: [Champion Concept] Lady Fhang, the Kingdom's Vow
#===== 05/24/2019 Update ===== • Added the model that's currently being worked on; • Some changes coming to Conquering Blade; Busy schedule has got me working slowly on this champion, but I'll keep everyone updated when possible!
c1oner (EUNE)
: nice but first you should choose lane for her its will be so nice cuz you will have better disgn and balance and i think you should choose that too she will be like sej(the tank champ) or fiora she cant be both cuz will be broken and then riot will nerf her to the ground so she will be useles without identify (not ad champ.not tank champ) and also your build seems ad tank but she dont have any ad scale skill for dealing dmg its will be like that fiora with 6 warmog she have everythink,but noting. the solve is that first choose lane for her for making her more spicel i mean she already like lisandra with only q . thank for reading that shit i type with lotta mistake and btw your champ is better than many of disgn in creation {{sticker:slayer-jinx-wink}}
Thanks! Your comment actually helped me define a bit more her kit. She was designed as a top lane Fighter, but she was a weird mix of Diver and Juggernaut. I'm leaning her towards the Diver side of the spectrum and having to force the player to choose either a high amount of damage or more survivability by making her main damaging skill scale with her Bonus AD, while not entirely removing her damage with her Ult.
: [Champion Concept] Lady Fhang, the Kingdom's Vow
#===== Patch Notes - 04/30/2019 ===== | https://i.ibb.co/xJJzWhN/PH-Long-May-She-Reign-Red.png | Long May She Reign: | |- **DECAY TIME:** ~~1 second~~ ⇒ 0.5 seconds **RECHARGE TIME:** ~~2 seconds~~ ⇒ 1.5 seconds * This ability's purpose is to momentarely increase her defenses at the start of a skirmish or fight. It now decays faster so it forces her to use her kit more, but she's able to have it back to full power sooner than before thanks to it's new recharge time, along with the new ways she has to generate **Resolve**. | https://i.ibb.co/LzBhJSX/PH-Conquering-Blade-Red.png | Conquering Blade: | |- **DAMAGE:** ~~85/140/195/250/305 (+ 80% Total AD)~~ ⇒ 85/130/175/220/265 (+ 120% Bonus AD) **WIND-UP TIME:** ~~0.8 seconds~~ ⇒ 0.75 seconds * New damage formula reduced damage dealt by this ability when not building full AD. | https://i.ibb.co/6tBQNB7/PH-Graceful-Footwork-Red.png | Graceful Footwork: | |- **TRIGGERED COOLDOWN REDUCTION:** ~~85%~~ ⇒ 90% * To make up for the mobility she loses during Royal Guard (Changes below), she'll be able to have Graceful Footwork slightly more often. | https://i.ibb.co/F8RnLQr/PH-Royal-Guard-Red.png | Royal Guard: | |- **SHIELD:** ~~75% Maximum Health~~ ⇒ 35% Maximum Health **FOCUSED STANCE:** Fhang now moves 35% slower while the shield persists. **[REMOVED] RETRIBUTION:** Royal Guard no longers increases damage dealt by Fhang's next basic attack. **[NEW] RENEWED RESOLVE:** Royal Guard's empowered basic attack now heals Fhang for a percentage of her maximum health and will grant her 4 Resolve. * This ability allowed her to deal an incredible amount of damage regardless of how much damage was blocked. It's new purpose is to encourage the player to build health items to increase the shield and heal's effectiveness. | https://i.ibb.co/GQzWg7n/PH-Til-Kingdom-Come-Red.png | 'Til Kingdom Come: | |- **[NEW] NOT THE END:** Refreshes all **Resolve** on cast * This allows for Fhang to take slightly more punishment when using her ultimate before going down.
: The changes look solid. Ranges do seem a bit low though. To give a few examples of similar abilities, Vayne's tumble travels 300 units, Fiora's lunge travels 400, Yasuo's unstacked steel tempests have a range of 475, and Poppy's hammer shock has a range of 430.
The range indicators from the screenshot are actually pretty accurate to what I want them to be in-game ([Q] slightly shorter than Yasuo's [Q], [W] slightly shorter than Aatrox's [E]), so I suppose 450 for [Q] and 275 [W] are more accurate numbers. Tried out different champions on the Practice Tool to see where the hitbox of their skills ended precisely, and I think those numbers match perfectly what I have in mind.
: Good points. On the topic of the q knockdown, though, the .75 second delay would make it impossible to use reactively in most cases and because it knocks down only when it hits rather than lingering like a Poppy w or Veigar e it probably wouldn't do much to dissuade the use of dashes. I don't know how good of a counter to dashes you want this ability to be but if it's supposed to be able to stop dashes sort of reliably then something that might work would be a knockdown when the cast time starts or shortly thereafter so she can use it reactively. Also, what are the ranges on q and w? The comment about her sustained damage was due to most other duelists having auto attack steroids, a spammable ability, or something else along those lines to let them deal with durable targets and make them less bursty. Her ult, the cooldown reduction on w, and itemization might be enough to accomplish that, just a possible concern.
Hey there! I've just released an update on Fhang with the points everyone has commented on which I believe were valid, including the one you just made about the dash interruption. As for the ranges on her [Q] and [W], I'd say they are 325 and 250 respectively, but I can't say for sure because it all depends on the champion's collision and due to the way the game camera works, that's why I decided to just use the images instead. I couldn't really come up with a formula to define the ranges properly.
: [Champion Concept] Lady Fhang, the Kingdom's Vow
#===== Patch Notes - 04/29/2019 ===== | | Base Stats: | |- MOVEMENT SPEED: ~~320~~ ⇒ 330 | https://i.ibb.co/xJJzWhN/PH-Long-May-She-Reign-Red.png | Long May She Reign: | |- IT'S CALLED RESOLVE: Resolve now only depletes when in combat with champions or large and epic monsters | https://i.ibb.co/LzBhJSX/PH-Conquering-Blade-Red.png | Conquering Blade: | |- WIND-UP TIME: ~~0.75 seconds~~ ⇒ 0.8 seconds SLOW: ~~80%~~ ⇒ 50% NOT ON MY WATCH: Enemies that dash across Conquering Blade's area will cause Fhang to immediately finish the wind-up | https://i.ibb.co/6tBQNB7/PH-Graceful-Footwork-Red.png | Graceful Footwork: | |- OVER ENCUMBEREMENT: Cooldown reduction triggered by Conquering Blade and Royal Guard reduced from 100% to 85% of Graceful Footwork's current cooldown | https://i.ibb.co/F8RnLQr/PH-Royal-Guard-Red.png | Royal Guard: | |- COOLDOWN: ~~16/15/14/13/12 seconds~~ ⇒ 16/15.5/15/14.5/14 seconds CHANGING STANCES: Royal Guard's cooldown starts once the shield expires instead of on cast I STILL HAVE MY SWORD, THOUGH: Disarm lockout from Conquering Blade and 'Til Kingdom Come are now only tied to Royal Guard's duration
: I love this concept theres so much work and thought put into everything here. Its just sad riot will just end up not listening to anyone and just make another one shot champ
> [{quoted}](name=Imbetterthanmoe,realm=NA,application-id=A8FQeEA8,discussion-id=h6Ivr1KI,comment-id=0004,timestamp=2019-04-29T16:31:05.789+0000) > > I love this concept theres so much work and thought put into everything here. Its just sad riot will just end up not listening to anyone and just make another one shot champ Thanks! And yeah, wish more rioters would check champions on the boards. While I know they can't add the champion due to bureaucratic reasons, it'd be nice to get some feedback from them every once in a while, it can really raise one's spirits. Fortunately, we have the community members to do that too.
JellyDonut (EUNE)
: I feel like the champion is made to be a jungler but i dont know if she has any clear maybe make Q to do more damage on monsters . Also the Damage on her Q might make here one shotting people with Q auto W auto Q auto with some animation cancels and W on a wall . The cooldown on her E is kinda low in my opinion because the E is like a much better parry
> [{quoted}](name=JellyDonut,realm=EUNE,application-id=A8FQeEA8,discussion-id=h6Ivr1KI,comment-id=0003,timestamp=2019-04-29T15:54:20.947+0000) > > I feel like the champion is made to be a jungler but i dont know if she has any clear maybe make Q to do more damage on monsters . Also the Damage on her Q might make here one shotting people with Q auto W auto Q auto with some animation cancels and W on a wall . The cooldown on her E is kinda low in my opinion because the E is like a much better parry Hey there, thanks for leaving your opinion! I'd have to find a way to test those... I've done some rough math and it'd take her around 5 to 6 seconds to cast Q two times by casting [W] twice, and it'd deal less damage than a Renekton/Rek'sai/Pantheon combo overall, so I'm not sure if she'd be able to do one-shots. But I agree that her [E] might be on a relatively low cooldown, that's another point I'd have to test out cuz her barrier duration might make it balanced. I did consider leaving her barrier on a 15 second cooldown at all levels.
: I love this concept. The ult is really cool and the way her different abilities interact with each other is very well thought out. Here's a few things that seem odd or problematic to me: The Q lockout on disarm seemed off at first but with e self disarming it makes sense to let you cancel the ability if it would miss. The ult probably doesn't need that though since it doesn't have a cast time you might want to interrupt. I'd suggest ditching the lockout on ult and possibly make the q interrupt tied specifically to her e rather than to disarms in general to avoid unintuitive interactions with enemies with disarms. The Q movement speed cone behind her is really interesting in terms of gameplay and thematics but the aiming might be a bit weird since in combat, especially with her ult, her allies won't always directly behind her. Not a big concern, just something to keep in mind. Also, what if the movement speed happened at the start of the cast instead of on completion so it would still work if she interrupts it with e? She's a bit lacking in sustained damage outside of her ult, some form of auto attack steroid tied to her passive or w might help with that. Her q says that it knocks enemies down. What does that mean? 320 base movement speed is really low. Her passive stacks should probably only decay while in combat with champions or monsters.
> [{quoted}](name=MooooooooreDakka,realm=NA,application-id=A8FQeEA8,discussion-id=h6Ivr1KI,comment-id=0002,timestamp=2019-04-29T15:07:00.861+0000) > The Q lockout on disarm seemed off at first but with e self disarming it makes sense to let you cancel the ability if it would miss. The ult probably doesn't need that though since it doesn't have a cast time you might want to interrupt. She's actually locked during her [Q] animation, meaning she can't use any of her abilities (except Flash due to the way its programmed to work), and the disarm on her [E] is supposed to have the player making choices, "Do I use my barrier now and wait out its duration to ult or use [Q]? Or should I [Q] first and risk being bursted down?". Though I have to say that canceling [Q] to enter her [E] would be a fun addition to her gameplay and would also add more decisions to the player, like "Do I cancel my [Q] now and wait for its cooldown?" > I'd suggest ditching the lockout on ult and possibly make the q interrupt tied specifically to her e rather than to disarms in general to avoid unintuitive interactions with enemies with disarms. The intention of making her lockouts based on a status effect rather than a condition specific to her kit was to let current champions (Only Quinn currently) and future champions with the Disarm mechanic to be effective against her. But I suppose that'd be too niche counterpicks against her. I might change that in the future! > The Q movement speed cone behind her is really interesting in terms of gameplay and thematics but the aiming might be a bit weird since in combat, especially with her ult, her allies won't always directly behind her. Also, what if the movement speed happened at the start of the cast instead of on completion so it would still work if she interrupts it with e? Again, it's supposed to play on the player's decision making. Do they reposition before using [Q]? Do they just use [Q] and use the movement just for themselves? I don't think it's something I'm planning to change. > She's a bit lacking in sustained damage outside of her ult, some form of auto attack steroid tied to her passive or [W] might help with that. I think she has too many tools for every situation. I didn't really wanna add anything to her basic attacks other than her [E] bonus. She'd be too strong if she had empowered auto-attacks, unless some of the strength in her skills are removed. > Her q says that it knocks enemies down. What does that mean? It means it cancels dashes/leaps/etc. Other champions with that mechanic are Malzahar, Veigar and Poppy, for example. > 320 base movement speed is really low. Well, she does have a lot of mobility thanks to her [W] plus the movement speed boost from her [Q], but with some future changes I'm making, I might increase her movement speed to make up for it. > Her passive stacks should probably only decay while in combat with champions or monsters. That's actually something I completely overlooked, haha. I focused too much on the champion fight aspect of her that forgot that "in combat" includes minions, plants, wards, basically everything you can attack, that's probably going to be something I'm gonna change in the future when I write the changes. Thanks for taking the time to leave your feedback! Got me thinking on some points that I haven't really thought about and even some ideas that might make her future changes better!
: I love it, I love the concept, I love the kit (although the mobility resets are a tiny bit nutty stuff like how fast the shield decays or the disarm interactions add a lot of thinking), I love the purple, and most of all I love the amount of effort put into this
> [{quoted}](name=thefatlazycat,realm=NA,application-id=A8FQeEA8,discussion-id=h6Ivr1KI,comment-id=0001,timestamp=2019-04-29T01:24:57.833+0000) > > I love it, I love the concept, I love the kit (although the mobility resets are a tiny bit nutty stuff like how fast the shield decays or the disarm interactions add a lot of thinking), I love the purple, and most of all I love the amount of effort put into this Thank you for the feedback! I'm glad you enjoyed the concept, I've been working on her for a while now (5 iterations of her kit so far), but I couldn't really get the perfect kit for her. I tried to come up with something that displayed her grace as a member of nobility and skill with a blade as a soldier, as well as the spirit of a leader. Her dashes are supposed to be a huge part of her mechanic, allowing her to reposition herself to make the most out of her [Q] and [R]. They're supposed to be short-ranged (they're a bit shorter than an Aatrox [E], actually), I don't know if it'd be too broken the way it currently is, but unfortunately I have no way to test that, haha. Again, I appreciate you took the time to read and comment! Hope you're looking forward for the other items I'm working on (if I manage to have the time to work on them, haha)
Manxxom (NA)
: 1 word purple
> [{quoted}](name=Lord Apex,realm=NA,application-id=A8FQeEA8,discussion-id=h6Ivr1KI,comment-id=0000,timestamp=2019-04-28T23:11:19.298+0000) > > 1 word > purple Sums up her main color scheme. But let's be honest, it's the one true color :P
Rioter Comments
: Anyone know what causes green smoke when it burns? There were reports from when the fire first started that there was a green hue to the smoke. Due to the construction going on it could have been something from that, but I'm no expert(then again, I don't think any of you are either).
> [{quoted}](name=4 Step Cadence,realm=NA,application-id=yrc23zHg,discussion-id=zEAkMedW,comment-id=000f,timestamp=2019-04-15T20:05:45.282+0000) > > Anyone know what causes green smoke when it burns? > > There were reports from when the fire first started that there was a green hue to the smoke. Due to the construction going on it could have been something from that, but I'm no expert(then again, I don't think any of you are either). If I'm not wrong, desinfectants, inseticides and some cleaning products have chemicals that can result in a green flame. The cleaning products make sense for me since they were renovating it.
: I think it's time for an honor progress bar. (or some sort of progress indicator)
**Concerning change and player behaviour:** I agree with you that people could change their toxic behaviour and that "fake" honor can eventually lead to a person becoming genuinely honorable, but, one of the problems is that the real toxic behaviour isn't really punished. You get trolls and flamers every match, and they keep playing more and more matches without being punished. I believe that kinda demotivates players to act honorably when it becomes more and more common to see toxic players about. For some people, it's hard to keep cool, so you're often left wondering "Is it worth to hold back this frustration for such a silly reward when there are people doing whatever they want without being punished?". I don't think they should improve the rewards, you're getting a little something extra than other players for not being a shitty person, but they should definitely take their punishments more seriously. ____ **As for the progress bar:** I don't think a progress bar would be the best option. Perphaps something saying like **"You're on the right track"** and **"You have been often reported for X toxic behaviour, maybe you should avoid that"** (Based on how many times you've been reported for something like, let's say, feeding/afking/flaming), and maybe increase the checkpoints to 4. Not something that directly displays your progress, but something that shows you're progressing and are acting like a proper human being. I think it inspires more positive behaviour and it feels much more like Riot is tutoring you into being a better player and actually wanting to give you the rewards instead of being something you grind for because the system leaves you guessing (How it currently is) or showing you how much more time you have to act decently to get the rewards (What a progress bar could lead to).
: Can we get a Yordle Vampire?
There was a champion I worked on a while ago that I posted on the BR boards, I should probably revisit her and update her kit and lore (And personality) and post it here. The post is in portuguese, but I think if you run her ability descriptions on Google Translate you should be able to kind of get what they do. There are a few changes that I made to her, such as the name changing to Darah (Indonesian word for "blood"). "Midna" was supposed to be a play on "midnight", but later on I realized there was a character in Legend of Zelda with the same name. https://boards.br.leagueoflegends.com/pt/c/feedbacks-para-o-jogo/MR5N0R6V-conceito-de-campeaeo-midna-a-yordle-vampaurica
: New Rune Ideas
I really, really liked the purpose behind these runes, but I feel like they could be worked on much, much better. I took the time to think of ways to make these runes work in a way that wouldn't make them overpowered and more interesting without changing the purpose they were originally thought for. I hope you enjoy my suggestions, and would love if you'd give feedback and tell me if I captured what you were thinking of when making these runes! **Alchemist** > **My Opinion:** Having the option of changing all-time utility for an earlier late-game is a really interesting and impactful idea. I'd place that on the first row in Sorcery. > **Problem With It:** Earning gold by missing last hits completely makes lane pressure much less punishing and rewards champions with a more passive playstyle that make up for that lack of gold need for having better scaling abilities. It's not that much of an impact on game modes that are much more focused on constant clashes (E.g. Howling Abyss, Nexus Blitz, etc), as most of the gold earned in those modes are from player kills and assists. > **How I'd Do it:** Make it so that whenever you use a non-rechargable consumable (Control Wards, Healing Potions, Elixirs), you generate around 35% of its gold cost over 3 minutes. While it IS less gpm than the current version (24 gpm), it rewards you for actively playing by placing wards and using your health potions to stay in lane and farm. **Secret Weapon** > **My Opinion:** If you're playing a spell-based ADC, or a burst mage, having that extra "oomph" on your next attack in case you can't finish off an enemy with your combo can help a lot. This rune should be on the second row in Sorcery so it could work third row runes. > **Problem With It:** I think the rune loses all it's reliability if you give it such a long cooldown. You could make up for that damage by taking any of the first runes in Domination. It's not worth having a single strong basic attack every so minutes, that's what Summoner Spells are here for. > **How I'd Do It:** When all your non-toggleable, non-passive and non-ultimate abilities are on cooldown, your basic attacks deal 35-188 (+20%AP/45%AD) bonus adaptive damage. 25 second Cooldown. **Rootless (Renamed to Overpower for thematic purposes)** > **My Opinion:** Sacrificing crowd control for more damage I believe is a high-risk/high-reward choice if you can capitalize on the short window of time you are granted the bonus stats. It can make for an interesting rune choice and requires good judgement of your and the enemy team's comp to be able to tell if one of your abilties will be needed or not. Again, I'd put it on the first row of Domination runes as an alternative to Cheap Shot. > **Problem With It:** Most champions with a root ability only have that as their form of CC (Some exceptions being {{champion:111}}, {{champion:222}}, {{champion:57}} and {{champion:143}} ) and are entirely reliable on it to be able to pull out combos or escape (Like {{champion:99}}, {{champion:50}}, {{champion:107}}, {{champion:51}}, {{champion:13}}, etc). Removing the root effect from their abilities wouldn't be worth the risk as it's pointless to gain extra damage if you have no reliable way to make use of that damage. > **How I'd Do It:** You can keep the same effects, just change it so that any form of hard cc can trigger it so more champions can benefit from it, removing the rare niche factor from it. **Unbound (Renamed to Nimbleness for thematic purposes)** > **My Opinion:** Some champions rely entirely on slows to make up for their own movement speed. While limiting how long you can be slowed is great for ADCs, you can't forget any champion has access to Precision runes, and a lot (and I mean A LOT) of champions that aren't even ADCs could capitalize way better than them on that. I'd place that rune on the first row of Precision runes. > **Problem With It:** Having a flat scaling maximum slow duration on yourself causes any champion to capitalize on this rune with no real balance, and that is without mentioning the movement speed bonus. > **How I'd Do It:** Slows last for (100% / (100 + 60%~100% Bonus Attack Speed%)) of their duration. Remove the bonus to the movement speed, or else it'd just add to the slow counter. Make it scale with AS, ADCs will be able to capitalize a lot on it, and they're not the only champions that build it. Say, you have 70% bonus attack speed and you're at Level 18, slows would last (100% / 170% =) 59% of their total duration. **Warrior Gen** > **My Opinion:** Same issue with Unbound. It's just plain overpowered the way it is actually. Being an unstoppable threat to the enemy team should be something you earn. Imagine basically having a ulted Olaf against you for the whole match just because of the champion you picked, you just removed {{champion:56}} and {{champion:9}} from the game. I'd rework it entirely and place it on the third row of Resolve runes. > **Problem With It:** It only affects a single crowd control type and, because of that, it has a completely overpowered effect against it. You're basically countering champions with mechanics that revolve around it. > **How I'd Do It:** Remove the fear immunity part altogether. Make it reward aggressive play. Every basic attack will grant you a stack of Rampage, increasing your tenacity by 5% for 5 seconds and stacking up to 5 times.

Magnovius

Level 26 (NA)
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