Neamean (NA)
: {{champion:427}} item: an actual daisy Ivern is unable to buy {{item:3706}} or {{item:3715}} instead he has a daisy that grows over time change his smite.
> [{quoted}](name=Neamean,realm=NA,application-id=A8FQeEA8,discussion-id=9VEXnbp6,comment-id=0001,timestamp=2019-12-04T08:32:19.333+0000) > > {{champion:427}} item: an actual daisy > Ivern is unable to buy {{item:3706}} or {{item:3715}} instead he has a daisy that grows over time change his smite. Brilliant idea. A real smite that would be useful to the tree and his lore. One that refunds double hp on smiting neutral monsters, for being so kind to the forest.
: I like it. The Veig one is nice. Push em towards the stun. Good concept. Maybe only open to finish their build or like another trinket slot but a quest item thing such as if darius get 300 stacks in of his passive off in 1 game it can do more damage or grant the ability for more stacks so he can ult for more damage. Even like teemo can have a blowgun that if he hits enough people with q e and his r He gets the ability to place down 2 shrooms at once for the price of one. I like the concept. Hope others do as well.
> [{quoted}](name=ChubbsRus,realm=NA,application-id=A8FQeEA8,discussion-id=9VEXnbp6,comment-id=0000,timestamp=2019-12-03T06:48:00.240+0000) > > I like it. The Veig one is nice. Push em towards the stun. Good concept. Maybe only open to finish their build or like another trinket slot but a quest item thing such as if darius get 300 stacks in of his passive off in 1 game it can do more damage or grant the ability for more stacks so he can ult for more damage. Even like teemo can have a blowgun that if he hits enough people with q e and his r He gets the ability to place down 2 shrooms at once for the price of one. I like the concept. Hope others do as well. Great thinking. As it stands only new champions have Quests. A side mission may tunnel vision a lot of players though, and cause issues with team members.. especially new players. The main idea is to create mini-reworks that evolve in the mid to late game. Even adding a level requirement if need be. Creating more dynamic and yet set builds. Instead of the dev team focusing primarily on runes, taking a look at what each champion lacks or is viewed as under powered and focusing on the champions that could use help verses the new challenges of champions with 32 flashes and 87 stuns. An item that Darius could build, An Axe that increases the range of his Apprehend.
Rioter Comments
Echoing (NA)
: [CCOS] April CCOS Entry Time! Enter Here!
Introducing [Traq, The Terrifying Imp](https://boards.na.leagueoflegends.com/en/c/skin-champion-concepts/reoUTlMJ-champion-concept-traq-the-terrifying-imp)
Rioter Comments
: How to get S+
drop wards for once in your life
Rioter Comments
Melborne (NA)
: Voidwish Has Challenged Me to a Like/Share! I need your Help!
https://boards.na.leagueoflegends.com/en/c/memes/2cd0YPKQ-jax Here's a link to my original conversation with SPRINKLEFLOOF!
Rioter Comments
Vanic998 (NA)
: Passive: It looks unique. It like a weaker invisibility since enemies are less likely to hit you and lasts longer than most invisibility. Q: A good form of sustained damage that takes skill since it’s a skill shot and rewards you for having good aim. Looks good. W: This ability helps with surviving in team fights with the CC removal. It works well with his bruiser like role. E: Just like the W, it also works well with his bruiser like role. R: In my opinion, this ability is the most problematic. The passive part is not unique. It resembles teemo’s passive. I don’t understand why he has invisibility when his first passive is already similar to invisibility. It’s almost redundant. The active part is not unique. It resembles Kog’s W. The shield and bonus health however do fit with his bruiser like and sustained damage role. The kit shnergizes well. It mainly helps him be a sustained damage dealing beuiser. The corruption damage makes it harder to itemise against him so he poses some threat to tanks. His natural tankyness is balanced by his lack of mobility which makes sense. The ultimate is the only issue with his kit in my opinion. Other than that, this champion looks fine.
Thanks for your feedback! I love this part of concepts! Shapeshifting is changing forms into something else, going invisible is.. well, unseen. Two completely different things. I'd beg to differ in terms of his ultimate's passive resembling Teemo's passive as Teemo's able to keep his stealth ONLY in the bush. And while attacking, or leaving the bush, does Teemo gain a short burst of attack speed and becomes revealed. The objective behind the passive is more focused on his Targets. Unlike Kindred, Traq won't be picking his target. And it offers his enemies a chance to spot Traq trying to cloak, via a ward... and while he gains nothing being stealthed, it just may be a good idea to keep an eye on this little terror. However his Ultimate's activated does give him increased stats, like many.. many champion's ultimates and/or abilities (Kog, Gnar, Vayne, Alistar, to name a few) I do believe this ultimate is unique in the aspect of what it does for him. Tristana gains attack range by simply leveling. Meaning she's not unique either, as you've stated Kog gains attack speed/range via leveling as well. if I were to break his ultimate up, it would overpower his other abilities and/or take away from their potential.
: [CHAMPION CONCEPT] Rahbor, Army of One
Okay, so it took me a very long time to read through all of this. Simply because it's not structured in a friendly manner, you either have to read every line or you will miss half of what you've written lol so I'll start from the top, and read his skills as I type this out. His passive is completely broken to begin with, you'd only build health and health regeneration and you'd never have to leave lane during the laning phase, unless you wanted to buy. Plus he does max health damage by default, and a no cooldown slow and UNLIMITED slow. So you take klepto on him, and have an unlimited source of gold, completely zoning any melee champ from a fight on top lane because you'd wreck them, with your passive alone. His Q is so versatile that it could be used to escape ANY gank, even outrange a Lee Sin's Q. Or it can be used to literally demolish any team fight, as he has 2 attacks in his Q plus a taunt. So he's just made the rolling flash rammus obsolete because he can aoe taunt. Imagine ganking the enemy team at baron, because it would literally be ganking them 1v5, because of max health damage, plus baron attacking them.. His W is so much, there's so much to it and I don't understand why. Why any of these skills do so many things, take any champion in league right now and any description of their skills is 1 or 2 sentences, because when you have them do so many things, they become broken. His W he can teleport, ward, attack, stack his passive.. he is literally a one man wrecking machine, screw Jinx. To be honest I stopped reading through this one half way, this is too much. His E.. He heals, on top of also gaining full mana all the time, so he'd never get that cc debuff, and on a five second cooldown. So if I were him, I'd 1v9 some dudes in challenger, never run out of mana, gain more gold than them with klepto, and buy nothing but health items so i can constantly increase my max health, zone them with my Q and the trees, then if i EVER get poked.. I'd heal back up instantly, poke one of them, and get full mana again to repeat everything till I have 50,000 gold and they have 10,000... then destory them all like I was fighting bots. Without even getting to my ultimate yet. His Ult.. I.. Uh, Next. So, this character does so much. And could be so much more, by making him so much less. This champion WOULD be fun to play, if he wasn't 500% broken. His rating is more like: Damage 3/3 Toughness 3/3 Control 3/3 Mobility 3/3 Utility 3/3 He has very good AP ratios, teleports, has 2 abilities that AOE CC, gets 2 FREE keystones, ranged anti-assention or anti jungler abilities/passives, and literally a hundred other things he can do. He combats and can counter any champion, cannot be ganked, cannot be killed. And then there's like Akali. "Akali throws her dagger for X damage and marks the target, if Akali attacks that target again she deals X bonus damage." Verses this champion, "If this guy even looks at Baron, Baron ducks down and hides under his tail, after 3 seconds Baron decides he should be dead and gives his buff away for free, along with a thousand extra gold." Your ideas are good, you've got a lot of cool ideas, but your champions do way too much. In your next champion, you're only allowed to do 6-7 things. That's 1 passive, 4 abilities and 1(to 2) passive on those abilities. Cut down the brokenness... And the "if he does this he catches Mario's bouncing star and becomes godlike instantly."
: Howdy, mate, thanks for the feedback! As far as Farjod's passive in relation to Singed's Q, I would actually personally make the argument that I think Singed's ought to be stronger pound for pound and all things considered. I would think Singed's would be so anyway because I'm rather certain his trail lasts longer and applies a DoT that lingers after you leave it for a moment, where Farjod's is a damage zone and doesn't hurt if you leave it. I'm no head for numbers, but I would want to aim for Farjod's *Turn Tail* at full half AP/half cdr build to deal just about as much as Singed's *Poison Trail* at full half AP/half tank. I just think Singed should have it better is all, considering Farjod has more tools for directly damaging opponents than Singed does. As for his Q: yeah that's pretty much how it works, although it goes off a little too quickly to get a *lot* of use out of the passive. As for his W: I mean, *kinda,* but he doesn't directly aim the skillshot. It starts at where he was three seconds ago and beelines at him, and if it's recast it only knocks him away, it doesn't displace any enemies it passes over on its way to do so. All things considered actually it might just be needlessly hard to use. As for his E: yeah, pretty much. I mean, he can't cancel it early and he can't stop, so it's mostly about just zigzagging a passive trail on someone if you want to damage with it. He still has a hitbox and his resistances go down while he's in it, so if he's *totally* glass cannon it would only be as useful as any other glass cannon build. As for his ult: well, sort of. He roots himself down while he's using it and it doesn't Cleanse *existing* cc, so it would only be like an Olaf *Ragnarok* if Olaf were standing still for the duration. The monsters he summons through this aren't pets (in fact, they never are in his abilities), they're only projectiles. They don't have a hitbox and don't have any sort of AI, so think of them like reverse-trajectory pass-through missiles. With faces. To get the proper AoE off, he has to have three of those come to him, so he can't pop the damage instantly. Regarding the cooldowns and damage numbers: I have what one might politely refer to as a "piss-poor" understanding of scales, be they numeric or temporal. Any suggestions you might have for more reasonable cooldowns or numbers are only welcome, I assure you. I agree he is a tad on the complex side, to put it lightly. I believe I even admitted as much when I was listing the issues he has. As for any dolt being able to carry with him, that's kind of like saying any dolt can carry with Yasuo (once Farjod's numbers have been brought to a reasonable place, I mean). Farjod doesn't have any *true* movement abilities outside of his Q, and even though he's immune to Stuns and Roots while channeling and using his E, he can't start the channel after he's already been CC'd. The only cleanse effects he would benefit from are the summoner spell itself (Cleanse) and Quicksilver Sash/Mercurial Scimitar. And once his numbers are made manageable (which by the way if you have an suggestions for I'm grateful for any assistance), his passive damage would only be what you'd expect of Singed, and Singed can't exactly wipe three people with his trail unless he has plenty of time under enemy fire to do it. Leastwise not like catching a Dark Harvest Rengar crit from stealth or something. I do agree Farjod is complex though, but I'm not sure what I might do to fix it. The notes under the "=" signs are meant as tacked-on qualifiers, like things you'd see on the wiki page, and they wouldn't ever actually be in the tooltip. I put those there to help you understand what it's doing and so you can foresee the kinds of interactions it might have. Those points can be skipped over if one isn't interested in particulars, because they wouldn't be anywhere in a tooltip anyway. Thanks for the feedback again, mate, I really do appreciate it. Of course, with this in mind I now find myself wondering if I shouldn't put the other one I was gonna use into the CCOS instead of Farjod. If it wouldn't be too much trouble, maybe you could look at it? Again, the things listed under "=" signs are clarifiers, not intrinsically necessary to read. You don't have to look at it, of course, but if you end up having some time on your hands, it's name is [Rahbor](https://boards.na.leagueoflegends.com/en/c/skin-champion-concepts/UifyByfK-champion-concept-rahbor-army-of-one)
Yes, I believe SInged's Q lasts for two seconds, Frejord's lasts for 1.5 as noted above. Moreover, you'd build this champion a little more AP.. and Singed.. not so much, maybe one or two AP items verses this champion I'd probably build three or four, so anywhere past the literal first item.. that 2% extra damage will scale to Singed's damage instantly. Even if they both had 10 AP, level 1, Singed would get 1 bonus damage, and Frejord would get 2. Meaning.. Singed went from 5+1 and your champion went 4+2. So 6, each. Then, on top of it all, your champion would gain a skill.. while singed only had his trail to equal. Thus, this champion out-scales singed at level 1. Even if it's half a second of vision, that's half a second. We all know how much time half a second is in league, verses microwave time. So his W gives him a second Ziggs' satchel that also fiddle fears with a Singed poison trail passive. Because we both know he will be running for a reason. Even without a glass cannon build, you'd have around 300-400 AP with this champion. Meaning, your movement speed would be increased by 140-160 movement speed. Deadmans plate gives you 60 movement speed. And that item costs a lot more gold than a few waves of creeps to level a skill. Regardless of his resistance nerf, he'd move so fast around the map that it wouldn't matter.. he'd catch everyone off guard, and the second he has reduced Armor and MR, wouldn't mean a thing. Fact is, he's given a free flash for any escape or chase. Like I mentioned before, he has every engage covered. He cannot be ganked, with unlimited vision, unlimited escapes.. he's a ghost. It reminds me of that youtube video riot came out with about lee sin, might as well let him 1 shot turrets as well :P For sure, he's so complex he could never work simply because.. he has too much going for him. He has so many re-worked skills from other champions, that not only does he have every base covered.. he just made each and every other champion the skills are copied from useless. To put it harshly. So you give a literal 1 for sure path, 1 way ticket to winning every game. Build the same items, with the same summoner spells, the same runes, gg you win League of Legends... that's not league, league champions have a few paths, tonnes of options, and so many build ideas that sites like Mobafire can bank on people coming up with dozens of new builds a week for the exact.. same.. champion. To which all of them work, in some way, shape or form. In my honest, honest opinion. I would completely rework his skills, and simplify everything. I'll give you my honest trailer opinion. His Passive: When dealt over 10% of his health over 3 seconds, Frejord is given a movement speed increase of +2 per level, and while running he leaves a trail of smoke for 2 seconds that blinds enemies for .5 seconds. 90/60/30 second cool down. His Q: Frejord summons a creature? in a target location, after 1.5 seconds the beast comes forth from the ground and attacks the nearest enemy. Targets champions first, range 300 units. Then add some damage calculations here.. Then some sort of 19/16/13/10/7 cool down. His W: Activate: Frejord buffs a minion that fears other minions in the area, if a Champion walks near or attacks that minion they are feared for 1 second. Passive: Reduce cool downs of your Q by 1 second for each creature summoned. Add a longer cool down here, like 21/20/18/16/12 His E: Frejord is able to teleport to a summoned creature, increasing the attack damage and attack range of all creatures in target area of 600 unit range by 10/11/12/13/14%. His R: Activate: Frejord is unable to move as he channels for 2.5/2/1.5 seconds, summoning creatures randomly within a 1300 unit range. Passive: Each creature Frejord summons decreases his passive by 1 second. Literally, super simple. Cool, effective. Of course you'll have to come up with cool downs, costs, and is he able to stack up creatures in his Q? what's the range of teleport? can his W be cased on baron or dragon? Does his ult spawn them in a cone, or randomly around him (meaning could be behind him, or over walls), and how many?
: >Again, that would mean if she was Jungled (because she would be extremely strong in the jungle) and she went to gank a bottom lane (THAT DID NOT HAVE AN AHRI OR EVELYN LIKE YOU'VE SAID) and she dove their turret.. she would be stranded there. If she ganked top lane that did not have an Ahri or Eve, she'd be stuck there. And.. if she's played middle.. like you've suggested in the build, there would be no ahri. If she's jungle.. there would be no eve. But she wouldn't need to have a charm champ already be there for her. Nor does she need to already have been in combat. For this reason, I still think you don't actually understand how the ultimate can be used (though I'm sorry that I haven't gone about a good way of doing so). Look at it this way (and if still don't understand, then I apologize): * Josefina is jungling as you stated, and she is aiming to gank top at level 6. She casts her ultimate at her tier 1 top turret as she moves to gank (her ally top-laner is Maokai, so no charms there). As she reaches the first bush, she casts Shroud of Bats to become invisible and move upon the enemy Jayce. Then, she charms the Jayce by casting Hypnotizing Gaze and recasts her ultimate immediately after, sending her and the Jayce back to the tier 1 top turret, where he pulls aggro for extra damage, since there are no minions there for him. This is what I'm trying to say, a fight doesn't already have to be happening for Josefina to use her ultimate effectively. > > Now, if she was ganked in middle.. freshly back after spending her 1,100 gold on average from reaching level 6.. And she's last hitting minions, and is ganked, her ultimate becomes useless. If she casts it, and "gains a boost of 40 movement speed" then uses her shroud.. and casts it again, well then she'd be back in the middle of the lane. The ultimate is extremely situational. Good idea, neat feature, but when new champions come out it becomes an insta lock to who gets it. You don't have to use abilities offensively y'know. Think of Josefina's ultimate as a more complicated version of {{champion:238}}'s mobility. Zed teleports around by use of his shadows, and commonly uses them to throw off his opponents, and also escape if he has to. Here is another version for how to use Josefina's ultimate in this situation. One where she doesn't even have to use the recast. * Josefina is ganked mid lane as you say after hitting level 6. She pops her ultimate giving her the boost of MS and extra lifesteal to give her sustain in this fight. She retaliates with her charm, although she still isn't winning this fight. So to escape, Josefina casts Shroud of Bats to become stealthed, while still having the boost of MS from her ultimate, so she uses that initiative to gain distance while her two enemies cannot see her. I can see that this wouldn't be a full-proof plan that always works, but you have to realize that every champion has their strengths and weaknesses. For instance, Urgot has even less escape ability than Josefina does based off this comparison, since Josefina has more leverage to escape with her W than Urgot does his dash. > People don't normally pick knock-up champs for Yas.. why would people pick charm champs for her? I wouldn't think you'd have to pick charm champs for Josefina, since she already has a charm herself. But again, I'm sorry that I have not done a good job explaining this to you thus far, and you should not feel inclined to reply to this comment. {{sticker:sg-miss-fortune}}
You just told me she would rely on those champions... I don't understand, it kind of feels like you're just trying to convince yourself and not me. Sorry? Urgot doesn't stack up to much in terms of damage, without items, or mobility compared to this champion. If her abilities (mainly her strongest ability.. her ultimate) are meant to be defensive why is she jungling or middle, and not supporting. If she has zero gank potential until level six, then she becomes a useless jungler 2 weeks from her launch when the hype of a new character dies down. What I have been trying to say is that her ultimate is clunky because it gives offensive means, but would more or less be used for defense only. Secondly; Her strength and weakness shouldn't be her skills, it should be the player. That's like turning Diana's ultimate into a 50/50 chance of jumping, if you lose the rng.. you lose double mana. I completely understand she could cast her ultimate out of the fight, and within the next 5-8 seconds try to get a shroud on her enemy to pull him ie; out of his turret. But no matter where you cast that ult, you'll be now solo with that champion for 2-4 seconds as your team did not engage in the same location you did on average. I just don't believe you understand what I'm trying to say, rather you're just taking my thoughts on the skill as a personal attack. I'm sorry you feel this way, I haven't been trying to hurt your feelings, perhaps instead of assuming everything I say is anything but a third party observation of the ability.. assume I'm trying to help. I do see that some of her stats, times and bonuses were nerfed. Looks a lot more balanced now, by the way.
: [CHAMPION CONCEPT] Farjod, Running Scared
Interesting concept, neat story and a lot of effort was put into this creation. You should be proud of your work! I'd concur with what Friendly Ram has mentioned, and just say that he is an upgraded version of singed. I did do some math based on the Wikipedia's information; Farjod's trail deals 4/6/8/11/14/17/20 (+12% AP) while Singed's poison trail deals 5/7.5/10/12.5/15 (+ 10% AP). At 100 AP, level 1, and for 3 seconds of damage, Farjods trail deals; 48 magic damage. For Singed, 100 AP, level 1, and for 3 seconds of damage in his trail deals 45 magic damage. However of course there is a "total magic damage" multiplier that isn't listed in his skills wikipedia page, however found on the "Damage Over Time" section and hovering over his poison trail you'll see Singed will deal more damage from his trail because it's based off 80% of his AP. I'm unsure where the line draws and where what damage happens.. but, that 2% extra is more damage without leveling a skill. His Q reminds me of Ziggs Satchel Charge, however has way more utility in that it not only gives vision but gives him more damage and activates his passive. His W reminds me of a mix between Nocturnes Duskbringer in terms of giving him movement speed, Fiddle's fear but AOE, and Ornn's ult because of a knock up and that he can direct it. His E reminds me of Kayn's Shadow Step, but far more broken because he cannot be crowd controlled and his movement speed can and will be far greater... almost flashing over walls instantly with a glass cannon AP build, ie; chasing a bard and not being stunned by his Q. His ultimate.. is like a mixture of Olaf's Ragnarok and some doom-bot Malzahar/Annie mix that summons pets and does massive AOE damage. And all of these on insanely low cooldowns for the effects they give/do. All in all, very interesting champion, however he has too much going on for him.. all of his skills are worked from other champs, then boosted by his lore with more damage to his theme. Playing him for the first time, you'd miss the first two minion waves reading the book of his skills and trying to figure out how the champion actually worked. It feels like he has so much going on, increasing his damage, sustain, that he's built to not be countered, ganked, caught out, or killed. There is so many "if"s and "do"s to this champion that his difficulty would be 6/3, but because he gains so many bonuses.. a potato would carry with him. Skills and Abilities should, and always will be; "If ____ does this, it does this. Sometimes this." Not a ten page power point presentation, per skill.
: > [{quoted}](name=Melborne,realm=NA,application-id=A8FQeEA8,discussion-id=8aRAiAmT,comment-id=000000000000,timestamp=2017-11-16T21:19:46.977+0000) > > I personally thought her storyline went a little quick, I guess to describe myself the distance between her falling into some strange liquid and her wanting to drink blood, to how she got it. It felt like the story kind of jumped around. It would be easy to incorporate Singed into this story, I really think she'd fall wonderfully within the Singed and Warwick storyline about being accidentally created. I see that, but again, the reason I wrote it that way I did was just to give the viewer a basis on Josefina's story and at least a clear image of what her story is like. I'm not looking to write a novel of a backstory just to help prove my point unfortunately, although I'll more than likely add on to her story in the near future. > The reason I believe her ultimate is clunky andsituational is that if and WHEN she is played in the jungle, or mid-lane, she's not going to want to use her ultimate unless she is ganked, or attacked first. Her ultimate needs her enemy to be attacked by HER first... Then she engages while they run away. She cannot engage with her ultimate to receive it's full effects without already being in a fight. > I understand a lot of champions escape so many team fights, but until the last few seconds of a fight.. does she really shine, or actually want to burn her ultimate. I think you're getting the wrong idea here. I'll try and explain this further with these following points. * Her ultimate has the ability to teleport her and her target back to the ORIGINAL cast spot. This means, if she casts her ability for the first time at her mid tower, she gains her increased stats for the ability's duration. Then, if she attacks a target that was charmed or damaged by her W within the last 10 seconds, her second cast (if it hits) will teleport the two back to her mid tower (the exact point where she first cast her ultimate). * Charmed means charmed (Ahri, Evelynn, etc.) Nowhere in the ability description does it say that it had to be Josefina that charmed the target. I hope this gives you a better outlook on how the ability actually works and why it isn't clunky as you say. {{sticker:sg-miss-fortune}}
A clear story is what draws your reader. Something that is judged upon in any CCOS review for the contest. I understand how her ultimate works, what I'm saying is that.. without her in a fight prior to her ultimate, or relying on other team members, her ultimate won't work the way it's designed to. I'm not quite sure how else I can word this for you to better understand what I'm saying, you're just repeating the ultimate and it's effect over to me, so this will be my last post on your concept. Again.. Like I've stated.. very nice idea, would love to see this concept in action. again.. concept. I was just giving you my opinion that it's clunky, and it relies heavily on her ALREADY being in a team fight hence; " Also, if that target was charmed or damaged by Shroud of Bats within the last 10 seconds" meaning, if she wasn't already in a fight, her ultimate wouldn't have any effect or be able to save her. Again, that would mean if she was Jungled (because she would be extremely strong in the jungle) and she went to gank a bottom lane (THAT DID NOT HAVE AN AHRI OR EVELYN LIKE YOU'VE SAID) and she dove their turret.. she would be stranded there. If she ganked top lane that did not have an Ahri or Eve, she'd be stuck there. And.. if she's played middle.. like you've suggested in the build, there would be no ahri. If she's jungle.. there would be no eve. Now, if she was ganked in middle.. freshly back after spending her 1,100 gold on average from reaching level 6.. And she's last hitting minions, and is ganked, her ultimate becomes useless. If she casts it, and "gains a boost of 40 movement speed" then uses her shroud.. and casts it again, well then she'd be back in the middle of the lane. The ultimate is extremely situational. Good idea, neat feature, but when new champions come out it becomes an insta lock to who gets it. People don't normally pick knock-up champs for Yas.. why would people pick charm champs for her?
Rioter Comments
: > [{quoted}](name=Melborne,realm=NA,application-id=A8FQeEA8,discussion-id=8aRAiAmT,comment-id=0000,timestamp=2017-11-15T07:31:03.750+0000) > Super cool idea, I'd love to play this champion. Really simple, yet efficient. The storyline seems unfinished, almost as if I'm not being told something! ;) I actually plan on adding more story based threads revolving around her and her tales in Zaun, but as for the main backstory here, I'd like to know what you think it is that I'm not telling you, since that wasn't my initial intention, more to just lend the viewer a fairly in depth look at her story. > Her ultimate seems a little clunky, if she hadn't attacked or anything within the last ten seconds she's stuck at her position. You have to remember that this is a passive state she enters, meaning she can still cast abilities during it. For instance, you can cast Shroud of Bats during Dread's Embrace to become stealthed, and then cats Hypnotizing Gaze when you come across an enemy to charm them during Dread's Embrace still. Then, you lunge at them while they're charmed, dealing the damage and teleporting each other back to your initial cast spot. >Despite being labeled as a top or mid-lane champion, I truly believe she'd be most efficient in the jungle due to her life steal and benefits there from. Making her kit, I actually was thinking this too even though I was looking for another mid-lane burst assassin. There are a lot of champions who were made to be one way but ended up another though. Take {{champion:432}} for example. He was originally intended to be a mid-lane burst mage, but ended up being a primary support character. >All of her abilities synergize well in my opinion, Thanks for thinking so. :) >but her ultimate is very situational as she cannot engage with it rather she's forced to be engaged with first. I hope my earlier clarification solved this for you, but in case not, I'd like to know why you think this. She can move while she's in Dread's Embrace you know. Also, this ability would be more effective if Josefina was the one engaging, since it gives her the extra distance to teleport her target back to. >Her Q does deal quite a bit of damage, with her bonus damage, on-hit effects, and crit.. I do question the five second cast duration, that is a very long time for a single attack. Well, I mean, look at {{champion:75}}'s Q duration. It lasts for 10 seconds instead of Josefina's 5. > > All in all, this would be a very fun champion to play, great idea. Again, thanks for the positive note! :)
I personally thought her storyline went a little quick, I guess to describe myself the distance between her falling into some strange liquid and her wanting to drink blood, to how she got it. It felt like the story kind of jumped around. It would be easy to incorporate Singed into this story, I really think she'd fall wonderfully within the Singed and Warwick storyline about being accidentally created. The reason I believe her ultimate is clunky andsituational is that if and WHEN she is played in the jungle, or mid-lane, she's not going to want to use her ultimate unless she is ganked, or attacked first. Her ultimate needs her enemy to be attacked by HER first... Then she engages while they run away. She cannot engage with her ultimate to receive it's full effects without already being in a fight. I understand a lot of champions escape so many team fights, but until the last few seconds of a fight.. does she really shine, or actually want to burn her ultimate.
: I apologize for my miswording, I wasn't suggesting having a long channel, i was suggesting having the enemies abilities become disabled, and you could select which on a doll ui that would be unique to this champion, such as rengar's bonetooth necklace or kindred's marks
Interesting idea! Removing such important skills would render the character partially useless, I highly doubt something like that would make it into the game, as it stands it's more viable to *"remove someone from a team fight"* rather than *"make them level 1 and anything they've gained becomes useless for a short period of time."* And then again, it's very situational, a lot of champions don't gain stacks of things that could be disabled. She'd become partially useless and only used to counter certain champions rather than a champion that helps your team scale and snowball.
: Champion Concept: Oberon - The Iron Paladin
Reminds me of an old school paladin, I quite like the idea behind Oberon. His passive seems a little slow, you really wouldn't feel the effects of it until late game if at all, and if you managed to deal over 12,000 damage while building mostly tank items.. you'd only receive 6 armor. if you take a look at other champions, like Thresh, he has at least 1-2 chances every 30 seconds for bonus armor and ability power. Sure, maybe only 0.75, but that does add up over the course of a 20-40 minute game. I have the feeling he's truly designed to be a health tank, but those are easily countered by almost every skilled adc, so I'd honestly suggest perhaps swapping it to "Damage Taken" for Armor AND Magic Resistance. This would add an extremely awesome counter, and lots of room to add that into your lore. Can't wait to see more.
: [Character Concept] - Josefina, The Countess
Super cool idea, I'd love to play this champion. Really simple, yet efficient. The storyline seems unfinished, almost as if I'm not being told something! ;) Her ultimate seems a little clunky, if she hadn't attacked or anything within the last ten seconds she's stuck at her position. Despite being labeled as a top or mid-lane champion, I truly believe she'd be most efficient in the jungle due to her life steal and benefits there from. All of her abilities synergize well in my opinion, but her ultimate is very situational as she cannot engage with it rather she's forced to be engaged with first. Her Q does deal quite a bit of damage, with her bonus damage, on-hit effects, and crit.. I do question the five second cast duration, that is a very long time for a single attack. All in all, this would be a very fun champion to play, great idea.
DrTanks (NA)
: Thank you for your comments and ideas :D I want to discuss your version of Energy Armor and how energy applies to the rest of Zeras' abilities. But first I want to clarify how your version of Energy Armor works. I understand that Zeras would only have a max of 100 energy, which cannot be changed. Energy would presumably regenerate over time and using abilities would cost energy (but this brings up another question of how quickly does energy regenerate). What I can't figure out is how the shield would work. Is it 25 (+5 per level) **per point of energy remaining?** (seems incredibly high) Or is it something else? I do like the idea of zero energy = true damage taken. I am also curious on how you think your proposed change would affect spell costs?
As it stands, energy regeneration is quite quick. Most energy champs have a regen of "50" as I've researched. Now I believe it's 50 over 5 seconds. Now for a caster, 50 is pretty high.. you may want to look at something around half that. 25 +5 per level. So at max level, you'd have about 170 shield with a damage reduction and MR/Armor. Change them to Energy of course, as you're now working with 100 max. You could look at 1/1/2/2/3 energy per second for your W, for example.
DrTanks (NA)
: Champion Concept: Zeras - The Last Rak'Shar
Like the lore, very interesting. Very detailed. His passive is super neat, very unique. I quite enjoy that. He would be a knock-off Ryze build for sure, building frozen heart, arch angels, and abyssal as his core build. However the 400% increased damage is a little too much. 100 or 200 percent would be more than enough to balance this feature to the champion. Even so, with 100% increase he would be an instant target by any enemy. The reduction he gains on damage is a little over the top even without including his E, especially if magic resistance and armor increase his reduction, you could easily see a 100% reduction at full build/level 18 while building DPS. Running out of mana.. will kill him, instantly. Especially with an increased damage to him once he runs out of mana after that 10 seconds. He will be a super mana hungry champion, and by level 3 when he's out of mana, he'll be first blood against any skilled enemy. As he does not have any real ranged attacks, he's a sitting duck to being zoned against any ranged attacks. All awhile his ADC requires him/her to be at range, this character will want to be in the enemies face. Of course, great on paper and the idea of taking focus, but any low level fight.. he'll be out of mana, and dead. Now... I spent a lot of time thinking about this champion prior to me hitting the post button, I wanted to give a suggestion to you and not come off as some hot-head... lol.. And that's using Energy instead of Mana. Energy bar has 100 energy. Now, I know it's not a lot, but he'd be the FIRST caster using Energy instead of mana. Energy Armor (Passive) Zeras' new body is perfect for housing his energy, but not for taking damage, so he must use his energy to protect himself. Zeras receives a shield based off his current amount of energy for 25 (+5 per level) + 30% (+1.667% [60% at level 18]) with a 5/10/15% damage reduction. Armor and Magic resist apply to Zeras' energy shield. If Zeras' has no energy, all damage taken is true damage.
Echoing (NA)
: [CCOS] November CCOS Entry Time! Enter Here!
Is this post being pinned in this topic? It's found a page or two down from the main page in the creations area!
DrTanks (NA)
: I want to start off by saying I really like the story you gave your champion. A happy young girl wanting to do good for the world being corrupted into someone who want to cause others pain. Would be a good story if turned into a novel. I really like the abilities you gave Alanae. Her passive would make her terrifying to lane against, and forces your lane opponents to play the game you want them to play. Later in the game, I can see the usefulness of the passive wearing off a bit since your lane opponent isn't forced to be playing against you all game. Her Q is nice since bleed damage can be very annoying over time. The slow also allows for better chasing down of targets, however I'm a little unsure of what is meant by the target leaving a trail of blood. I think you mean that the target leaves the trail so you can follow them through the jungle and be able to track them down. If that's the case then I really like it. Based off of the trail of blood, you can better predict where the enemy is going to be so you can better aim your next Q to restart the process. The W is pretty good utility. In lane, landing this ability on you opponent and blinding them sets you up to land a Q much easier since your opponent can't see and dodge. Good potential with those two abilities used together. Her E is a really powerful ability. Casting it on your ADC would give them a massive damage spike during a teamfight, or even during the laning phase. This ability would also be good for ganking an enemy. Either cast it on your ally to give them a boost, or cast it on the enemy to remove any healing their allies might use to save them. Her R is probably her strongest ability, and although it's my favorite ability, I'm not sure how well it could be balanced. Although this ability doesn't do any damage itself, it basically removes an ADC or any other high-burst enemy champion from the fight. The best case scenario for the enemy hit by her R is taking down another enemy with them, but since they take more damage than they deal, the odds of that are slim. Again I love this ability but the damage received by the enemy needs to be significantly reduced. In all I really like this champion, just needs some adjustments in numbers in some abilities.
Reduced a few numbers, noted in her changelog.
: I don't personally see the whole voodoo element here, obviously, we have the damage reflection, but if she is as evil as the lore would suggest, wouldn't she stab the doll or cut something off with the intent of hurting the one who the doll is modeled after, she could possibly cut off one of the appendages off the doll, shown in a special ui, and disable one of the targets basic abilities for a short time, 3 seconds maybe at most, with the effect being cleaseable or be able to use a qss. Just ideas, but I love the idea of a voodoo witch! Keep those ideas coming! {{sticker:slayer-jinx-catface}}
Great thought. Although fun to see on paper, in game the idea would lead to the characters downfall. I had that idea myself, however that's all done in the animations. Adding channel times for animations can well.. cause death. Of course I could add "add stabbing animation here" but that's all done when the character leads further into development. The idea here is a concept, I mean Alanae could hold a doll (or a figurine like statue sold in the Riot store) and when casting her ultimate she stabs it for 1 second. However I truly believe that voodoo isn't just about dolls, and spooky actions across the world. I'm not sure if you've watched, for example, Pirates of the Caribbean, but Tia Dalma (the Voodoo Witch) there.. did not stab dolls. She laid hex's, curses, controlled, caused fear and torture with simple words. Long animation times cause death and/or the character to become useless. As shown in URF mode, many champions with long animations for attacks or abilities aren't as efficient in the mode. They become targets. And alas, Alanae would too, URF or not.
DrTanks (NA)
: I want to start off by saying I really like the story you gave your champion. A happy young girl wanting to do good for the world being corrupted into someone who want to cause others pain. Would be a good story if turned into a novel. I really like the abilities you gave Alanae. Her passive would make her terrifying to lane against, and forces your lane opponents to play the game you want them to play. Later in the game, I can see the usefulness of the passive wearing off a bit since your lane opponent isn't forced to be playing against you all game. Her Q is nice since bleed damage can be very annoying over time. The slow also allows for better chasing down of targets, however I'm a little unsure of what is meant by the target leaving a trail of blood. I think you mean that the target leaves the trail so you can follow them through the jungle and be able to track them down. If that's the case then I really like it. Based off of the trail of blood, you can better predict where the enemy is going to be so you can better aim your next Q to restart the process. The W is pretty good utility. In lane, landing this ability on you opponent and blinding them sets you up to land a Q much easier since your opponent can't see and dodge. Good potential with those two abilities used together. Her E is a really powerful ability. Casting it on your ADC would give them a massive damage spike during a teamfight, or even during the laning phase. This ability would also be good for ganking an enemy. Either cast it on your ally to give them a boost, or cast it on the enemy to remove any healing their allies might use to save them. Her R is probably her strongest ability, and although it's my favorite ability, I'm not sure how well it could be balanced. Although this ability doesn't do any damage itself, it basically removes an ADC or any other high-burst enemy champion from the fight. The best case scenario for the enemy hit by her R is taking down another enemy with them, but since they take more damage than they deal, the odds of that are slim. Again I love this ability but the damage received by the enemy needs to be significantly reduced. In all I really like this champion, just needs some adjustments in numbers in some abilities.
Thank you, the story is based off the current story-line for the Voodoo Lands, where Annie came from, and her parents(?) noted above. She's been an idea of mine for some time, and if given the chance I'd love to write a longer and more detailed life-story for Alanae. Yes, the passive will fall short but being able to mark the enemies that have snowballed will give you and your team a slight advantage for team fights and allow you to take down those enemies that snowball out of control very easily. Perhaps for one of the first times in League of Legends. Glad you like some of the ideas. It can be reduced, through magic resistance. Instead of building glass cannons, and facerolling keyboards I think this kind of character (if introduced into League) will actually add more to the game than just a LB building nothing but Ability Power, one shotting your carries. Being able to mark your mid laner, knowing they've gone missing and activating your ult when they've peaked their toes out in bot lane, really gives back to you and your team. Allowing your lane to be able to fight back against a gank, instead of constantly running, or losing a lane. So many people build glass cannons, thinking "Well I won my last match because I had 400 AD, or 1000 AP" that it works every time. People don't try to counter, and they build freely and randomly, putting thought into your build. Your character, your placement and the enemy, their items, and their abilities and combos.. is what wins games. However the damage they receive isn't going to (should never) be higher than they deal, if an akali deals 300 damage to my ADC.. she'd only receive 90+90 magic damage returned. If akali attacked alanae, with that 300 damage while marked and the ultimate was activated, she'd receive 90+90+25+45=250 magic damage. Properly done and mastered, this champion would be extremely hard to gank while coming out on top with a successful 2v1. But beeing free of her mark for two minutes allows you, as the enemy, to freely roam without consequence.
Meep Man (NA)
: > His Q ... this range.. almost matches Caitlyn's Ultimate and nearly double's the speed if that "2000" is unit range over seconds like Viegar's Q, it surpasses Twitch's ult in range and that's on a 7-9 second cool down BEFORE 40-45% reduction .. which I personally could make my CDR for 45% and put it on a 3.15 second cool down with 45% by level 9. Building him EXACTLY like Veigar, you'd have over 1,000 ability power by level 18 and have your Q deal 170+500(+) damage every 3 seconds. The Wikipedia page on Viegar is wrong, his unit range for his Q is not 950. It's more like 450-455. No... 450 range is like an Urgot basic attack range. For a reference on range, your movement speed, say 350, is how many units you move per second. Also, 45% reduction would put it on a 3.85 second cool down, not 3.15. > His pillar is again, 10x stronger than Trundles pillar because it stuns the targets and not just slows. 6 second cool down for a 2.5 second stun.. You'd win any and every team fight, 3v5, 2v8. I wouldn't really compare it to Trundle pillar since it doesn't last. It is just an AoE stun for 2.5 seconds with a 3 second delay. Also, where are you getting 6 seconds? It would be 8.4 seconds with 40% and 7.7 seconds with 45%. Thank you for the feedback though otherwise. I can agree he's a little busted haha!
I shall direct you to the wikipedia for "Range" http://leagueoflegends.wikia.com/wiki/Range You'll get a better picture of what I'm talking about, perhaps my words don't make enough sense to you. 45% of 7 = 3.15 https://www.google.ca/search?q=45%25+of+7+seconds&oq=45%25+of+7&aqs=chrome.0.69i59j69i57.1495j0j1&sourceid=chrome&ie=UTF-8 Google it yourself, if you don't believe my math. 6 second cool down is from 45% CDR, but alas I doubt you'll believe my math so I'll google it again for you.... So 6 seconds between 2.5 seconds of stun, that leaves him 3.5 seconds between stunning his target to literally demolish them.
Echoing (NA)
: [Champion Concept] Hahna, the Skybane
5500 range? I'd estimate that to be about the distance between Baron and Dragon. Caitlyn's R is a little over 1000 Range and can be shot from quite a far distance. Her ultimate would send her further back than Poppy's ult when she wanted to escape. Anyone chasing her would... well, just die. She'd never get caught, not with two prime escapes, plus a flash. Not ever, she could dodge a Mao ult. Her cool downs are a little strong, her build would be complete and full CDR (45%), health, MR and Armor. No one would build damage on her, she has far too much utility. A free Galio ult every 8.1 seconds (maxed cdr) that gives complete vision with a quarter of his cast time. On top of the new keystones, Aftershock would destroy anything and everything. She's merk, hell I'd build two warmogs on her and be able to deal more damage than anyone who built her AD. Mix that in with her stun, then a leap for anyone who flashed away .. she'd break the game.
Meep Man (NA)
: (Champion Concept) Twig, Infinitesimal Apprentice of Doom
A dota spin off of Veigar. Very over powered, neat idea.. but way, way over powered. He gains more ability power through his passive at level 1 than any champion in the game, surpassing Veigar in almost every way.. nullifying the champion because he was replaced. His Q ... this range.. almost matches Caitlyn's Ultimate and nearly double's the speed if that "2000" is unit range over seconds like Viegar's Q, it surpasses Twitch's ult in range and that's on a 7-9 second cool down BEFORE 40-45% reduction .. which I personally could make my CDR for 45% and put it on a 3.15 second cool down with 45% by level 9. Building him EXACTLY like Veigar, you'd have over 1,000 ability power by level 18 and have your Q deal 170+500(+) damage every 3 seconds. The Wikipedia page on Viegar is wrong, his unit range for his Q is not 950. It's more like 450-455. His W is 10x better than Gangplanks Remove Scurvy at level 1, especially since both skills are based off AP but this champion actually builds AP. At level 18, with 1k ability power and maxed CDR, he heals; 360+700 for 1060 health, every 4.5 seconds. So.. 2-3 times per fight? So at least 2.1k HP to 3.3k HP. On top of On top of increasing the damage of his Q by 170+550 damage for a total of 1395 damage every 3 seconds at level 18. So he could solo Baron in about 21 seconds when he's full build. His pillar is again, 10x stronger than Trundles pillar because it stuns the targets and not just slows. 6 second cool down for a 2.5 second stun.. You'd win any and every team fight, 3v5, 2v8. His ultimate will merk any tank, any adc, any assassin. Without any magic resistance, there's no reduction, you'd out damage and out heal a full build Draven with his Nami support, 1v2. Hitting them for 100-150+500(+) pretty much true damage, then smoking them with your stun, popping your heal, then 1 shotting both of them with your Q with over 1400 damage full build. Even if Draven lasted for a second hit, by the time he's unstunned your Q's off cool down, and a second later your heal is back up. Draven hits you, two maybe three times, you heal to full again and throw your Q. This champion would be unstoppable. But, the idea is good, I think maybe introducing new abilities rather than remaking/buffing old ones from other champions might be a better idea. He has so much utility, and no one could literally ever play this character wrong, he'd become the #1 banned champion simply because he's far too strong. He reminds me of when Rumble first launched. The bot lane meta would change to this OP Champ and Viegar, allowing them to snowball together to create a 2v20 killing force. Doom bots? Child's play.
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Melborne (NA)
: [Champion Concept] Traq, The Terrifying Imp
Updated, and changelog noted for each change. I'd like to introduce; Traq - The Terrifying Imp. Submitted for the Concept Contest. Much love to those who gave me their opinions, advice and most importantly.. support. Let's hope to see him in-game soon!
Echoing (NA)
: [CCOS] November CCOS Entry Time! Enter Here!
I'd like to enter, [Traq - The Terrifying Imp](https://boards.na.leagueoflegends.com/en/c/skin-champion-concepts/xZcaiPPv-champion-concept-traq-the-terrifying-imp)
: Loot page not loading
There's a little X near the bottom center of the screen, depending on your resolution, if you click it.. the page will load.
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: S ranking and Unlocking chests with them.
Melborne (NA)
: [Champion Concept] Traq, The Terrifying Imp
Updated, and changelog noted for each change above.
Melborne (NA)
: [Champion Concept] Traq, The Terrifying Imp
Awesome response, Love it. Thank you for the feedback! Incorporating a private item for the champion to purchase, like other champs receive, could alleviate the gold/experience or perhaps removing it all together and allowing the champion to receive full experience/gold for the camp regardless if it's completely dead. Perhaps something related to the champion, an orb of mist replacing the jungle item. The main reason it was added, was because without the abilities to clear camps he's forced to be extremely behind. And I believe this champ would serve best early game. Perhaps giving the champion a specific amount of gold, over taking, might be a better option. It's a very interesting idea, and I'd love to keep going with it. You're correct, and I believe that's where the fun is! I did toy around with the idea of sacrificing a caster minion and replacing it, as Traq, however it would steal gold and experience from the enemy. Regardless if they last hit, or not. If you were Traq, running down lane with the casters and you've right-clicked (example) the caster to shape shift yourself into one.. you'd reach the middle of the lane, and either A) get attacked and revealed, or B) initiate the gank.. and revealed. So yes, minions would focus you.. as you are an enemy. I don't think you'd sit there for 6-18 seconds and wait until the enemy team has initiated on the caster minions before launching your gank. Your team could also keep them distracted, and when the wave rolls in, jump in and help. Many, many possibilities. Especially mid to late game, following up with a wave and catching that ADC that slid down bot to soak up a nice juicy wave while his/her team has everyone else focused elsewhere. Have to think of the big picture, not level 1, then level 18! Correct, yes I see your point. I had done some math and discovered quite the difference and it would be illogical to give such an advantage, especially if he wasn't able to be stopped from reaching a back line. What do you suggest, Frontline? I'd love to hear your thoughts. Perhaps lowering his health per level to a below average amount, say 35, as of now (doing the math) at level 16 he'd have 3,000 health with a 360 health shield. But, if it were lower, he would greatly rely on such items that you posted, even if he cannot buy the hydra (technically). At level 16, he'd have around 2100 health without items (during his ult). I do see your question in regards to a crowd control removal and an aoe, but like you said, most people will build tank. 40% of 0, is still zero. Even if you built a void staff to combat a MR heavy team for whatever reason, 40% of 80 is only +32 damage before any reductions from the enemy. Perhaps giving him a charge of his Q, like Rumble, with two shots for example, after he lands a mark. However, building a few tank items rather than full tank will probably be his Meta simply because he gains 80% attack damage based off of his ability power. That number is far greater than what a titanic hydra can/will give you, even coupled with multiple other health based items, especially since ranged champions (like Traq) cannot purchase the melee weapon. I believe him to be a hybrid, between AD and AP, using items like the {{item:3146}}, the {{item:3085}} and {{item:3115}}. Perhaps you've got an idea that can help him evolve into something workable! Thanks again for your feedback. An honest full build idea would be; {{item:3085}} {{item:3146}} {{item:3115}} {{item:3151}} {{item:3020}} plus his jungle item.
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: 💬 C&C Discord -- [Information & Verification]
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Xcùz (NA)
: Club Has Disappeared
: Can we change some things to make league more colourblind friendly
: /ALL Chat | League Ink
My MF tattoo I got back in 2014. This picture is of a few days afterwards, the hearts glow in black light. http://imgur.com/xHeUcDw
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Melborne

Level 282 (NA)
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