner rather than a top or jungler (like you said). > > I'm curious as to you think they benefit her for better or worse. A great start! Passive really needs to change. There's more in that one passive then most entire champion kits. Remember the more it gives, the more that needs balancing required. Aim for one thing and stick to it. Q looks much better. I still feel she will suffer late game with that low AP ratio, but with 20% additional damage on her other spells I guess it's ok. W looking much better. It didn't need the damage anyway and I think this will be much more healthy for her. Also consider putting teh mana cost to 70 at all ranks. E Now we're talking! Low early game damage with some utility, but scales well into late game. Also a reasonable CD. I'd have the mana cost scale to 90 and start the CD at 20 seconds. Also consider making it a cone. Far more useful against melee champions and it's range could then be lowered to 600. Also be careful with fast scaling base damages/lower cd as you level it. People will wonder what to level first and this ability gives so much each time you level it :P R Looking better. The damage will no longer be devistating early, and removing the slow will also make it more of a skill shot. Still think the cooldown needs to be higher, say 180/120/60. On the whole I think it's far more balanced now. The passive really needs some work, but the rest is starting to take a nice shape. Her Q will give her a pretty good clear early, with her W and E giving her some nice protection. Late game her Q will do little but initiate for that starting damage, with her ult and then E doing the heavy lifting. Just need to work out what you want from that passive now xD
Passive has simply lost the attack speed as I feel it was just an addition to the cake. It just needs the magic damage and spell effects to express the fantasy of being able to continuously bombard opponents with fire. Is there anything else I should change or any suggestions that you might have because I'm welcome to hear it. If you still think it's broken offer a change that can fulfill her style of making her basic attacks an actual threat to opponents, because the whole idea with her is that she's a mage that auto attacks to inflict most of her damage. I slightly increased the Q ratio by 5% as she lost damage in some areas. Remember, late game this will be an ability she's using every few seconds so it's ratio doesn't have to be sky high since it's being used so often. W mana has been slightly increased, early game it's her one form of defensive against melee opponents in range so it shouldn't be to punishing to use at rank 1. E has had it's cool down made longer at early ranks as it's an ability that's more so a last resort. You shouldn't be using this ability to often early in the laning phase (Caitlyn Range) because it probably means you screwed up somehow. A Selena player's misplay means there should be a window of opportunity for your opponent to engage you without fear of being instantly peeled. However, it's been made more frequent at later ranks because of how she'll actually require it come mid and late game where extended team fights are occurring. I'd say this is the ability you'd definitely max second, as Q is your bread and butter and W is a means of pure utility. It's also been made a cone akin to Camille's W (and function's similarly, intended to give more window for counter play - as you can dodge it - while also giving more play potential to Selena players - as you can flash with it, move with it backwards with it, etc).
DW Diana (NA)
: > [{quoted}](name=Geneseid,realm=NA,application-id=A8FQeEA8,discussion-id=EEMO7ZAE,comment-id=00130000,timestamp=2018-06-12T07:30:56.095+0000) > > I appreciate your response (I have been working on tuning down some of her abilities), but I think I should explain what exactly her true weaknesses are and how one can abuse them. > > Her range in itself is pathetic, but this is intended. The only ability that is above her auto attack range is her Q and her ultimate, but everything else is moreso for when she's in battle with melee opponents kiting them out. She gets absolutely destroyed by anyone with range. > Her range is actually not bad. She has a similar range to syndra, which is not really bad. > Her cool downs are all also formulated so that she's naturally weaker in the early game (when her W and E are on cool down in the laning phase literally anyone is free to engage on her provided they can - she may have a long basic attack range but she's still as squishy as any other mage) and has a low base mana on top of a semi spam play style. If she simply blows away her abilities she will go oom and be dead meat to anyone with engage. Since she's dealing a majority of her damage with basic attacks (intended, her abilities naturally have lower base damages and scalings than a traditional mage) she's the rare case where a mage would want to stay within dangerous proximity of someone that would one shot them (like Zed or Talon). While Ziggs would be as far away from Zed as possible throwing Bouncing Bombs from afar, Selena would be within auto attack range of his getting Cosmic Barrage's off as she uses Reprising Inferno and Celestial Aegis to brush him off. Of course Zed has options too, using R to dodge virtually anything (like her knockback), switching shadows to dodge skill shots and overall being able to easily disengage. > Consider her CD's with 40% cdr. Her ult is now up every 26 seconds, the rest of them are on about a 5-6 second CD max rank. Look to increase these accordingly. Mana problems are only existent until she has tear or lost chapter. Aftert hat point I don't feel there will be much problem. Melee champions will definately find it hard to play against her thanks to her shield, knockback, stun. But she will also have plenty of harrass that with continuously scale thanks to the myriad of debuffs she can throw out. > I'd say her biggest counters are champions that are inherently good at sticking onto targets no matter how hard you try to peel them off (Camille, Irelia, Olaf, Yasuo) because she doesn't have escapes, but means of peeling people off her and kiting. She'd be good against targets that your typical adc has decency kiting. She's essentially an ability power adc, but because she's a mage she's not given tools that adcs naturally have to handle their targets (their basic attacks naturally hurt because they build attack damage, they can crit, they can get zeal items making them more mobile, they have access to life steal, etc). > I agree she has little escape othert hen her CC inherent in her kit, however I also feel that with just a single item she'd be able to 100-0 someone, plus have plenty of sustained damage in a teamfight. I'd again suggest picking one and sticking with it. At his height of his damage last season, malz mains still have to get their opponents down to 60% before using his full ult combo AND a Q afterwards to have even a chance of securing a kill. If you want her to be a defbuff control mage then look towards this kind of damage. Her AP ADC style to descirbe I can see, but can also worry about. Add rageblade, Rylais, Liandries, Hurricane and nashors tooth and you have so much damage, with a shield etc to match. If you want her to be an adc then remove her W entirely, take away the AOE of her E (or at least the stun part), concentrate on her passive being that on hit magic damage effect. > The R is something I'm still working on. I personally don't think it's over powered because it has a low base damage, low scaling, but is mainly about the utility it offers. When utilized right it can be game changing (Such as Cassiopeia's R), despite it not having the most impressive of damage. The thing about Selena is her kit is different in the sense it provides her with tools for skirmishing (like you'd find on similar champions like Camille & Irelia) and dealing sustained damage, most mages don't require that because they're about the burst they offer (or other form of team benefit like wave clear [Anivia, Malzahar], Siege [Ziggs], control [Taliyah]. I'm eager to here your opinions on this though, as you've given insightful feedback. > The R is very much in need of change, but here's a few other things I'd suggest. Passive: Pick something. One thing. Concentrate on that. I love the idea of her having an AA become magic damage after using a spell, I love her spells giving the enemy a debuff so she spells do more damage, I don't like adding onto that a buff to everything else. I think it is overkill. Also consider her "phoenix" link. Where's the "Rise from the ashes" part that is definitive of the phoenix. I'd see her passive being better as a brand style with each champion hit increasing magic damage by x%, stacking 3-5 times. At max stacks she has an anivia/aatrox style Resurrection. Q: Increase the CD, lower/remove the damage amp (she doesn't need it if you make her passive do a damage amp instead of the buffs to everything), consider increasing the AP ratios. W: Consider this with Rylias and Liandry's and 800AP. The maximum damage is now almost 1000 aoe. You either want them to be close or not. I'd remove the damage portion of this and leave the rest as is. E: An AOE knockback on a CD that low? Increase the CD so at 40% CDR it has a LEAST an 8 second cooldown. R: So yeah, this thing is broken. It's almost as spamable as lux ult, and could easily get there with the right runes/items. The slow almost guarantees a hit with the following 3 charges, and it's a good AOE burn that with Rylais and Liandry's is just...well broken. Remove the slow, take out the other 3 charges, keep the MR shred and look at rumble ult and balance the damage around that (remembering the effects of the passive and MR shred!). Rumble may be in a bad place right now, but his ULT is not the reason xD. Alternatively keep all but the slow, have the animation be slow to allow for dodging, and reduce the base damage by half. Remember at level 6 most champions who aren't rushing HP will have about 1k hp. This means hitting with all 4 charges would do 500 (200+100+100+100) base damage with a 65% AP ratio on each AND a MR shred on the final 3. If the aim is to debuff then don't go on the basis of the best debuff is death xD When it comes to her low AP ratio's, I'd think of this: Low AP ratios needs high base. This puts them squarely in early/midgame strength rather then mid/lategame. Giving her low ratios AND base damage will make her bad throughout. With her I'd like to see a balance of early game poke, with a strong mid to late game to take advantage of a lower CD and her kit scaling naturally well with items. These are my thoughts. I like the idea of her as an APC botlaner, and as a mage mid. But at the moment she could fill either role, as well as go toplane like swain and vlad, or support like brand. I think you need to consider which one you want :)
I took everything you said into consideration and changed mostly all of her abilities minus her passive. Her Q has been kept relatively the same except the cool down altered and the amp heavily reduced (but still increasing based on her passive as I want her to feel rewarded somehow for maintaining those stacks). The W has had it's damage removed, but I added a new effect that I believe fits her thematically. Whenever an allied champion shields her they gain movement speed equal to her passive, so now it's as if they are fortifying the mage already risking her life to protect them and are actually being blessed for it. It's just a nice little feature to encourage players to play strategically with Selena, knowing in shielding her they get there own little reward (this also makes her a more viable pick bot lane). The E has had its cool down increased and it's damage slightly tuned. The R has had the slow removed but everything else kept the same (cool down has been slightly altered, low base damage, average scaling, mr shred scaling off missing health). Above anything I want this to be an ability that's less common in early levels (because of a longer cool down at rank 1) utilized more in mid to late game. Regardless it's still kept at a more reasonable 30 second cool down at rank 3 with 40% cdr as I feel that's a justifiable length for what the abilities offers (and cause late game it's her primary means of setting up game ending plays with her allies). I feel as if with these changes she'll have potential moreso as a mid laner and apc botlaner rather than a top or jungler (like you said). I'm curious as to you think they benefit her for better or worse.
DW Diana (NA)
: My instinct reaction to this champion is "overtuned." Here's why. A champions abilities should synergise well without stacking too much. An example of this is Malzahar: His E gives aggro from his W then his ult refreshes the E and pins them in place while his W and E do their work. You can throw this entire combo out and only do 40-50% of the targets hp (weaker then it should be but even when it wasn't it was only going to do 70%) and this is on a single target. Now look at your champion. Her passive alone gives more buffs then most mages entire kits, not to mention the rest of her kit giving increased damage, cc, knockback, stun, mr shred, slow, shield, damage reduction and burn... What you have created here could abuse any number of items/rune/combos to do stupidly high damage with little risk. She could actually fill almost any role (you never know with jungle until you try xD). This isn't to say I dislike the champion. The concept is cool, and the abilities, when toned down, could be really good. I just think you need to think of it like this: Who is she meant to do well against? At the moment I don't think there is a champion she wouldn't do well against... Who is she meant to be countered by? No one yet, but hopefully soon :) What role is she meant to fill? Any except maybe jungle. What debuffs does she have inherently that should be filled by item choices/be left out? Malzahar E would work so much better with a 40% inherent slow. that doesn't mean he should have it :) Look forward to seeing which direction you take her :)
I appreciate your response (I have been working on tuning down some of her abilities), but I think I should explain what exactly her true weaknesses are and how one can abuse them. Her range in itself is pathetic, but this is intended. The only ability that is above her auto attack range is her Q and her ultimate, but everything else is moreso for when she's in battle with melee opponents kiting them out. She gets absolutely destroyed by anyone with range. Her cool downs are all also formulated so that she's naturally weaker in the early game (when her W and E are on cool down in the laning phase literally anyone is free to engage on her provided they can - she may have a long basic attack range but she's still as squishy as any other mage) and has a low base mana on top of a semi spam play style. If she simply blows away her abilities she will go oom and be dead meat to anyone with engage. Since she's dealing a majority of her damage with basic attacks (intended, her abilities naturally have lower base damages and scalings than a traditional mage) she's the rare case where a mage would want to stay within dangerous proximity of someone that would one shot them (like Zed or Talon). While Ziggs would be as far away from Zed as possible throwing Bouncing Bombs from afar, Selena would be within auto attack range of his getting Cosmic Barrage's off as she uses Reprising Inferno and Celestial Aegis to brush him off. Of course Zed has options too, using R to dodge virtually anything (like her knockback), switching shadows to dodge skill shots and overall being able to easily disengage. I'd say her biggest counters are champions that are inherently good at sticking onto targets no matter how hard you try to peel them off (Camille, Irelia, Olaf, Yasuo) because she doesn't have escapes, but means of peeling people off her and kiting. She'd be good against targets that your typical adc has decency kiting. She's essentially an ability power adc, but because she's a mage she's not given tools that adcs naturally have to handle their targets (their basic attacks naturally hurt because they build attack damage, they can crit, they can get zeal items making them more mobile, they have access to life steal, etc). The R is something I'm still working on. I personally don't think it's over powered because it has a low base damage, low scaling, but is mainly about the utility it offers. When utilized right it can be game changing (Such as Cassiopeia's R), despite it not having the most impressive of damage. The thing about Selena is her kit is different in the sense it provides her with tools for skirmishing (like you'd find on similar champions like Camille & Irelia) and dealing sustained damage, most mages don't require that because they're about the burst they offer (or other form of team benefit like wave clear [Anivia, Malzahar], Siege [Ziggs], control [Taliyah]. I'm eager to here your opinions on this though, as you've given insightful feedback.
: This looks amazing, I give you a big applause on all the work and the drawings. BUT, Just as the Rioter asked, her weaknesses seem to be very undefined. Only thing I can tell for sure is that she has a rather short range on all her skills, with her biggest range being her R, and that's the only skill that has a range bigger than her AA range. Her Kit is really good, but she has so many damage amp stacking mechanics, i mean she has her passive that amps next incoming damage, then there is her W, then there is her passive AAs. for a battlemage that is designed to lead extended fights with kyting she seems so awfully oneshotty that one W-Q-AA combo with Ludens and Lichbane almost promises a kill. I would either focus on the mage aspects and redefine her damage, or shift the balance to an AP skirmisher and open her up to different combo-potentials while lowering the damage numbers. But other than that, I have to say this is probably the best champion design i've seen in this whole year.
I have to say I've just been busy and unable to reply to the many comments I've received. Nonethless I thank you for giving me such good feedback and it means alot this little idea i had was the best design someone's seen in the last 6 months. I've changed some of her abilities, lowering some damage and simplifying her kit. I appreciate the criticism.
Kanzler (NA)
: Do passive stacks only decay out of combat? __
They decay during and out of combat.
Ifneth (NA)
: > [{quoted}](name=Geneseid,realm=NA,application-id=A8FQeEA8,discussion-id=EEMO7ZAE,comment-id=000d000000000000,timestamp=2018-06-11T16:44:51.998+0000) > > The reason I chose that splash for her is because - despite being fire themed - I wanted her to appear more civilized while at the same time being powerful. Fire mages are normally depicted as ruthless (Brand), so to keep her distinct I wanted her to be more graceful in appearance. I'd say the splash are itself isn't to revealing (like what you described) but it was literally the best thing I could find that fit what I was looking for. Thanks for replying. I understand that you didn’t actually make that splash and couldn’t change it if you wanted to. Hope I don’t come off as demanding. My complaint is that she and many other lady champs look too much alike. Smooth skin, high cheekbones, luscious hair, flowing curves, and classical proportions under thin, tight, revealing clothing? Sure, it’s beautiful, but when done for one champ after another, it looks cookie-cutter and creates the unsettling appearance of each one being, as Riot once put it, “Syndra in a different cosplay”. That’s why I like Taliyah’s design, for example. She has bushy eyebrows, a big nose, a boyish figure, and a unique hair style and outfit. It’s her own look and gosh darn cute. So, I hope that Selena would have her own imperfections. Maybe she could be short, or need glasses, or wear a fireproof suit. **** As for the rest of the champion, I like it! Her kit will need simplification, and her lore needs to draw the reader in more, but otherwise this looks really fleshed out. Maybe we could have a fire mage one day! Here are some ideas to simplify her kit. Blessing of The Phoenix **Changed** When Selena hits a champion with a basic ability, she gains the Blessing of The Phoenix, letting her reduce the cooldown of a basic ability to two seconds. Ray of The Sun **Changed** Selena casts a bolt of energy that stops at the first enemy hit, dealing magic damage to the target and in a small area around it. Range reduced to 800. Celestial Aegis **Changed** Selena shields herself for an amount increasing with her missing health. Reprising Inferno **Changed** Selena casts an oval of fire that deals an intial burst of magic damage followed by a burn for enemies that stand inside. Range reduced to 500 units. Phoenix Nova **Changed** After channeling for 0.4 seconds, Selena unleashes 4 novas in a line via vector cast. Novas land 0.12 seconds apart.
I've taken your advice into account simplified some, if not all of her abilities while still keeping her genuine play style intact.
: I only read a little bit of that long post but I think her abilties are too long and hard to understand and memorize
I simplified all of her abilities. Do you think it's a little bit easier to get the concept of the abilities itself without the numbers involved now?
: Nice its good but i cant help but see major similalties with Dota Heroes. Her passive being lina (DOTA) w which increases attack speed and movespeed Her q being phenoix's Q from dota her w being Ember spirit's w her e being dragon knight + drows skill which dragon knight breathes flames and drow knocks back both are simlar in shape her r being similar to jakiros r which creates a flame path that lasts im not saying u copied but it seems it was inspired by alot of diffrent things
I'm going to be 100% honest when I tell you i didn't copy any of Dota Heroes' abilities and simply used their icons. All of her abilities that may be similar to there heroes came from my own brainstorming. If anything, my inspiration for her dealing continua magical damage with auto attacks came from Dragon Age Inquisition. https://www.youtube.com/watch?v=iAVgDND0PKE
: X) its cool work! You clearly put a lot of time into the design, lore, and even VO triggers. I'm genuinely interested to see your refinement of some of the abilities taking into account a more global view of the game. Selena feels like she would be super fun to play as, but horrible to play against. The best designs usually have both halves of the coin :D. Keep up the work!
I appreciate both of your replies as they are actually encouraging me to refine her abilities to make her as balanced to play as and against. Thank you! :)
: W probably should have higher base DR (damage reduction) and lower scaling because of how Damage reduction scale 0% DR = 100%/1 = Shields require dealing 100% of shield strength to break 25% DR = 100%/0.75 = 133.333% 50% DR = 100%/0.5 = 200% 75% DR = 100%/0.25 = 400% With low or no AP it does almost nothing with a lot of AP it is incredibly powerful and I think the difference between high AP and low AP is a bit too extreme but of course with how much true damage seems to be running around I guess it might not be all that bad I suppose? And on her Q do you intend the reduced cooldown to be affected by CDR or reduce the base cooldown like this (8-3) x 0.6 = 3 seconds cooldown or do you intend for it to reduce the cooldown after ability cast like this 8 x 0.6 - 3 = 1.8 seconds and obviously if it is the second you really really want/need 40% CDR
> [{quoted}](name=Champion Skin,realm=EUW,application-id=A8FQeEA8,discussion-id=EEMO7ZAE,comment-id=000600000000,timestamp=2018-06-11T19:05:03.728+0000) > > W probably should have higher base DR (damage reduction) and lower scaling because of how Damage reduction scale > > 0% DR = 100%/1 = Shields require dealing 100% of shield strength to break > 25% DR = 100%/0.75 = 133.333% > 50% DR = 100%/0.5 = 200% > 75% DR = 100%/0.25 = 400% > > With low or no AP it does almost nothing with a lot of AP it is incredibly powerful and I think the difference between high AP and low AP is a bit too extreme but of course with how much true damage seems to be running around I guess it might not be all that bad I suppose? > > And on her Q do you intend the reduced cooldown to be affected by CDR or reduce the base cooldown like this (8-3) x 0.6 = 3 seconds cooldown or do you intend for it to reduce the cooldown after ability cast like this 8 x 0.6 - 3 = 1.8 seconds and obviously if it is the second you really really want/need 40% CDR I feel as if increasing the damage reduction will make her overbearing. I want her to be extra durable when shielded (because she's in auto range a lot), but not invulnerable so I've just lowered the scaling. The reduction only activates when she's shielded and for a little bit afterwards, and with the amount of true damage in this game you're right it really doesn't matter. On top of that, her play style requires items that offer more utility rather than damage (you'd find yourself building nashor's and rylai's rather than death cap in order to really make her shine). CDR would apply after the Q is cast and the cool down reduced by her passive.
: I'll just start by saying how awesome this champ looks. Absolutely love it. That said, Bazerka is right, it does have a bit too much per ability. Here's just my takes on it, I'm not exactly the best champ concept maker ever and it is kind of late where I am so maybe I'm just having a "Late-night Tumblr" moment here, but these are just some of the things I thought of for the kit. The Innate should probably have something of a cooldown, maybe about 10-20 seconds before it can give the basic attacks a boost again. With everything else that both the innate and the kit as a whole have working for them, empowered basic attacks every time she uses an ability seems like overkill. I also felt like the stacks of Blessing of the Phoenix could last a little bit longer, but with how much else the kit does with them maybe it's best that they not last very long. The Q seems like it could lose the part of Nuclear Fusion that burns the affected champion, and just settle with amplified damage since the idea of the champ is a basic attacking mage. I also feel like the cooldown reduction is a bit much, since the cooldown's so short anyways it really doesn't seem like it matters. If anything, the other abilities are the ones that could probably use it. The W could probably lose that passive effect. The burn shield is cool enough as a stand-alone ability. I have some ideas to give it some extra weaknesses if you still think she needs some, but I'd say for now losing the passive effect would be enough. E could probably lose the grounding after the knockback-stun. Everything else seems fine though. The R seems a bit overloaded. Of course, I'm not one to talk, I made an essay out of the Innate of a champion I posted earlier today, and a Void concept that I made a few days ago has half of its text in a "secret" effect for the ultimate. But, that said, it still seems like a bit much to deal AoE damage four times, interrupt channels and abilities, give a large slowing effect, and reduce their magic resist all at the same time. I'd say two bombardments at most would be best, with maybe an increase in the damage to make up for the loss of bombardment chances. Then, maybe two of the three other effects; either interrupt and slow, interrupt and MR reduction, or slow and MR reduction. The last one would probably be the best, since the idea is that she doesn't back doesn't back down from a fight, not that she doesn't allow one to happen. It would also give enemies a better chance to interrupt her, since their abilities wouldn't be getting cancelled the moment they tried to interrupt her, giving a bit of a weakness. Again, these are just some ideas that came up as I was reading her abilities. As I said before, I'm not by any means the best champ concept maker ever, and I probably don't fully understand how the champ is supposed to work, so feel free to take or leave any of this stuff. But, these suggestions aside, very nice job on the concept.
I should've replied to this earlier before I changed some abilities, but here it goes. The innate itself was originally supposed to have a cool down, but if it did she'd be among the worst mages in the game. With Selena, her primary focus **is** her passive (most of her reliable damage comes from it) so placing a restriction on it would serve no purpose. The only threat people in lane people have to be wary of is her Q (which can be dodged, hit something other than her original target) and her passive as for the most part good Selena players will be poking with Q and then following up with Cosmic Barrage (her w and e are means of surviving and self peeling) and auto attacks. She's a very poke heavy champion in lane, but if she doesn't utilize her Q correctly she will go oom quickly and be incredibly easy to all in. The Q has lost it's damage over time (as you're right she's basic attack focused) but I've buffed up the damage amplification a tad bit. I want her to be rewarded with hitting her Q's correctly by further increasing the threat from her passive. The reason I've decided to keep the W passive is, among everything else, Selena puts herself in harms way moreso than any other mage (because she's auto attack focused, most mages aren't) so she needs something extra to ensure she doesn't automatically get blown up when she goes in to apply her innate. I've only decided to keep this because mid and late game she'll just be poking from afar then when fights begin she'll be in close range of most assassins and fighters that absolutely destroy mages. She has to be, because unlike someone like Brand & Annie (who will use their spells to blow someone up and either die afterwards or retreat and wait for cool downs) she is about about sustained damage. The E's grounding effect was removed as you are right it's just to extra (especially considering she's a champion that will rush Rylai's every game). The R has had it's interruption removed but I kept everything else. I want it's damage to be low because if she's bursting people down she's not serving the fantasy I had for her. I wanted this ability to be more debilitating than anything else, as her Q and passive are her primary forms of damage. It's an ability where its strength lies in the effect it has not the damage it does (Cassiopeia/Azir R), and those are among my favorite in the game. Think of it this way, if you got hit by this ability you should be more concerned with the fact your magic resist had been practically made obsolete rather than the damage you took, as a hail of fire balls that **do** hurt will soon follow suit.
Ifneth (NA)
: > [{quoted}](name=Geneseid,realm=NA,application-id=A8FQeEA8,discussion-id=EEMO7ZAE,comment-id=000d0000,timestamp=2018-06-11T15:20:25.266+0000) > > I take no credit for either (the splash art itself has, from what I can see, the artists name in the bottom right now while the icons are from Dota 2). I only included them to further bring her to life. Speaking of splash art, can she _please_ not be another generic hot girl with bare arms, tight leggings, and boob armor? I’d hope Riot would give her some flaws and put some clothes on her, darn it. :(
The reason I chose that splash for her is because - despite being fire themed - I wanted her to appear more civilized while at the same time being powerful. Fire mages are normally depicted as ruthless (Brand), so to keep her distinct I wanted her to be more graceful in appearance. I'd say the splash are itself isn't to revealing (like what you described) but it was literally the best thing I could find that fit what I was looking for.
: Did you draw those or got help from others? They're quite beautiful (abilities, passive and splash art).
I take no credit for either (the splash art itself has, from what I can see, the artists name in the bottom right now while the icons are from Dota 2). I only included them to further bring her to life.
: I'm curious about Ryze's view of her and vice versa. You also said she is only surpassed by notable mages, like Xerath, so would that include Ryze in the group of mages who surpass her?
I'd say in terms of magical prowess they can be considered equals, but her strength is compared to Anivia (and Anivia is basically a godly being). I only say Xerath passes her because he's an ascended and a being of raw arcane energy, not even really a mage.
darkdill (NA)
: {{sticker:zombie-brand-clap}} Very well done. Would she have any history with Lux? They're both mages from Demacia, after all. EDIT: Noticed a typo in the stats section. +8 health per level? Did you mean +80 or something?
They're both from Demacia, but Lux is nobility while Selena would be considered a common citizen. In the future I plan on giving her a more expanded lore as to flesh out her relations with other Demacians. Also thank you for pointing out that silly typo! :)
Decrous (NA)
: So you took Dota 2 Icons and ability's and mashed them together to create this.
The icon's yeah, but as for copying there ability's nah (I don't even play Dota 2 I just know whenever people include icons they use Dota 2's).
: Woof, this is certainly a dense post. I'll say this there are a lot of cool looking ideas in this, but its a lot. Many of the best designs are simplified into the core essence of what you're going for rather than adding in more nuiances. Also, there are a **lot** of effects on each ability. If you compare her to most other champs in the game, your analyzing a massive power differential (from what I can tell). A good question to ask is what opportunities are there to counter play this champ? Another way to say this is, where are her weaknesses? Excited to see people doing exercises like this! Keep it up!
Wow i was not expecting anyone to comment let alone a red. I'm actually shocked.
  Rioter Comments
Rioter Comments
: Nothing you said in that chat was particularly helpful and about 95% of it was berating your teammates. {{sticker:zombie-brand-mindblown}}
Teammate* I wasn't being toxic to anyone except my top laner this game. Everyone else i was perfectly fine with. But my top feeds 2 kills before 5 minutes and instantly starts flaming me. Also letting your team know the fed top has no flash isn't helpful? lol Read the chat next time and you'll see my anger is clearly directed at one person.
: This was your 'another chance.' Their logic is that most people understand that a 14 day ban is really fkin close to a perma, and would tread carefully for a long time - something that you failed to do.
I get what you're saying. But hear me out, since that ban I've played roughly 200 games and every game I've been on my most positive behavior. I get so many honors now that my honor started improving (from a 14 day ban). This was literally the **one** game that led to this ban.
: > [{quoted}](name=Geneseid,realm=NA,application-id=ZGEFLEUQ,discussion-id=R46Klteu,comment-id=00040000,timestamp=2018-04-02T16:35:33.239+0000) > > Do they actually review your previous chat logs to see if you demonstrate improvements in behavior? I don't think you understood, or currently understand, the severity of a 14 day ban. Once you receive that you are being held in by a tiny string. It takes MONTHs of non reportable behavior to get your punishment down a tier. So the short answer is no. They told you via 14 day punishment not to do this again, and in less than a month you did it again.
I understand what you're saying but let me explain myself and my situation more. I'm being 100% honest when I say since my 14 day ban I've been on the most positive behavior (For at least 200 games) to the point where I'd get honored every game. A few days ago I got a notice saying my honor (which was a shitty level 0 dishonorable) was improving. This is largely due to the fact that I finally realized how effective muting someone was. This was literally the only game since that ban that I demonstrated toxic behavior (which is why it's the only game I got banned for, while most people have like 3 games of a giant wall of text), and it was literally to a player that was flaming me nonstop early but I was ignoring him. I simply told him to stop dying and play safe top and that I was coming to help him, but he'd still just flame me nonstop and eventually i went off (for the first time since my 14 day ban which was a month ago) on him before muting him. As a jungle main, I deal with constant toxicity amd flame every game simply because they are losing lane. This is the worst player I encountered since where I let my emotions get the better of me and just went off on. This is why after I muted this guy my chat looked like this. Geneseid: caitlyn Geneseid: group with us Geneseid: the kled Geneseid: xd Geneseid: lol Geneseid: this olaf Geneseid: i actually cant do anything cause hes fed out his ass Geneseid: lol Geneseid: he has no flash now Geneseid: group Geneseid: lol Geneseid: group Geneseid: around ryze Geneseid: lol Geneseid: why are caitlyn and kled never with us Geneseid: yeah Geneseid: kled is our frontline Geneseid: gg Geneseid: no top lane Even before I was arguing with this one player, I'm still discussing strategy with my team. Yes, in the beginning I said imply ryze mid sucks, but how can that be regarded as toxic when I'm just expressing what I think about it. I ate my pride and congratulated him when I realized he knew what he was doing. I don't display anger or harassment to anyone except my top laner this game. Even when I asked why caitlyn and kled (who I muted) were never with us, it wasn't me being toxic because I was actually discussing strategy with my team. Geneseid: lol Geneseid: wanna ward Geneseid: do something Geneseid: yeah cause you went ryze mid Geneseid: mid lane he sucks Geneseid: stop dying top please Geneseid: play safe top please Geneseid: stop fighting him Geneseid: because you're fucking inting Geneseid: and i want to win Geneseid: you're 1/4 Geneseid: stfu Geneseid: bot ward Geneseid: gj ryze Geneseid: wish you didnt feed Geneseid: 2/6 Geneseid: ROFL Geneseid: 2/6 Geneseid: ROFL Geneseid: 2/6 Geneseid: ROFL Geneseid: caitlyn Geneseid: stay with us Geneseid: or that'll happen every time Geneseid: wow Geneseid: lol Geneseid: gj feeding top btw Geneseid: not my fault you suck Geneseid: and cant win lane Geneseid: im not obligated to babysit you Geneseid: you low elo tard Geneseid: get muted I really wish I simply muted him when I first noticed he was toxic at first but I always try to get the better of my team as a jungle main and ensure them I can help them (this is why I started improving in my honor, because when people would say "we lost our bot lane fucking sucks" I'd be like "Don't worry we got late just ward have faith". This guy simply flamed me whenever I tried and I, like I said, let my emotions get the better of me. I understand the consequences of my actions and I'm fully ready to just make a new account (I just recently started playing), but I'm just explaining the circumstances of my ban in context.
: Your chat is pretty negative, and it does appear to warrant a punishment. Since it does follow a 2-week ban, then this was the next step. However, I did notice that you've played quite a few games (I'd probably estimate +200) since your previous 2-week ban. I'd write a support ticket. Maybe if they see improvements to your behavior, they will reduce this. Keep in mind, your entire account punishment history is taken into consideration prior to deciding whether or not to permaban you.
Do they actually review your previous chat logs to see if you demonstrate improvements in behavior?
Chermorg (NA)
: Very likely not - your last chance was the 14 day ban.
I'm willing to accept the consequences of my actions, again I'm new to this game I simply wasn't expecting what I was saying to lead to a permaban as I don't have much knowledge of how seriously Riot takes toxicity in the game. I appreciate your responses though, they were insightful. I'm just thankful I didn't spend to much money on this account because for my next account, if I don't get mine back, I plan on making sure this doesn't happen again.
Chermorg (NA)
: This is as if you used the excuse “I only did it once this time!” when your probation officer asks you why you were caught doing whatever you were on probation for. It doesn’t fly. Reform requires *no* harassment like this - minor negativity is usually overlooked (ex: if you just get tilted and ask if your team wants to ff a few times, or if you get mad at a teammate very shortly and not the whole game), but things as major as your log are not able to be overlooked. You spent the entire game harassing others.
I understand I guess, I'm new to the game and I wasn't expecting this to happen (especially when I wasn't just flaming, I actually congratulated our mid and suggested tips to our adc to avoid getting skarner ulted) but is there no way that this specific case wont get reduced or lifted?
Leylania (EUW)
: The message of the 14 day ban warns you that every little bad thing you do now will lead to an instant perma ban. You showed toxicity again and now the account is gone. What is there to discuss?
This was literally the only bad thing I did after receiving a 14 day ban nearly a month prior and I put that on my mother (If a Rioter reviews my recent games, they'll see no signs of flaming).
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Geneseid

Level 63 (NA)
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