: Jhinsoo's.
> [{quoted}](name=4 Step Cadence,realm=NA,application-id=Ir7ZrJjF,discussion-id=bhfI8dtA,comment-id=0000,timestamp=2018-05-21T23:01:26.675+0000) > > Jhinsoo's. oof
Rioter Comments
: at one hp the oppossing minions will kill them in one hit pushing the wave till ho his side. Its basic wave manipulation and early game the minions and laner cant deal enough damage to tower to offset the loss in cs and weakened position without extreme help from jg+ other lanes
> [{quoted}](name=fallenreaper88,realm=NA,application-id=A8FQeEA8,discussion-id=UpcNYEfL,comment-id=00010000000000000000,timestamp=2017-12-14T20:16:06.016+0000) > > at one hp the oppossing minions will kill them in one hit pushing the wave till ho his side. Its basic wave manipulation and early game the minions and laner cant deal enough damage to tower to offset the loss in cs and weakened position without extreme help from jg+ other lanes And while you're busy hitting your own minions you're negating your own CS. Sure, it might make it a bit harder for enemies to last hit, but it's not impossible. If anything it makes it easier for your opponents. It lessens their health and you don't get CS off it.
: That attacking minions stuff seems crazy op. Imagine walking to the lane with minions and attacking them as you go. Crazy way to give your add a bunch of free farm under tower.
> [{quoted}](name=WOOOOOOOOHOOOOOO,realm=NA,application-id=A8FQeEA8,discussion-id=UpcNYEfL,comment-id=0005,timestamp=2017-12-14T20:38:39.006+0000) > > That attacking minions stuff seems crazy op. Imagine walking to the lane with minions and attacking them as you go. Crazy way to give your add a bunch of free farm under tower. Read the passive. You can't kill your own minions, only reduce their health to 1- which to that point you can't heal off them anymore. If anything, it makes it easier for the opponent to farm in exchange for health regeneration.
: you can perma freeze under your own tower. The champ seems like a top laner were most champs are melee and would allow for easy ganks while not allowing for the opposing laner to cs. Invalidating his role. Also there would be no skill involved in freezing under your tower in regards to wave management just take all your minions to 1 health and let the opponents wave push
> [{quoted}](name=fallenreaper88,realm=NA,application-id=A8FQeEA8,discussion-id=UpcNYEfL,comment-id=000100000000,timestamp=2017-12-14T19:43:38.175+0000) > > you can perma freeze under your own tower. The champ seems like a top laner were most champs are melee and would allow for easy ganks while not allowing for the opposing laner to cs. Invalidating his role. Also there would be no skill involved in freezing under your tower in regards to wave management just take all your minions to 1 health and let the opponents wave push How does he freeze under tower? The minion wave keeps moving regardless of attacks and he has zero stuns/snares. He doesn't kill his own minions. He can only reduce their health down to 1. **He can't steal his opponent's CS.** You keep saying broken or no skill but your evidence to this is that he's assisting the enemy laner. **That's the trade off.**
: Ras'Egat, the Sound of Death
Echoing (NA)
: [CCOS] December CCOS Entry Time! Enter Here!
It's been a while. https://boards.na.leagueoflegends.com/en/c/skin-champion-concepts/UpcNYEfL-rasegat-the-sound-of-death
: 2 problems making this champ way 2 broken although 1 might be a misunderstanding his passive and q. His passive needs a cooldown or else you could just basic attack all of you minions and actually perma freeze under tower and completely starve your lane opponent woth absolutely zero skill required. This would both be boring to lane against and broken because your lane opponent would never be able to do anything. Maybe start at 30 seconds so you could only use it once a wave and eventually scale to like 1 sec at 18. Also for the q is the increase in duration when q kills a unit or just any unit death in general. If its the latter late game the locust would stay around for over 10 minutes. Even with just q kills counting 3 seconds seems a bit too high maybe 1 sec every couple of q kills. I really like the duration of abilities scaling as you use them and the passive i just think they seem a bit too broken in your current iteration.
> [{quoted}](name=fallenreaper88,realm=NA,application-id=A8FQeEA8,discussion-id=UpcNYEfL,comment-id=0001,timestamp=2017-12-14T08:16:02.995+0000) > > 2 problems making this champ way 2 broken although 1 might be a misunderstanding his passive and q. > His passive needs a cooldown or else you could just basic attack all of you minions and actually perma freeze under tower and completely starve your lane opponent woth absolutely zero skill required. This would both be boring to lane against and broken because your lane opponent would never be able to do anything. Maybe start at 30 seconds so you could only use it once a wave and eventually scale to like 1 sec at 18. > > Also for the q is the increase in duration when q kills a unit or just any unit death in general. If its the latter late game the locust would stay around for over 10 minutes. Even with just q kills counting 3 seconds seems a bit too high maybe 1 sec every couple of q kills. > > I really like the duration of abilities scaling as you use them and the passive i just think they seem a bit too broken in your current iteration. How is it broken if it disables your own lane in poor play? That seems more of a mistake in playstyle rather than making a character "broken"- unless I'm completely misinterpreting what you're saying. The passive is there to allow the champion to replenish health and mana while reducing the health of friendly minions- the only thing is that he can't kill them to gain CS off them or steal CS from his opposition.
: Isnt the picture just stolen fanart of a viper in Starcraft`?
I choose to plead the fifth.... (I couldn't find a good flying locust-like reference picture.)
: Ras'Egat, the Sound of Death
The formatting is a bit bugged and I can't currently edit it out. It'll be fixed by morning. Sorry for the inconvenience!
Rioter Comments
: [Champion Concept] Mek, Neural Auguerrilla
#8/19/2017 Update * Reduced delay for E's wall. * Tweaked movement speed bonus for W. * Mana bonus adjusted for passive. * Cooldowns for Q and E adjusted. * Added damage bonus on Q for colliding enemies with solid terrain.
tieger05 (OCE)
: [Champion Concept] Emielle
I like the concept, although I'm a little scared as to where this is going seeing the passive. 50% movement speed is a huge buff, especially if its activated as often as I think it's going to be. Not to mention- how long does it last? It doesn't say anywhere how long this buff lasts. You should state that somewhere. Q is okay, though its hard to tell if this is a good ability simply because there's no numbers here. Kind of hard to give that a look over, yknow? W is Kayle's ability. I guess that works? E is essentially an ability version of Blitz's knock up since it's melee range. It's not a bad ability but I don't feel like it fits on the assassin character you're trying to aim for. The ult is... weird. I've toyed around with the concept of self-destructs and I eventually concluded that they mess with the flow of the game. I don't think it's a good ability on any kind of character whatsoever. It'd be much nicer if there was some numbers to go off of here, because right now I feel like I'm seeing a Katarina paint job with a suicide bomb ult. The kit is really all over the place.
: [Champion Concept] Mek, Neural Auguerrilla
#8/18/2017 Update * Q damaged raised, AP scaling lowered. * W reworked. * R now reveals upon channeling, longer detonation delay, AP scaling lowered. * Lore finished. Thank god.
Echoing (NA)
: [CCOS] August CCOS Entry Time! Enter Here!
#_**KICKS DOWN DOOR RIGHT BEFORE SUBMISSIONS CLOSE**_ https://boards.na.leagueoflegends.com/en/c/skin-champion-concepts/3Q7Op07U-champion-concept-mek-neural-auguerrilla gimme
: like green lantern. what'd they call it, solid light tech? (also I'd be totally up for an elmo based champion but I don't think you were talking about sesame street)
> [{quoted}](name=AmetDeCrypt,realm=NA,application-id=A8FQeEA8,discussion-id=3Q7Op07U,comment-id=0000000000000000000000000000,timestamp=2017-08-14T20:49:40.548+0000) > > like green lantern. what'd they call it, solid light tech? > > (also I'd be totally up for an elmo based champion but I don't think you were talking about sesame street) https://68.media.tumblr.com/11b05f199709cb9437d694e6355e965e/tumblr_inline_ouk80eGKC41qemc5t_540.gif
: New Game mode idea: Stacks on Stacks on Stacks
drop the damage increase and make all champion based stacks infinite as well. ppl walkin around with 20 darius bleed effects
Malza (NA)
: There has been tons of accurate leaks for LoL in the past
> [{quoted}](name=Malza,realm=NA,application-id=yrc23zHg,discussion-id=xsyQ2tPr,comment-id=0002,timestamp=2017-08-14T00:40:14.757+0000) > > There has been tons of accurate leaks for LoL in the past I don't generally indulge myself much in that avenue of information about league usually so I wouldn't know. Although that's very informative, thank you.
: Maybe Riot should put more effort into finding that leaker. There is already one fresh leak that I've seen
> [{quoted}](name=xSymbolism,realm=NA,application-id=yrc23zHg,discussion-id=xsyQ2tPr,comment-id=0000,timestamp=2017-08-14T00:32:35.392+0000) > > Maybe Riot should put more effort into finding that leaker. There is already one fresh leak that I've seen ¯\_(ツ)_/¯ It's a lot harder to track down the patient zero of a leak than you might think.
Awhegark (NA)
: What the fuck?. This sound like some weird fucked up censorship. If some weirdos are allowed to make hentai of every single LOL characters, why are we not allowed to discuss leaks, majority of which are fake anyways. I specially like this gem. "The League community should not support nor condone the sharing and spread of ill-gotten information exposed to the air." Why are you allowed to define what the league community can or can't do, if not even Riot themselves have put this rules.
> [{quoted}](name=Awhegark,realm=NA,application-id=yrc23zHg,discussion-id=xsyQ2tPr,comment-id=0001,timestamp=2017-08-14T00:33:33.548+0000) > > What the fuck?. This sound like some weird fucked up censorship. If some weirdos are allowed to make hentai of every single LOL characters, why are we not allowed to discuss leaks, majority of which are fake anyways. > > I specially like this gem. > > "The League community should not support nor condone the sharing and spread of ill-gotten information exposed to the air." > > Why are you allowed to define what the league community can or can't do, if not even Riot themselves have put this rules. Something tells me that you haven't taken the time to glaze through the article that I've supplied, because it is anything _but_ censorship. There is a distinct difference between shouldn't and can't. I'll quote an excerpt from the article itself. > Leaks aren't journalism because there is no cover-up. There's no secret exposé about the working conditions of goblins on Ravnica, or the water quality on Zendikar, or the climate change on Mirrodin (though that one might have something). **Leaks are all things that the public will find out eventually.** There's no conspiracy being unraveled, just something new revealed through the theft of intellectual property. That's right, theft. If we didn't give it to you and say "Show this," then you are stealing something from Wizards of the Coast and the Magic community.
Rioter Comments
: #8/13/2017 Update #1 * Adjusted Q speed (Was meant to be much faster, was originally very slow via clerical error in stats.)
#8/13/2017 Update #2 * Cooldowns among all abilities tweeked and adjusted (Ability levels grant less cooldown reduction across the board.) * W and E (when placed off of terrain) now have a 1.25 second delay before deploying. * E no longer affects projectile speed. * Passive now grants bonus based upon enemy champions struck, not Mek herself, is limited to once per ability and has a minor cooldown before being able to reactivate. * Base HP and Base MP5 adjusted/reduced.
: I've been checking out ranked on the alpha client for the past few weeks now, it's been pretty stable and the ban sounds are so satisfying! {{sticker:slayer-pantheon-rainbows}}
> [{quoted}](name=cCc Grumbles cCc,realm=NA,application-id=2E4zVIwd,discussion-id=yTG3JEcY,comment-id=001e00000000,timestamp=2016-10-25T00:22:09.618+0000) > > I've been checking out ranked on the alpha client for the past few weeks now, it's been pretty stable and the ban sounds are so satisfying! > > {{sticker:slayer-pantheon-rainbows}} In any context, Riot talking about bans sounding satisfying is the stuff of nightmares.
: im confused
> [{quoted}](name=UnboundHades,realm=NA,application-id=Ir7ZrJjF,discussion-id=7m0y2Y4a,comment-id=0000,timestamp=2017-08-13T22:31:23.482+0000) > > im confused context is specific to this [section of the boards](https://boards.na.leagueoflegends.com/en/c/skin-champion-concepts) but classifies as a meme and thus lands in here
Rioter Comments
: > [{quoted}](name=Metal Gear Roses,realm=NA,application-id=A8FQeEA8,discussion-id=3Q7Op07U,comment-id=00050000,timestamp=2017-08-13T22:02:23.538+0000) > > Hey, thanks for stopping by. I really appreciate it. No problem! > Do you think that the cooldown should be upped slightly? Moreso, do you think the wall's side should be increased lightly? I don't want any level of this ability going near the max length Anivia wall. The base CD is fine, maybe reduce the per-level scaling to 1 second from 2. As for the wall length, Hard to say. Probably could be increased a bit. > And to be absolutely honest, I have a horrible habit of completely spacing on the existence of CDR. Expect some cooldown adjustments regardless, thank you for reminding me. No problem! > Do you think an adjustment to the cooldown and creating a delay would help? A delay would definitely be a good idea. That would probably be enough to bring this skill in line. > The projectile speed can be removed outright. It was merely an experimental concept I wanted to see how people reacted to in order to receive some confirmation if I should expand upon it or not in future concepts. It ended up being the latter. It's generally not a good idea ^^; > The max range of this ability, be it the bomb itself or the self fling, is roughly past the casting range of Ryze's ult. When you compare the two to Ziggs later in your post, I can sympathize with you on that due to its long range and delay much like his bomb, but not only does the size fluctuate on channel time but it deals incredibly less damage-focusing on the knockback more than the actual damage output. If you think the damage is, per say, too strong for that kind of ratio, let me know and I can work something out. Huh, I don't recall making the Ziggs ult comparison. Strange. I shouldn't have if I did, the two skills are pretty different. > I wanted to give her a minor offensive power outside of her abilities early game but have it fall off late game as her abilities fill in for her potential in that phase of the game. Fair enough. > Do you think I should adjust the base HP and mana regen? I'm not worried about armor. Yes to both. Supports generally have good mana regen, and a champion like her doesn't need a high base hp. > Good to know, I'll fix that then. > > I'd like to have her passive grant her some form of mana reimbursement. Considering that I'd like to keep the theme intact, how do you think I should execute it personally before I begin tossing out my own ideas on how to reform the passive? You could instead have it work when she flings enemies around, but then it would need a once-per-cast clause. > While trolly I think Riot has taken some wide strides in recent years in no longer recognizing this a reason to alter their champion designs (Tahm Kench, Kalista, Bard, etc.) due to the fact that if someone is trolling its a reportable offense that can be handled judicially, not technically. Your call, just wanted to bring that possible issue up :) > Once again I really appreciate the feedback, I'll be going over some definite changes today but before I do I'd like to see your opinion on some of those questions in this reply on ways I can implement necessary changes. Send me a message when you do, and I'll take another look. > I'll be sure to take a gander at your concept! Thanks!
>Huh, I don't recall making the Ziggs ult comparison. Strange. I shouldn't have if I did, the two skills are pretty different. Might have been the guy below. Oops. I haven't slept in a while, forgive me.
: Hey there, want some advice? :) Well you're getting it anyways xp Passive - I'll skip this for now, I obviously can't really judge this without knowing the cooldowns and costs of her other skills. My only concern setting out is that this could easily end up like Lissandra where her passive is "compensated for" (which is always going to completely baffle me, btw) by bad stats or outlandish mana costs, essentially leaving her with no actual passive. Q - This is actually VERY interesting, but I could do without it also pushing allies. Anivia's wall is beloved by trolls as it is, without it also shoving her supposed allies into enemy towers/teams/the fountain. The wall's pretty narrow, actually (about half that of Anivia's at all comparable ranks), but I still feel the cooldown is a bit low given her passive. At rank 5 with 40% cdr she gets this baby down to just 5 seconds, 4 if she happens to nudge herself just slightly along the way. W - Once again, she's got a lot of potential to troll her own team with this one XD Still, a very unique and interesting ability. It might be fine if the fling was optional for allies, like making them click on it to give them a dash along it. Given the enormous utility on this skill, it definitely needs to just have a high cooldown and stay there. This is nearly as potent as an ultimate, giving you both engage and a way to catch enemies out and bring them into the arms of your team in one package. E - This actually works nicely with her Q, opening paths and then sealing them behind you or restricting enemies' ability to get around her Q. Definitely remove the projectile speed alteration - not only is this ability powerful enough without that, changing the speed of skillshots changes how they need to be aimed. There's a lot of difference in how you'd aim Ezreal's Q and Morgana's Q thanks to the vast difference in travel speed, for example. R - How is it her ultimate ended up being the simplest part of her kit? XD The first part doesn't quite have as much to do with her general bizarre (I mean that as in she does it in unusual ways, not that it doesn't make sense) zone control theme, but the self-displacement isn't at all needed when she's already got so many ways to control the manner in which enemies can and can't get to her or she herself can get around the map. It would probably be enough if she were knocked away by the last in the same manner that enemies are, and it would still let her passive work. Also, Riot's pushing for all ultimates on mana-having champs to cost 100 mana at all ranks, Kayle being the only exception I can think of (and honestly I have no idea why hers works that way). I normally just ignore base stats unless something stands out, but hers are... all over the place and I'm curious why you came up with the values you did. Her base AD is bruiser-level but her growth is terrible, even for a mage, and her attack speed is abysmal at all points, her base hp is likewise high for a mage but her growth is eh, her base mana pool is HUGE but her regen is something even Lissandra would laugh at (which is an issue I was concerned about with her passive) her armor makes Sona's look impressive at all ranks. On a similar note, she needs to have 38.5 magic resist at rank 18. New standard for ranged champs :) Going back to her passive, while she's definitely got the tools to make use of it, but not in ways that allow her to use her abilities easily. She has to set up her walls in specific ways to knock herself with it while also moving enemies in the ways she wants them to (generally away from her, she has no business moving herself closer to melee or short-ranged ranged champions and her generally good ranges doesn't give her much reason to get close to longer ranged champions either), she DEFINITELY doesn't want to fling herself at enemies or enemies at herself if she's alone, and making use of her ultimate to displace her forces her to get closer than she might like. You might consider changing around her cooldowns and mana costs and instead just having this ability be about the ways in which she forces enemies to move instead. Something like "forcing enemies to move into terrain by any means additionally deals bonus magic damage and stuns them, X static cooldown per target" is borderline obvious given how forced-movement-centric her kit is. It fits, definitely, it's just she doesn't really wanna be moving HERSELF for one reason or another. Honestly, this kit might have issues in balance. Her Q, W, and E are so jam-packed with utility that they're all almost ultimate-level abilities just themselves, so they definitely need high cooldowns. Given how generally safe she is with all her ways to control enemey movements, you definitely need a window to punish her if she misuses her skills. I definitely agree that she'd be a pretty fierce support with all the tools she's got to bring enemies to her jungler of other allies or keep them off her adc. Oh, but you DEFINITELY wanna remove some of her options to force allies to move XD Like I said, trolls would love this girl. But anyways, this is a wonderfully creative concept, give yourself a pat on the back :) And after you're done, do me a solid and review Qing please xp https://boards.na.leagueoflegends.com/en/c/skin-champion-concepts/zAZaFw9h-champion-concept-qing-the-dragonguard
Hey, thanks for stopping by. I really appreciate it. > Hey there, want some advice? :) Well you're getting it anyways xp > > Passive - I'll skip this for now, I obviously can't really judge this without knowing the cooldowns and costs of her other skills. My only concern setting out is that this could easily end up like Lissandra where her passive is "compensated for" (which is always going to completely baffle me, btw) by bad stats or outlandish mana costs, essentially leaving her with no actual passive. While Mek's cooldowns and mana costs aren't entirely outlandish they are high enough to warrant Mek's passive having use and practicality. I tried to avoid a Lissandraism like you mentioned. > Q - This is actually VERY interesting, but I could do without it also pushing allies. Anivia's wall is beloved by trolls as it is, without it also shoving her supposed allies into enemy towers/teams/the fountain. The wall's pretty narrow, actually (about half that of Anivia's at all comparable ranks), but I still feel the cooldown is a bit low given her passive. At rank 5 with 40% cdr she gets this baby down to just 5 seconds, 4 if she happens to nudge herself just slightly along the way. Do you think that the cooldown should be upped slightly? Moreso, do you think the wall's side should be increased lightly? I don't want any level of this ability going near the max length Anivia wall. And to be absolutely honest, I have a horrible habit of completely spacing on the existence of CDR. Expect some cooldown adjustments regardless, thank you for reminding me. > W - Once again, she's got a lot of potential to troll her own team with this one XD Still, a very unique and interesting ability. It might be fine if the fling was optional for allies, like making them click on it to give them a dash along it. Given the enormous utility on this skill, it definitely needs to just have a high cooldown and stay there. This is nearly as potent as an ultimate, giving you both engage and a way to catch enemies out and bring them into the arms of your team in one package. Do you think an adjustment to the cooldown and creating a delay would help? > E - This actually works nicely with her Q, opening paths and then sealing them behind you or restricting enemies' ability to get around her Q. Definitely remove the projectile speed alteration - not only is this ability powerful enough without that, changing the speed of skillshots changes how they need to be aimed. There's a lot of difference in how you'd aim Ezreal's Q and Morgana's Q thanks to the vast difference in travel speed, for example. The projectile speed can be removed outright. It was merely an experimental concept I wanted to see how people reacted to in order to receive some confirmation if I should expand upon it or not in future concepts. It ended up being the latter. > R - How is it her ultimate ended up being the simplest part of her kit? XD The first part doesn't quite have as much to do with her general bizarre (I mean that as in she does it in unusual ways, not that it doesn't make sense) zone control theme, but the self-displacement isn't at all needed when she's already got so many ways to control the manner in which enemies can and can't get to her or she herself can get around the map. It would probably be enough if she were knocked away by the last in the same manner that enemies are, and it would still let her passive work. The max range of this ability, be it the bomb itself or the self fling, is roughly past the casting range of Ryze's ult. When you compare the two to Ziggs later in your post, I can sympathize with you on that due to its long range and delay much like his bomb, but not only does the size fluctuate on channel time but it deals incredibly less damage-focusing on the knockback more than the actual damage output. If you think the damage is, per say, too strong for that kind of ratio, let me know and I can work something out. > Also, Riot's pushing for all ultimates on mana-having champs to cost 100 mana at all ranks, Kayle being the only exception I can think of (and honestly I have no idea why hers works that way). Good to know, I'll be sure to adjust this. > I normally just ignore base stats unless something stands out, but hers are... all over the place and I'm curious why you came up with the values you did. Her base AD is bruiser-level but her growth is terrible, even for a mage, and her attack speed is abysmal at all points, her base hp is likewise high for a mage but her growth is eh, her base mana pool is HUGE but her regen is something even Lissandra would laugh at (which is an issue I was concerned about with her passive) her armor makes Sona's look impressive at all ranks. I wanted to give her a minor offensive power outside of her abilities early game but have it fall off late game as her abilities fill in for her potential in that phase of the game. Do you think I should adjust the base HP and mana regen? I'm not worried about armor. > On a similar note, she needs to have 38.5 magic resist at rank 18. New standard for ranged champs :) Good to know, I'll fix that then. > Going back to her passive, while she's definitely got the tools to make use of it, but not in ways that allow her to use her abilities easily. She has to set up her walls in specific ways to knock herself with it while also moving enemies in the ways she wants them to (generally away from her, she has no business moving herself closer to melee or short-ranged ranged champions and her generally good ranges doesn't give her much reason to get close to longer ranged champions either), she DEFINITELY doesn't want to fling herself at enemies or enemies at herself if she's alone, and making use of her ultimate to displace her forces her to get closer than she might like. > > You might consider changing around her cooldowns and mana costs and instead just having this ability be about the ways in which she forces enemies to move instead. Something like "forcing enemies to move into terrain by any means additionally deals bonus magic damage and stuns them, X static cooldown per target" is borderline obvious given how forced-movement-centric her kit is. It fits, definitely, it's just she doesn't really wanna be moving HERSELF for one reason or another. I'd like to have her passive grant her some form of mana reimbursement. Considering that I'd like to keep the theme intact, how do you think I should execute it personally before I begin tossing out my own ideas on how to reform the passive? > Honestly, this kit might have issues in balance. Her Q, W, and E are so jam-packed with utility that they're all almost ultimate-level abilities just themselves, so they definitely need high cooldowns. Given how generally safe she is with all her ways to control enemey movements, you definitely need a window to punish her if she misuses her skills. I definitely agree that she'd be a pretty fierce support with all the tools she's got to bring enemies to her jungler of other allies or keep them off her adc. > > Oh, but you DEFINITELY wanna remove some of her options to force allies to move XD Like I said, trolls would love this girl. While trolly I think Riot has taken some wide strides in recent years in no longer recognizing this a reason to alter their champion designs (Tahm Kench, Kalista, Bard, etc.) due to the fact that if someone is trolling its a reportable offense that can be handled judicially, not technically. > But anyways, this is a wonderfully creative concept, give yourself a pat on the back :) > > And after you're done, do me a solid and review Qing please xp > > https://boards.na.leagueoflegends.com/en/c/skin-champion-concepts/zAZaFw9h-champion-concept-qing-the-dragonguard Once again I really appreciate the feedback, I'll be going over some definite changes today but before I do I'd like to see your opinion on some of those questions in this reply on ways I can implement necessary changes. I'll be sure to take a gander at your concept!
: Nice edit of Phantom Assassin's Face. I think the Ult and the passive is out of Place. the ult is generally stepping on Ziggs' while the passive is more of a 'get in there' tank passive, rather than a 'Get over there or I'm going to put you there' passive. it would work better if it was weaker but worked with enemy champions as well. and the Mana costs, and the some of the cooldowns for her abilities are exorbitant my only problems with Q is that it could be used to troll, because champions are usually disabled whilst being displaced. W has the same problems, trolling, we all know how annoying trundle knocking you out of Mediation with his E. (don't let allies be flung) my suggestions: have a stack system, like Viktor W. allies step on one arrow, 1 stack, 25% faster, 4 arrows total, 4 stacks, 100% faster. Enemy, 1 stack, slowed and when the stack runs out or they step off they are flung in the direction of the runway. and the fling scales, with the amount of stacks they get. E, I think it does too much. abilities are meant to be easily explained. the other abilities are easily explained, pushing wall + damage, speed boost for allies, W, fling for enemies. what I think is missing is synergy of abilities, how would these ability work together?. if you continue to improve it, this would make an excellent support.
> [{quoted}](name=Sad Tyrant,realm=OCE,application-id=A8FQeEA8,discussion-id=3Q7Op07U,comment-id=0004,timestamp=2017-08-13T15:33:55.418+0000) > > Nice edit of Phantom Assassin's Face. > > I think the Ult and the passive is out of Place. > > the ult is generally stepping on Ziggs' > > while the passive is more of a 'get in there' tank passive, rather than a 'Get over there or I'm going to put you there' passive. it would work better if it was weaker but worked with enemy champions as well. and the Mana costs, and the some of the cooldowns for her abilities are exorbitant > > my only problems with Q is that it could be used to troll, because champions are usually disabled whilst being displaced. > > W has the same problems, trolling, we all know how annoying trundle knocking you out of Mediation with his E. (don't let allies be flung) > > my suggestions: have a stack system, like Viktor W. allies step on one arrow, 1 stack, 25% faster, 4 arrows total, 4 stacks, 100% faster. Enemy, 1 stack, slowed > and when the stack runs out or they step off they are flung in the direction of the runway. and the fling scales, with the amount of stacks they > get. > > E, I think it does too much. abilities are meant to be easily explained. the other abilities are easily explained, pushing wall + damage, speed boost for allies, W, fling for enemies. > > what I think is missing is synergy of abilities, how would these ability work together?. > > if you continue to improve it, this would make an excellent support. I think this is where my need to include design notes on the concept itself really comes into light. You aren't the first person that entirely dodges the character's concept and playstyle, and for that I really can't try and argue with you simply because I've done a poor job to fill in explaining the goals and purpose of such an oddball champion such as this. Mek's design, in a TL;DR, is a utility support designed to displace the enemy team- punishing them for being out of position and brushing them into a spot that is more beneficial for your team or your ADC's current situation and position. Additionally, she can use these abilities to adjust the position of herself and her team to either engage into a fight or evade an incoming dive or attack. Her abilities can be used to shuffle enemy and friendly targets. A common combo that displays synergy in the kit is using her E to open a hole in a wall and then promptly tuck your team or the enemy through the hole right before it returns, either executing a flawless getaway or thwarting the enemy's attempt at engaging upon you. Similarly, her E can be used to create a temporary wall that bounces off the first enemy champion that hits it for considerable damage. While some might find themselves lucky enough to spawn the wall ontop of an enemy champion, others might find it easier to spawn the wall and sweep an opponent into it as a combo. For reference, her Q's push speed is faster than Ezreal's skillshot, making it one of the faster abilities in the game. They aren't disabled for long. Once again i feel like this is a mistake on my part for not involving some form of development commentary to illustrate where I'm going with the concept. I hadn't gotten to it immediately and I recognize that for some it's left them with more questions than answers. I hope that kind of explains my thoughts, and I'll be sure to go more in depth on it soon enough.
: [Champion Concept] Mek, Neural Auguerrilla
#8/13/2017 Update #1 * Adjusted Q speed (Was meant to be much faster, was originally very slow via clerical error in stats.)
: [Champion Concept] Mek, Neural Auguerrilla
#8/12/2017 Update * Replaced passive. (Now returns mana and cooldown time upon pushing yourself with your own abilities. Originally acted as an area clairvoyance every five spells. * Mana per 5 sec scaling reduced. * AD scaling reduced. * Removed blind from E * Removed silence from W
: good champ but this game ain't tech themed.
> [{quoted}](name=AmetDeCrypt,realm=NA,application-id=A8FQeEA8,discussion-id=3Q7Op07U,comment-id=0000,timestamp=2017-08-12T23:39:28.741+0000) > > good champ > > but this game ain't tech themed. Zaun, my friend. Art ref is a bit more more colourful than the intended scene and image, but you get the idea. Even then, the lore and champion design is slightly more advanced than Zaun's image itself, which is going to be covered more as to why once I expand upon lore.
Rioter Comments
: 💬 C&C Discord -- [Information & Verification]
: hte boyes club
nevr forget...........................
Echoing (NA)
: [CCOS] August CCOS Entry Time! Enter Here!
Give me a bit to settle back into my old shoes and I'll have a concept up soon.
: Daegra, the Forerunner of Blight [Champion Concept]
Did some minor tweaks here and there, changed up the bonuses for the abilities for the most part.
Eggbread (NA)
: (Champion Concept) Rasoni, the Underlord of Wealth
http://s3.gatheringmagic.com/uploads/2016/09/12/MW_1.png Jokes aside, nice concept.
AmazoX (EUW)
: He also hinted that Jarvan I & II & III are in *Hell* though.
> [{quoted}](name=AmazoX,realm=EUW,application-id=A8FQeEA8,discussion-id=3ce2xghl,comment-id=00020001,timestamp=2017-03-13T00:05:42.436+0000) > > He also hinted that Jarvan I & II & III are in *Hell* though. mfw I made a champion concept like, a year ago that made a spinoff suggestion that the previous Jarvans were evil, everyone was like "no what r u talking about they are good!" excuse me what
AmazoX (EUW)
: Gatekeep Galio Interactions
Huh, he just confirmed that Jarvan III is dead. He was alive originally when Riot was still with the Institute of War lore.
: hope it doesn't get released, bad enough seeing disgusting pugs in real life, don't need them in games
> [{quoted}](name=hhaavviikk,realm=EUW,application-id=6kFXY1kR,discussion-id=qYTrwcVA,comment-id=0026,timestamp=2017-03-09T13:19:40.703+0000) > > hope it doesn't get released, bad enough seeing disgusting pugs in real life, don't need them in games How did a robot make it past the "Not a robot" test when logging in?
: Riot, FIRE THE EMPLOYEE IN CHARGE OF AATROX CHANGE. THEY'RE INCOMPETENT
As a Malzahar main who has been roughly digging into Malzahar since the times that Dominion walked this earth and was played more than actual Summoner's Rift AP Malz is fine with the rework. Was it a nerf? Yes. Is he unplayable? No, you're incredibly misinformed.
: If I'm autofilled support, I can play whatever I want
Local radical Bronze extremist speaks out on public board, what he says next will make your stomach turn!
: HOW RIOT STOLE FROM THE PAST
Rioter Comments
: This post is lookin' nice and perrrrdy. I'd like to see your own explanation on this champion Like, add commentary on extra stuff: What his kit is supposed to be. Recommended Items. Synergies. Strongs and Weaknesses of his Kit. Ability Combo. Laning Phase. All of that nifty, beautiful stuff. I'll add my opinion once I get a further explanation from you personally on this champion as I'm party confused as to what I should be looking at. As of right now, I have no opinion. ... but upvote anyways for the effort you gave in this champion (it's very noticeable).
> [{quoted}](name=LunaGalaxy14,realm=NA,application-id=A8FQeEA8,discussion-id=GyROsQyO,comment-id=0005,timestamp=2017-02-05T03:41:50.836+0000) > > This post is lookin' nice and perrrrdy. I'd like to see your own explanation on this champion > > Like, add commentary on extra stuff: > What his kit is supposed to be. > Recommended Items. > Synergies. > Strongs and Weaknesses of his Kit. > Ability Combo. > Laning Phase. > All of that nifty, beautiful stuff. > > I'll add my opinion once I get a further explanation from you personally on this champion as I'm party confused as to what I should be looking at. > As of right now, I have no opinion. ... but upvote anyways for the effort you gave in this champion (it's very noticeable). I definitely plan on doing some design commentary later on, thank you for the feedback!
: Brad Bard Skin
only if his meeps become cans of axe body spray
: [Champion Concept] Leopold, Inexorable Savant (Christmas CCOS Entry)
I'm very glad the judges liked my concept enough to give it 3rd, as I've never scored in the top 5 before in any contest. I'm going to be sure to use their advice to further advance and work on this concept. Again, congratulations to all who participated in the CCOS this month!
: Daegra, the Forerunner of Blight [Champion Concept]
By far my favourite concept I've ever made, bumping for more feedback //and kind of to show off {{item:3070}}
: [Champion Concept] Lyle, the Electromancer
Looking to improve on this concept as well, if you guys have any critiques I'm all ears!
: Warhorse, The Foundation of Strength
Would love to get some more feedback on this old concept ;P
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Metal Gear Roses

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