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: > [{quoted}](name=KenKyon,realm=NA,application-id=A8FQeEA8,discussion-id=5zj9Wky5,comment-id=00000000,timestamp=2019-07-25T16:50:26.093+0000) > > I agree with you about that but I believe we've already passed the point in league where champion design follows fair standards I don't think that's at all accurate but, even it it were, designing a character who just becomes the #1 must-pick support by a huge amount seems ill-advised even then.
Fair enough point, any thoughts on the current iteration if we assume the abilities outside the ult aren't global anymore?
: >It is worth noting that all her abilities will have unlimited range The ability to harass, heal, and cleanse allies *globally* is so powerful that I'm afraid this rework is basically fundamentally broken from the start. Her ultimate being global works because it is a single rare effect. Putting this *everywhere* makes her the best support in the game, period, because she can support *every lane* at the same time.
I agree with you about that but I believe we've already passed the point in league where champion design follows fair standards
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: So basically you aren't form switching ur main control unit is Quinn but with R you just control Valors position and abilities relative 2 Quinns location? I don't kno how players might feel about psuedo micro Managing or using vectors there's got to be a smoother way 2 intergrate the feeling of separate of together teamwork... Additionally I feel like it should ONLY be one damaging ability cast for Valor per Ult activation b4 it switches back 2 Quinn. The MAIN reason Riot got rid of switching to Valor in the 1st place was because going from ranged to melee and back again on a marksmens build AND kit w/o any modifications was very hard 2 balance and toxic as it led 2 people building more like a burst assassin rather than a marksman who takes down targets over time.
Valor's abilities is currently imagined to be cast from his location so he does in a sense have a global presence. With R, you actively switch over to inactive member otherwise they can't be controlled outside of partially with W. I disagree with having only one cast on Valor before switching as I feel that Valor needs an active role to fit thematically. I'd have to disagree on the reason Riot got rid of Valor. It was more claimed that Quinn was designed as a marksman and due to Valor being melee, was too unsafe to function as such rather than too hard to balance/toxic. They went for the route of giving her a chosen identity over what her mains actually wanted at the time and just forced them to accept it. The champion itself simply wasn't given proper tools to function as a ranged and melee carry together and that's why it was scrapped.
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: ***
Not sure how you found this old page or why you're even necroing but okay.
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: I assume you can control the clone with Alt/clicking. Interesting thought. Definitely something to take into account. But it seems pretty confusing. How many clones can he have? How are you going to control all of the clones when you have more than one? And what's the stipulation for them returning?
The initial idea was for clones to act similar to minions but following Wukong around but now that you mention it, there are issues to address with the singular clone from his passive that interacts with Q and W. I'd imagine that having them finish their last order before following Wukong would make sense.
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: Man these are all bad changes. Their isolated skills with no synergies and don't work towards any kind of real role. It looks like she is a tank without CC or damage. Her ability to sololane is completely obliterated with this setup. Q removes her ability to do any real poke damage or solo lane. The W adds a long lasting and ramping up shield on a channel. Riot literally nerfed all shield durations just a few days ago. The E is a 4 second channel old Galio Q with more complicated mechanics that are extremely difficult to read without looking up karma on a wiki and reading the skill description. Her kit has 2 channels for 7 seconds total. Lane trades are usually not even that long and her E does nothing against ranged enemies (which is common in bot lane)
I disagree, many of these suggestions were based on OG Karma and work towards supporting...y'know? The main role Karma is meant to be. Aside from the passive and E needing a lot of work, the rest honours what the original Karma mains felt was right on Karma. Q maintains the current form except without the Mantra bonus but gives that reminiscent feeling of the old Q that had a heal attached when Mantra'd. This brings the option of whether to aim directly at an enemy or take a chance to deal more damage while also healing allied damage. W lasts no more than most of the current shields on many supports and comes with a tradeoff to balance out the strength. You claimed Karma looks like a tank with these changes yet you forget that her current abilities greatly favour her building tanky to begin with due to the 20% missing HP on her Mantra'd W. As i mentioned before, E is definitely weak in terms of what it could be and should be, however, there isn't anything that currently fits too well with Karma now that she is basically the Avatar so this was basically just fan service via fans and Kyoshi. Side note: R is more similar to Nidalee/Jayce ult but as a short buff with really low CD.
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KenKyon (NA)
: Urgot concept basic form
Two tank form abilities up >>Armored Hextech Tank Aerial projectile for tank form, centers on target similar to Kayle's E, either that or a dynamic cannon that turns, something to not influence the body of the tank turning instantly when targeting with basic attacks Abilities: >Corrosive Bombardment >>Launches up to four shells down target path that explodes leaving goo that deals damage over time. Units in the impact zone take additional damage >>Reactivate while projectile is in air to detonate it dealing reduced damage over a larger area >Siege bonus >>Gains additional range and units in the center area are stunned briefly and take additional damage equal to a percent of max HP >Predator UR607 >>Fires up to two scythes directly forward impaling the first targets hit. Impaled targets are leashed to Urgot and are slowed by an amount equal to Urgot's movement speed when beyond a threshold. Break the leash with a movement ability deals heavy damage to the impaled targets. >Siege bonus >>Pierces through up to 3 units and leash cannot be broken. If an movement ability would break leash, heavy damage is dealt to target and target is restricted to edge of leash. >Augment >>Passive: Collect corpses to restore armor and health. >>Active: Consumes a charge to restore armor in target direction over 2 seconds, all other abilities received an increased cooldown. Charges independently recharge 10 seconds after use, to a maximum of 3 >Entrench >>Becomes rooted until reactivation, attacks gain additional effects
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KenKyon

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