: Ornn will probably get something to coincide with Volibear's rework. Taliyah just got a skin a year and a half ago (which sounds long but isn't really that long in the grand scheme of things) I'd love to see more skins for everyone personally, but I don't think champions are going unloved. Love is not an instant gratification.
> [{quoted}](name=The23rdGamer,realm=NA,application-id=yrc23zHg,discussion-id=37gbg2Pg,comment-id=0005,timestamp=2019-12-12T20:38:29.581+0000) > > Ornn will probably get something to coincide with Volibear's rework. Taliyah just got a skin a year and a half ago (which sounds long but isn't really that long in the grand scheme of things) > > I'd love to see more skins for everyone personally, but I don't think champions are going unloved. Love is not an instant gratification. Quick note on the Taliyah skin, SSG Taliyah was an esports skin which riot has stated aren't chosen by them and don't affect the schedule for skins.
: Sett doesn't have any quotes acknowledging Udyr, League's other (older) fist fighter.
Paroe (NA)
: > [{quoted}](name=MooooooooreDakka,realm=NA,application-id=3ErqAdtq,discussion-id=kbFogMNW,comment-id=0004,timestamp=2019-12-12T03:55:17.782+0000) > > I've honestly had a decent amount of success with just unbinding my q button until level 12. At this point it barely slows at all, does insignificant amounts of damage, and causes you to have even more mana issues if you use it. The only uses I really missed were proccing my support item in lane and checking bushes and the former isn't as important as it might otherwise be because your support item's gold income is going to turn off once it's collected enough gold anyway. You still need it to proc manaflow band. But the ability is definitely a one point wonder. Max your E, max your W, max your ult, THEN max your Q.
I think that game I was running gathering storm and transcendence with resolve as my primary. Probably would be better to put a point in it early and take manaflow, I just wanted to try it as an experiment.
Kuponya (NA)
: Those Yuumi changes were utterly stupid
I've honestly had a decent amount of success with just unbinding my q button until level 12. At this point it barely slows at all, does insignificant amounts of damage, and causes you to have even more mana issues if you use it. The only uses I really missed were proccing my support item in lane and checking bushes and the former isn't as important as it might otherwise be because your support item's gold income is going to turn off once it's collected enough gold anyway.
MrEnds (NA)
: What is Your Favorite Champion Lore?
{{champion:163}} {{champion:98}} {{champion:157}}
: what reworks/changes that riot has done in the past that affected you the most?
Shen Rework: I played him a lot before the rework but I loved the changes they made to him and it made me play him even more. Taliyah Changes: Notably 6.14 with the vector cast and lockout changes and the more recent set of changes where they gutted her waveclear twice both made her a lot less fun to play due to shifting her playstyle away from what it used to be/was supposed to be.
: Do not put execute on the elder buff
I'm not sure how impactful this would actually be due to being attached to elder dragon but it still seems like a stupid idea.
: Preseason 2020 Gameplay: Rise of the Elements
I really like these changes for the most part, I just don't like how even more power is being pushed into dragon buffs and how the cloud dragon is going to be making cooldowns even shorter for everyone than they already are. Overall this seems really good other than the dragon souls (mostly infernal and cloud).
: While we're at it, Thresh could also use a new VO. He doesn't have interactions for anyone but Nautilus. That's right, Mr. Steal-Yo-Wife has no lines whatsoever for the guy whose wife he stole.
That would be nice. At the moment he has the same issue that Shen does where his rival came out after he did so they have no interactions for them.
: That's because Riot allowed mages to afk waveclear for so long. Meanwhile top lane was all safe picks that traded waves, jungles afk farmed, and bot lane afk farmed.
I think you're wrong on the junglers afk farming part since iirc, part of why devourer/sated was left unchecked for so long was it not showing up in pro play very much due to ganking junglers being favored. I'm assuming you're still talking about season 5/6.
: I play a ton of champs. So many that I wouldn't really declare that I have a main anymore. So instead I'll name a few that I play. {{champion:30}} - star guardian {{champion:25}} - pentakill, K'DA {{champion:555}} - dunkmaster {{champion:39}} - God Queen {{champion:82}} - mecha {{champion:75}} - soul hunter {{champion:98}} - immortal journey
> [{quoted}](name=BLACK REALM GOD,realm=NA,application-id=yrc23zHg,discussion-id=th7AwXB5,comment-id=0007,timestamp=2019-09-30T15:17:23.303+0000) > > I play a ton of champs. So many that I wouldn't really declare that I have a main anymore. So instead I'll name a few that I play. > > {{champion:30}} - star guardian > {{champion:25}} - pentakill, K'DA > {{champion:555}} - dunkmaster > {{champion:39}} - God Queen > {{champion:82}} - mecha > {{champion:75}} - soul hunter > {{champion:98}} - immortal journey Immortal Journey Shen would be amazing
AlbertoSB (EUNE)
: Hello, i rly need a in game name. For a yasuo main i need something serious
The Yone Ranger Wandering Gale I'll edit this if I come up with any others
: Here is my possibly unpopular opinion: Put Nexus Blitz in Place of Twisted Tree
I'd prefer Twisted Treeline but if that's going to be gone then I'd love to have Nexus Blitz as a replacement.
darkdill (NA)
: Given Demacia's current state after the Lux comic, will we see an Inquisitor Champion at some point?
: Or, let's stop making her uninteractive with literally PERMANENT UNTARGETABILITY My suggested changes are to make it so there's more emphasis on the passive and less on her heal and Q so she's encouraged to hop off her adc often, leaving her vulnerable. Additionally, i think if the ally she's attached to gets hit by crowd control, Yuumi should be forced to hop off, that way she has to press her W in fights to be optimally played
Unfortunately, emphasis on the passive was one of the first things to go. As someone who plays Yuumi a lot, I'd love to see that be more meaningful.
Keiaga (NA)
: Im also "forgetting" that all of these yuumi heals would only be this strong if the adc was constantly at 1HP. Theyd be even weaker if the ADCs health was any higher
True. Your math still stands anyway since you were comparing it to Soraka under the same conditions but I think Athene's is worth mentioning since whenever I burst heal someone for a ton of health with Yuumi it's usually due to that. Yuumi also ends up with slightly higher ap than a similar support would due to her w passive but once again that doesn't have a huge impact on your math.
: What role would/do you main? And which champion would you main? ParT 2
{{champion:98}} and {{champion:350}} support and{{champion:163}} mid for me.
Keiaga (NA)
: At max rank(and most players level it up last) it has a cooldown of 14 seconds and heals for a maximum of 141 + 40% ap. This is assuming the target has 1%HP So keeping it simple and assuming yuumi has 100AP, she can burst heal for 362 hp. In 14 seconds that would be 503 HP. Meanwhile soraka heals 200+60%ap. 260 HP. No matter how much life the target still has. Which is almost as much as yuumis burst. It only takes 2 seconds for soraka to heal as much as yuumis burst heal. By the time yuumi can heal for 503HP soraka has healed 1820. Four times as much. But lets keep going. Considering that an ADC has around 2000 health at max level, and theres no way an adc is going to last 14 seconds in any fight, youll only be healibg them for about 15% of their health MAXIMUM. So when you say "she heals for 80%" of anyones health back, youre too wrong to be mistaken. Youre just lying. And her shield is even worse
I agree with your math for the most part but you're forgetting % heal boosts, athenes, and cdr.
Lewanor (NA)
: Happy Birthday Talon. Here is my gift to you, hoping you'll get lore one day. [Quotes and Lore]
I never thought about Talon and Ekko but I love the interaction you came up with. Overall this looks amazing.
: Is having fun possible now in League of Legends ? I'm not sure...
Honestly, I've been having quite a bit of fun with League recently. I definitely have had some unpleasant games but more often than not, those are due to people being toxic rather than the game itself and I've also had a bunch of games that felt both competitive and fun. The game certainly isn't perfect but the current state isn't flawed enough to stop me from enjoying it.
Meddler (NA)
: While it's from last year is still pretty accurate data wise. https://imgur.com/a/7ClMRFs TT play rate's highest in NA, moderately lower in EU, lower again in most regions and effectively zero in some like Korea and China. Entirely understand that its removal really sucks if you like and play the mode. Our conclusion was that the time we currently spend on it would be better spent doing things like getting Nexus Blitz to a state where it can be a mode we bring back moderately often. I know from the outside it looks like TT doesn't have any work done on it, given lack of balance patches especially, but things like testing and bug fixing of items/champs adds a pretty measurable cost for what's a very small proportion of the player base.
Fair enough, thanks for the reply. I'm glad to hear that you're still working on things like Nexus Blitz.
Meddler (NA)
: Quick Gameplay Thoughts: August 9
Could we get a bit of insight from you on Twisted Treeline being removed? I've never been the most active Treeline player but I've always liked the map and there are all sorts of posts on the boards from people who really loved the mode even with the neglect that it got. What is getting rid of it even going to accomplish?
: Am I the only one that has no interest or desire to play Team Fight Tactics?
I'm not interested in playing it though I probably wouldn't hate it as much as I do if TT weren't getting axed for it.
Zee Zone (EUW)
: I stand in defense of TwistedTreeline #SaveTwistedTreeline
I never played twisted treeline all that much but it always was a nice break from SR and I had a lot of fun playing ap Rakan on that map.
sentosa (NA)
: Taliyah
As someone who mains Taliyah in the midlane, here are a few tips for playing around threaded volley. Either get out of her line of fire or just stand in or behind minions since it no longer has splash damage. If you're close to her then you can dodge it by moving to the other side of her. At early levels it's on a decent cooldown so you can also take advantage of that if she burns it for waveclear or harass. Zed R and Yasuo E and W are all good tools for dealing with it. Also, I'm genuinely impressed that you managed to run into enough Taliyah players for it to become a problem.
: What Champions would you like to see featured if Riot created a new Cinematic?
Shen, I'd love to see what he does be explored in more detail and his fighting style seems like it could be really cool to watch.
: What makes you want to remove it?
Part of it is that double click casting is always going to go off faster than vector casting due to the delay starting on the first click rather than on finishing the vector cast. The main reason is that I've never really liked the feel of vector cast on Seismic Shove and needing to input the direction as fast as possible has resulted in some very questionable w's on my part.
: Taliyah Appreciation Post!
Completely agreed. I fell in love with her personality and gameplay back when she was released and she's still my favorite champion in the game. Plus she's absolutely adorable so there's also that. ~~Rito skins plz~~
: One Change for each Champion
{{champion:163}} Remove vector casting on w.
DeltaXS (OCE)
: Dual-Style to Triple-Style Sword Character
What's his lore? That would be useful to know, especially given what we know (and don't know) about demons in Runeterra. Also, the mana drain mechanic on his ult is kind of awkward due to not all champions using mana. Maybe change it to mana recovery, possibly scaling with targets hit. You described him as a tanky-assassin, I believe the term for that would either be a diver or a skirmisher depending on whether he falls closer to the tanky end or the assassin end. Passive: If I understand correctly, every sixth hit against champions heals and grants attack speed at the cost of mana. Q: Is this a single target ability? If so maybe change it to an empowered basic attack for auto attack resets and to help proc his passive. W: A basic dash with radial damage. Similar to Kayn's q in theory though it would be nice to get a general idea of the range and cooldown. This would be his tool for gapclosing, sticking to his target, and escaping and I guess it works though specifics would be useful to know. E: Lets him trade health for mana and a partial cooldown reset. This is a fairly cool ability though it does feed into two problems he has that I'll bring up later. How does this work with his lore, why is he cutting himself with his regular swords? R: Are these attacks single target abilities? Do they strike in a line of cone or something like that? Are they empowered autos? What's the lockout time between each cast if any? On a side note, why is the last of the three attacks the one that applies the damage over time effect? There are two main issues I have with this: First, is he focused around basic attacks or abilities? His passive suggests a focus on basic attacks but I can't tell if the rest of his kit supports that. Second, he's supposed to be sort of durable but nothing in his kit helps him not die aside from a bit of innate sustain and his e actually makes him easier to kill. Here's my suggestions: Passive: Instead of a mana cost on the initial attack, each attack while the attack speed is in effect turns a percent of his current mana into damage similar to manamune. Q: Is an empowered auto, maybe add some additional effect aside from damage, while passive is in effect it burns a much larger portion of mana. E: something like a brief shield or damage reduction on use to help with not dying. R: Is a targeted ability that applies on hits, gap closes a short distance, and has something like a 1.5 second lockout between uses. Poison on third hit is gone since the timing is supposed to be more tactical. Basically, this focuses on auto attacks and doubled down on the idea of turning mana into auto attack damage.
: > [{quoted}](name=MooooooooreDakka,realm=NA,application-id=A8FQeEA8,discussion-id=lpMxHbHb,comment-id=0000,timestamp=2019-05-22T17:44:07.461+0000) > > Passive: Simple but I really like the idea. I'd suggest making the shield scale with the number of champions hit by the ability to further reward skillful placement of abilities. Either way could probably work but would this have a cooldown or would it work like Mordekaiser's passive? > > Q: First, this really could really use numbers for wall length, wall duration (does it linger at all?), range of the damaging portion, and possibly projectile speeds for both portions. Also, can enemies walk through the wall? > Second, I love this ability concept. It's a really cool form of utility, it synergizes with his kit by letting him proc his passive from a distance but at the cost of putting this ability on cooldown, and it works well for both positions he's intended to play. > Third, I'd suggest either giving him a way to manually make it transition to the damaging portion of ability or make it transition to the damaging portion automatically when it hits an enemy champion or large monster to let him use this for damage against nearby enemies. > Finally, I'd suggest ditching the damage scaling with damage prevented to make the damage a bit more predictable. Also, many of the applications of this ability would involve blocking skillshots that don't do much damage or aiming the skill so that it won't even hit an enemy in order to block for an ally which wouldn't be able to take advantage of this. > My suggestion to keep that general concept is to make the damage increase by a flat percent (something like 20-50%) if it blocks at least one projectile. Then you can make it so blocking any form of hard crowd control refunds part of the cooldown since that would be more generically useful. > > W: Seems pretty solid. I'd suggest giving it a slow to make it a bit more impactful. I also like the decaying shield to give him access to a shield when he only has one enemy nearby and reward good timing without making it too frustrating to burn through. It also should definitely do at least some damage. > > E: Very cool ability, one concern I have is that his kit doesn't give him a good way to position for offensive uses of this ability, using this at melee range to peel is basically pointless in a solo lane, and he can use it to gap close but doesn't benefit much from doing so. Maybe make his next w after his clone reaches him deal additional damage or something like that? On a related note, I don't know his cooldowns or damage numbers but where is his damage/waveclear intended to come from? > > R: I don't really like the current ult due to it's power being hard to notice and it not being useful in a lot of situations. At the very least I would suggest making it not reduce his resists and give him a way to end it early to trigger the burst when he needs it. Maybe even let him target multiple enemies within an area. I'll let you know if I think of something else though it would help if he had some sort of lore. First off, I purposefully left out the damage numbers and cooldowns because I don't feel qualified to make balanced values. Thought I'd leave that up to riot if they take the idea. Now in response: Passive: I was thinking no cooldown, since their abilities can pretty easily hit mutiple enemies. I imagined 2 ability charges of the passive would give him a shield for about 25% of their hp. Q:Well I specified about how wide the width the wall is (arhi's charm or neeko's root). The wall is connected to the base of the object that is thrown upwards and falls as the object falls (it's not a wall like braum's shield it's a wall that exists for the duration of the object on top's air time). Yeah maybe if it hits an enemy champion the wall is skipped and the damage in a line activates automatically. This is also his primary wave-clear (since it can pass through enemies), short cooldown, decent damage scaling. W: Yeah I was thinking damage, but not too high, since it's supposed to be more for cc than damage (maybe give it some good scaling and then it could work as damage late-game for a mid-laner but would still act as primarily cc on a support (since tanks don't usually build a lot of damage) E:This would have to mainly be combo-ed with his other abilities so E->Q or E->W(for the push away)->Q R: Yeah his ult is really hard. The main focus of it is I want it to be a single target ability that reduces the target's damage by X amount. Mainly to counter assassins 1-shotting the adc as support, and giving them a 1v1 advatage in mid.
Here's a thought for the ult in terms of mechanics: make it a fairly long tether instead of a debuff which gives it a bit of counterplay but also makes the ability a lot more visible. Also, what if you made their damage just be straight up reduced while the tether is active instead of being partially redirected to him but make him take damage over time until the tether expires, is broken, or he cancels it. Not sure what good numbers would be for max duration and self damage but I think self damage would be better than a health cost since that would let him tank it with his shields. This version means that he's encouraged to time it well, it can work in a solo lane, and the enemy can potentially wait it out before using their burst damage since he still is going to be taking damage regardless of if damage is being mitigated. Maybe even make it deal some damage to the target over the duration for solo laning, idk.
: so I toned the % down a bit and put a scaling timer on it This way his late game beefiness is still there. I also changed the CD on his Q for longer since he is supposed to be a late game monster. I also gave it a innate CD timer.
I'd suggest making the passive cooldown be reduced slightly whenever he's hit with a basic attack and possibly reducing the cooldown by a bit in general (Shen passive might be a good reference point) so it's still a powerful tool for long trades. Also, why'd you nerf the q cooldown by that much? That ability actually should be fairly spammable and now it has a longer cooldown than his other basics. Aside from that, this looks good.
: Protective Tank Idea
Passive: Simple but I really like the idea. I'd suggest making the shield scale with the number of champions hit by the ability to further reward skillful placement of abilities. Either way could probably work but would this have a cooldown or would it work like Mordekaiser's passive? Q: First, this really could really use numbers for wall length, wall duration (does it linger at all?), range of the damaging portion, and possibly projectile speeds for both portions. Also, can enemies walk through the wall? Second, I love this ability concept. It's a really cool form of utility, it synergizes with his kit by letting him proc his passive from a distance but at the cost of putting this ability on cooldown, and it works well for both positions he's intended to play. Third, I'd suggest either giving him a way to manually make it transition to the damaging portion of ability or make it transition to the damaging portion automatically when it hits an enemy champion or large monster to let him use this for damage against nearby enemies. Finally, I'd suggest ditching the damage scaling with damage prevented to make the damage a bit more predictable. Also, many of the applications of this ability would involve blocking skillshots that don't do much damage or aiming the skill so that it won't even hit an enemy in order to block for an ally which wouldn't be able to take advantage of this. My suggestion to keep that general concept is to make the damage increase by a flat percent (something like 20-50%) if it blocks at least one projectile. Then you can make it so blocking any form of hard crowd control refunds part of the cooldown since that would be more generically useful. W: Seems pretty solid. I'd suggest giving it a slow to make it a bit more impactful. I also like the decaying shield to give him access to a shield when he only has one enemy nearby and reward good timing without making it too frustrating to burn through. It also should definitely do at least some damage. E: Very cool ability, one concern I have is that his kit doesn't give him a good way to position for offensive uses of this ability, using this at melee range to peel is basically pointless in a solo lane, and he can use it to gap close but doesn't benefit much from doing so. Maybe make his next w after his clone reaches him deal additional damage or something like that? On a related note, I don't know his cooldowns or damage numbers but where is his damage/waveclear intended to come from? R: I don't really like the current ult due to it's power being hard to notice and it not being useful in a lot of situations. At the very least I would suggest making it not reduce his resists and give him a way to end it early to trigger the burst when he needs it. Maybe even let him target multiple enemies within an area. I'll let you know if I think of something else though it would help if he had some sort of lore.
: i get that on the passive range. I'll be honest the units of measure in game are kinda strange to me, so if 100 units is small then maybe just say "in a small radius around him". It might be a big shield but he has to get hit multiple times to proc it. Its a bit of a survivability (is this even a word?) thing. Sure the percentage could be lowered, but it shouldn't be lowered that much. He is a Juggernaut so he should be difficult to kill late game. Linear scaling in the ult fixed, but I left the longer duration. Let it be excessive I say lol.
At it's highest, your passive shield is about 3 times as strong as any comparable activated ability and during extended fights would probably be going off more frequently. Here's an alternate idea for the passive shield, increase maximum stacks, make it trigger when he uses his w, and make the shield strength scale with how many stacks were consumed. That way he can time his shield better (though the automatic shield would give the enemy some interesting ways to play around it in lane), the cooldown is artificially gated to make it less absurd in some situations so you can afford to nerf the numbers less, and he gets the shield when he's vulnerable due to being locked in place for his w. To go with that, I'd suggest getting rid of the shield on e to let enemies trade with him in lane and then giving his r healing per champion being damaged to make him more durable in teamfights but less of an unkillable brick wall in lane.
: Alright! 1st thanks for the reply. I really do appreciate it. now to reply to your reply and explain my decisions and make some corrections. :D > Passive: This seems like a really janky version of Thornmail. Pretty much what i was going for. Like I said I thought I worded it wrong. Being that life steal is pretty present in the game I thought that having a built in damage return for getting AA'd by someone who has it would be a rather interesting ability. The way I see it is If someone who has ANY FORM of life steal; from items, from their keystone, or from their kit; they would be damaged instead of healed. IMO it would make for a more annoying but good choice for a fighter/tank. I do like your suggestion though So I changed the passive into something a little different. > Does this aim similarly to Kaisa q? Yeah that's how I was picturing it. The snare and damage would be per bone hit as well, so if minions (or other players lol) are around you should be good. > W: Might be a bit obnoxious for melee champions to deal with but it's cool and fits thematically. Maybe make it possible to avoid somehow? As an example, think of Tahm Kench needing three stacks to devour an enemy champion. ~~yeah maybe give him a 3-hit thing as well. Image could be a shield filling up or something.~~ I just changed the CD timer on it. I like the ability the way it is. > I'd suggest cutting some of his cc and giving him something that helps him tank. Also, maybe make a bit more use of his shields in his kit See I was holding back on giving him extra shielding because of the amount of cc in his kit, but I do think he needed some extra protecting so I put it on his E. As for the ult i made it a long CD for the fact that large AOE abilities aren't really smiled upon in this game and figured this would be a good place to curb some power for it. I did add the grounding effect to it though (and it does have slowing in it), so if you get rooted from it in a teamfight and get low it might just kill you. I do think the root should be longer so I upped the timer on it. As for the CD's they aren't actually that bad and on par with most champs with CC in their kits.
Passive range is extremely low (your ally would basically need to be on top of you to benefit from it, is that the intention?) and 35-65% of his health is really high. For reference, Shen passive has a base value scaling with level +14% of his bonus health. I'd also suggest making the passive work off of amount healed rather than instances of healing. Cooldown changes seem solid though I'm still a bit iffy about his w. I like the shield on e. R cooldown should probably be 150 at rank 2 for the sake of linear scaling. Also, a 1 second root duration was too low for R at rank 1 but 3 seconds at rank 3 already seemed a bit high, 4 seconds seems excessive.
: champ concept
Passive: This seems like a really janky version of Thornmail. Due to enemy mr, they would take slightly less damage than they heal back from lifesteal but the extra damage and grievous wounds from an actual thornmail would more than cancel that out of present. A few issues with this: it does nothing against basically everyone early game and is still useless against a decent chunk of the roster later on, it would probably be really unhealthy/annoying to play against If it were ever strong (see thornmail), it punishes people for auto attacking him but neither this nor anything else in his kit actually makes him more durable, and it doesn't even do it's job most of the time of impairing sustain heavy enemies who fight him. To explain that last point, some champions use lifesteal to sustain but you also have sustain coming from self heals on abilities or healing for a % of damage dealt to give some examples. Here's my suggestions: Instead of lifesteal, make it work off of health regained by nearby enemies and/or enemies who have recently damaged him. Instead of just directly damaging the enemy to cancel out the amount they healed for, make it do something less direct, potentially something that strengthens him. Also, if it's something that isn't targeted then you could let his damage also fuel it to make more useful in situations where the enemy isn't sustain heavy. Here's an example I thought up: Reduces healing received by enemies who have recently damaged him and store a portion of that along with a portion of the damage he deals. Casting an ability turns the stored damage into a cloud of bones that damages nearby enemies and either heals him or reduces incoming damage while it's active. If this is intended as more of a counter to auto attack reliant champions then many of the same points still apply. In general, changing this to something less niche is also a possible option. Q: Does this aim similarly to Kaisa q? If not then it's just a 1.25 second snare to the nearest target. I would suggest the Kaisa q option to give it a bit of counterpart with a longer snare for the first bone to make it still work against multiple targets. Regardless of how it aims, 2-3 seconds is probably too low of a cooldown, especially since cdr exists. W: Might be a bit obnoxious for melee champions to deal with but it's cool and fits thematically. Maybe make it possible to avoid somehow? As an example, think of Tahm Kench needing three stacks to devour an enemy champion. E: I guess it works. R: This is a pretty cool ability, the root should probably be stronger at rank 1 but scale up less with rank. It might be nice to know how quickly the stacks build up. The root and execute combination is kind of awkward since you generally want to root them to facilitate further damage while the execute makes you want to finish people off with it. I'd suggest ditching the root and possibly making the % missing health damage continuous. Also, the cooldown at rank 1 is really long. The main issue here is how much crowd control he has. He has hard crowd control on all four abilities and all his basic abilities have fairly low cooldowns and are difficult to avoid assuming you need to go anywhere near him. Overall, I'd suggest cutting some of his cc and giving him something that helps him tank. Also, maybe make a bit more use of his shields in his kit beyond just providing additional surfaces to mount spikes on though I guess that depends on what you consider his thematic to be.
Αskeladd (EUNE)
: New champion / lore idea
Quick suggestion to make it more readable: please use paragraphs when you're writing something long. Also, Swain's decision in this story seems a bit out of character for him as well as Noxus in general, especially if they're supposed to be considerably more dangerous than normal humans.
: > Are his auto attacks ranged or melee? Since he's a skirmisher I would make him melee. He has enouge mobility & tools to get in auto attack range. > How does his q place/attach chains during his ult? The idea is to make him a teamfight monster so he repeated heal his allies. When he's in the ult. I was thinking about making heals on the same target less effective since he should be able to use his Q very frequently during his ult duration. I was thinking it would feels like a burst of healing in teamfights. > Could you give me a general idea about his q range, cooldown (empowered and unempowered), and the cc durations on his e and r? The target range would be something arround 600 but with a relative high cooldown on early ranks let's say 17 / 15 / 13 / 11 / 9. When in his ult I would removed the cooldown or maybe limit it on 0.5 - 1 second between casts. I might need to add a limit on how many times he's able todo this. It's hard to known without seen it in practice. > What kind of build(s) are you expecting him to use? Since it's a skirmisher he would be building attackspeed, crit & attack damage like {{item:3087}} {{item:3153}} {{item:3026}} {{item:3046}} {{item:3033}} with {{item:3302}} as support item. However items like {{item:3504}} {{item:3107}} will work on him a little bit during the scaling of total attackspeed combo with ardent & redemption could be a situation one if he decides to go that route. > How is he intended to play in laning phase and teamfights? His focus would be teamfights. He does provide some zoning pressure with his mobility & can soak some cc for his adc but his main goals is reaching the teamfight fase when he can dash arround in teamfights. > What kind of weapon does he use? Any extra lore in general would be great since he sounds like he could be a really interesting character in light of the Ziggs short story. Well I actually didn't mention the weapons for that reason. I was first thinking about a fox with guns but in terms of his kit & gameplay blades would suit better. So I was thinking about something technological like sticks that turned into a melee weapon like short scepters or something. I had some ideas regarding his lore but I'm not a really good story teller. I think in terms of personality he should be something very loyal, always having his teammates back (maybe even litterly). He's the guy that goes back to back with his allies. > Also, there's no point in making his ult both root and ground the target since a root already prevents dashes and blinks. Wasn't sure for flash anymore, but good to known.
Okay, to start things off, you might want to have a look at Pyke's design to see some of the issues an unconventional support needs to address, those being tank builds, taking kills for yourself, and gold income. Second, even if you want him to play like a skirmisher then he shouldn't be auto attack based since in order to use those he wants to stick to a single target until they're dead instead of dashing around the battlefield to heal allies and influence the battle. Also, crit itemization is pretty expensive for a support budget. I'm going to be suggesting a set of changes aimed towards making him play more like a damage oriented Rakan than Yasuo. He's still going to have sustained damage but is probably going to be less of a skirmisher than Pyke is an assassin. The two builds I could see happening are crit and a bruiser build with stuff like tri force or mallet. I don't know his lore so this might not work but for weapons I'm thinking either a baton or jutte and probably some sort of shield. Shield would probably be hextech to fit the setting and give him something that can block projectiles without impairing his mobility. Passive: Passing by an allied champion (similar range to guardian) gives a burst of movement speed decaying over 1.5 seconds and marks the target with Attachment for 20 seconds stacking up to twice. This effect has an 8 second cooldown per target. Gaining the buff from another champion while the buff is already in effect resets the speed boost to full power and adds 1.5 seconds to the duration. Bonus ability power is converted to bonus ap at a reduced rate to make him feel better about stuff like ardent censer. Basically, the speed boost is higher but windowed to make it feel more impactful and he now grows attached to individual champions rather than the team. Q: The basic effect is still there. Deals % current health damage to enemies it passes through. Has 2 charges and a longer cooldown. 2 second static cooldown between uses. Passing through at least one champion (allied or enemy) reduces this cooldown by 3 seconds. Hitting an enemy champion with basic attacks or w reduces this cooldown by 1 second. Can be used on an ally with two stacks of attachment without using a charge and with increased range. Doing so uses up all stacks of attachment on allied champions and creates a radius 150 shield around him for .75 seconds that blocks projectiles. The shield is created when the dash starts. The % current health damage is to reward him for hitting new targets. The dash using attachment stacks was moved here to make it easier to control and the projectile blocking was modified to avoid it getting popped by a stray auto before blocking whatever you're trying to block. The charges and cooldown changes make him more mobile and make his auto attacks important for more than just damage. W: Mostly the same. Instead of being able to crit, damage now scales with crit chance to make the damage output more predictable. Dash can now move during the animation. E: Next auto attack gains 50 bonus range and disarms the target instead of silencing them. Applies a tether that stretches 450 units to the target for 2-3 seconds. Dash gains attack speed against the tethered target. If the target breaks the tether they are pulled back to Dash and slowed and Dash gains the attack speed buff for 2 seconds. Made his e a bit more interesting, the cc fits his theme and the attack speed helps his auto attacks a bit. R: Marks a large area. Q dashes that end within that area refund one charge and give Dash a shield (doesn't stack) but have their healing reduced considerably and no longer reduce their own cooldown. Enemies that enter the area have three zone marked around them similarly to Fiora's ult. Attacking a zone deals additional damage and hitting all 3 of a target's zones roots them. This is intended to help deal with his squishiness while limiting his mobility somewhat to a given zone. Not sure if this is how you were envisioning the chains working but this is what I could come up with.
: The idea is to create a marksman that doesn't follow what the game calls a "Marksman" - Mind control minions giving gold is the same thing has killing Yorick minions and Heimer turrets and getting gold, you realize that yes? He is a Marksman by nature ( being ranged) this does not mean he needs to be the highest DPS on the team, it's about creating something very different than the norm. With Hailn, your main objective as a Champion is to soak up AD burst and staying alive long enough to CC your opponents and place down decent damage. You're also extremely good at split pushing with your W passive and Ultimate being able to push a lane because for you, how is this useless? Useless is making a Marksman who does nothing but damage and zero utility for your team, Hailn has 4 forms of unique utility for his team, which is more than almost every adc in the game. Also, how do you know what deals a lot of damage and doesn't? I do not apply damage ratios to my abilities so suggestions of damage do not need to be talked about in the kit. Thank you for your opinion!
I figured the low sustained damage from ability cooldowns and most of them being utility, him not having any way to augment his basic attacks, and minion damage times 1.25 still being very low at most states of the game. While a champion doesn't need to be able to output considerable ranged physical dps, it is the defining factor of marksmen and soaking up ad burst and applying hard cc to opponents are basically the two things marksmen are supposed to be bad at so I think he would probably fit better under the category of unique playstyle when looking at what role he performs for his team. Something that might help support that playstyle would be a way to quickly traverse the map to help him split push and/or an attack speed steroid to help his sustained damage and ability to kill turrets. I'm also not sure what itemization he's intended to build but you might want to let his converted minions scale off those stats at least for hitting enemy champions to make them a bit more effective. Hope this helps!
: Hailn; The Fallen from Favor
A couple of issues: Effects that mind control minions are generally going to be very lacking in terms of effectiveness, especially late game, even if you do give them 25% more damage. That's exacerbated by giving your opponents additional gold income and, in the case of your ult, denying it to your team. Also, the mechanic doesn't really make sense for a marksman to have since they don't want to be split pushing which is the main situation where this would be useful. His q and e cc durations are very long, even if both of them are less powerful than most other forms of hard cc. Q is a 3 second root (same as a morgana q) though much less effective against high attack speed targets. I'd suggest at least making the duration scale with rank up to that point to make it less obnoxious early game. E does require the opponent to be near a wall or another enemy champion but 4 or 5 seconds is a really long time and the tether is still enough to screw over most melee champions. How is this guy supposed to function as a marksman? He has very good safety, especially against divers, ad assassins, or juggernauts, with two pretty good forms of cc on basic abilities, extra armor to help against anyone who gets to him, and stealth, an ult that frankly seems kind of worthless, and absolutely nothing in his kit that does anything to help his sustained damage beyond possibly siccing a horde of minions on someone with his ult which would probably do more in terms of cc through creepblock and bodyblocking projectiles then it would in terms of damage aside from in the very early game. My suggestion would be at least changing either his q (I'd say change this one) or e to help him inflict sustained damage rather than giving him more cc along with probably changing his r to something other than minion conversion.
: [CHAMP SUG]Dash, partner in crime
A few questions before I do a more in-depth review: Are his auto attacks ranged or melee? How does his q place/attach chains during his ult? Could you give me a general idea about his q range, cooldown (empowered and unempowered), and the cc durations on his e and r? What kind of build(s) are you expecting him to use? How is he intended to play in laning phase and teamfights? What kind of weapon does he use? Any extra lore in general would be great since he sounds like he could be a really interesting character in light of the Ziggs short story. Also, there's no point in making his ult both root and ground the target since a root already prevents dashes and blinks.
: I don't know how I feel about adding mobility to his kit, as that's basically his only downfall at the moment. And removing his weakness might make him too strong. He might seem kind of immobile but his E when paired with his W can make targets unable to escape for a long time, place the trap under them while stunned and they get grounded so they can't flash or dash after. He is more of a control oriented jungler rather than diving. Locking down targets like Lee Sin/Shaco from escaping. Throw a few traps behind Drag/Baron pit to stop enemies from dashing over, combined with zoning out towers. Lots of utility already. And Q needed to be relatively different from Sivir Q, hence only returning after being lodged. But the pick up interaction should help now, even if you miss a wall. But some of those changes needed to take place... E needed to become his Q, W offered too much, passive needed tweaked, etc.
Fair points about the mobility and ditching the return when it doesn't hit a wall. I'd still suggest giving the new q some form of utility even if you don't want to move the stun there so it matters more when playing him as a tank and/or lowering the cooldown since 20 seconds is a lot for what it does right now.
: Hmm... So I think I can change this up a bit. Make E work on his Q before it hits a wall. So it explodes all available arrows, regardless of placement. And so his Q could be shot behind an enemy and then detonated to blow them back toward you/teammates. Make Q stall for 0.5 seconds if it reaches max range to help this combo work. Adjust costs.. I intend him to be a bit more AD reliant rather than Attack Speed. Lethality versus Crit. But it does make sense to allow him the option of going Attack Speed.
I hadn't thought about letting e detonate arrows midair but that could probably be pretty interesting.
Shmeeve (NA)
: Alan - The First Accursed (Shuriman cursed champion concept)
His passive is worded in a very confusing manner. It seems like it reflects all non-ultimate skill shots that hit him from the direction he was last moving away from with the potential to have it wrap around him to protect an arc in front of him. Could probably use some numbers on the angle, distance covered, and how long it takes for it to start protecting a direction after he starts moving could be useful. Also, the way it's worded makes it seem like just walking away from someone would be a nearly perfect defense against any skillshot reliant champion. Regardless, even without taking into account that it reflects skillshots in addition to stopping them which seems like it's just adding injury to insult as well as being a nightmare to code for some abilities, this seems like a ridiculously overpowered defense against anyone who relies on projectile skillshots so long as he isn't trying to advance towards them while also being completely useless against marksmen, most melee champions, and an arbitrary selection of ranged skillshot reliant champions based on whether their basic ability skillshots are projectiles that actually need to make contact with him or not. The drawbacks of this ability might be a bit more effective if this were Dota 2 where there are turn rates. Q: This works. It would be nice to know range and speed though and a slightly longer delay between casts might be warranted if the enemy is supposed to try to avoid a second hit. W: The passive is a bit confusing but it seems like a minor nuisance that is less effective against ranged champions better able to kill the snakes before they reach them. The active knocks enemies away from him (which is contrary to his q that wants enemies nearby him and his ult that wants his enemies nearby eachother), positions his tail for it's most ridiculous application which magnifies the other issues his passive has, and potentially Skarner ults someone though they can still attack. A Skarner ult is probably too powerful for a basic ability but it can also grab the wrong person by accident or accidentally grab someone when he's trying to knock enemies away and escape or position his tail defensively. What is this guy's playstyle supposed to be anyway? E: Very powerful crowd control (I'm assuming against champions it basically taunts them into attacking random targets). Duration probably needs to scale with ability ranks. A 3 second aoe ranged taunt that also potentially causes the damage to random enemies instead of the caster seems really powerful. R: First, some idea about how large of an area it covers and how much time enemies have to dodge would be nice. Second, 30-45% max health true damage as base damage to multiple targets is absolutely absurd. Again, what is this guy's playstyle supposed to be? His q is damage focused and effective against multiple targets nearby him. His w and e have extremely powerful utility which suggests he's closer to a tank than a juggernaut and r has a hefty slow on it so I guess it sort of fits. He's immobile and while we don't know his e range, he seems like a decent fit for a vanguard. His q doesn't have any utility but I guess it has % max health damage so it's damage would be able to stay relevant later in the game. His w passive is just kind of tacked on there but that goes for most possible playstyles. The problem with all this is durability (and thematics to some extent since snakes aren't really known for protecting others but he is a tomb guardian of sorts so I guess it fits). The only part of his kit that makes him more durable is his passive which gives him extremely good protection against any basic ability that fires a skillshot projectile. That gives excellent protection against most mages and assassins, you know, the two damage dealing classes least able to kill tanks. Of the mages who kill tanks the best with sustained damage or % max health damage, Brand is at least inconvenienced by q being blocked, Ryze can't get through the tail due to q being blocked, Karthus doesn't care, and Cassiopeia doesn't care due to e being point and click. Meanwhile, the vast majority of melee carries and marksmen just don't care and shred him. This wouldn't necessarily help the issues of his playstyle and his passive but something that might make his q and his w passive more important and his r less focused around it's sheer damage would be to make his kit interact with poisoned targets. Depending on what you do with it, that could be a good way to fix almost any of the problems with his kit.
: [Champion Concept] Benjamin, the Suave Saboteur
It might be useful to know his basic attack range, q range, and glue grenade duration. I don't know his q range but I guess it works. Maybe give it some way to interact with his abilities that sabotage enemies beyond the basic damage amplification? I love his w, especially the ally targeted version. It fits the theme of the character and is a fairly unique mechanic. The ally targeted version would need to update continuously to not have weird interaction with short duration movement speed buffs like mercurial scimitar. The enemy targeted version could probably use a slow and damage upon completion to give it a more tangible effect and the allied version could probably use something like a shield accumulating over the duration to make it useful for more than just going faster. Something else that might be interesting would be multiple charges or a shorter cooldown with a lockout on how often a given champion can be targeted so he can use the different effects of this a bit more in fights. I don't like his e since it's a really powerful and long lasting damage boost that only works for auto attack reliant champions whose drawback probably isn't enough to justify it's power but would still be annoying due to being out of the ally's control. Also, he already has one way to increase allies damage in the form of the debuff applied by his w and r so it might be better if this added something new to his kit such as something that makes him more evasive/elusive or giving the saboteur more than one way to actually sabotage things. His R is a fairly cool ability but it doesn't really make sense with his kit. He's squishy and wants to move around a fight and apply his effects to people while this roots him in place and let's him control a long range attack. The ways I can see this being used are throwing it right in someone's face which kind of wastes it's potential, throwing it from long range into a fight which might be kind of cool for roaming potential but doesn't work in the middle of a fight and after the projectile hits he needs even more time to actually reach the fight, and using it to catch someone out. With the latter use, either his ally waits for it to hit and then they can try to catch up using his w or his ally keeps moving while he channels in which case they can actually take advantage of the ability but he's just left in the dust without a target for his w or any other way to influence the fight. TLDR: his ult wants to be fired from long range and requires him to stand still while using it but the rest of his kit wants him to stay near his team to support them and keep moving to stay alive and prevent his tethers from breaking. I'd suggest changing it to something that fits the rest of his kit better or if you really like it then changing his kit to let him better make use of this.
: Kero, The Cyber Archer(Champion Concept)
I love this kit for the most part, the thematic is a good one and his w and r are both pretty interesting abilities. The Q knock back on such a low cooldown could be annoying but it's pretty short and at worst you just put a static cooldown on how frequently someone can be the primary target of the knockback. Energy using champions can be annoying due to not needing to manage mana but here it feels well thought out and fits with how his kit works. I'd suggest maybe giving him a small energy restore for landing basic attacks on champions or something like that since most energy users have some way to recover energy in their kit and he already has very good attack range and an incentive to build attack speed but nothing to actually reward him for landing basic attacks aside from sheen procs. His e is a really cool ability but feels a bit limited since aside from his w, he can't put arrows anywhere other than in walls and you're generally better off just shooting people rather than than trying to use this ability. Maybe stick one arrow at either end of the barricade and increase the damage of the first explosion someone is hit by slightly to make it a bit more useful and give him more reason to level it up. Something else that might be interesting would be making e free to cast, possibly increasing other energy costs to compensate, and then let him restore energy for hitting at least one champion with e.
: Guomundr, The Desert Bulwark(Champion Concept)
I love the appearance and thematic of this concept. Passive: I guess it works but it's literally just free stats for building tanky. It helps his other abilities that scale with bonus defensive stats but increasing the scaling themselves by the same % would have the same effect. Judging from his w and r, he wants to set up the battlefield before a fight so what if the passive rewarded him for being nearby quicksand or towers? My suggestion would be to have stacks of power based on nearby towers, quicksand, and possibly enemy champions with the stats tied to those stacks. Also, maybe replace bonus health with a regenerating shield based on stacks so his max health doesn't keep changing and he can carry the shield with him between camps. The reliance on constructs could be problematic in the jungle but if the range is long enough he can do things like place quicksand between camps. Q: I don't really like this ability and while the terrain interaction works with his towers, I think this could better deliver on his thematic. I'd suggest either adding a secondary effect in a short cone in front of him so he can hit enemies when he slams his hands together or changing it more to give him some form of mobility which he currently lacks. I like the passive on this. W: Pretty solid, I'd suggest lowering the duration a bit since 30 seconds is a lot of time when he uses his ult to make it deal damage, possibly giving it multiple charges, and letting him place it preemptively as a trap with a longer duration until someone triggers it. E: I love this ability since it works well with both his kit and his theme and could lead to some interesting interaction. The main issue is that it does so little that neither side is likely to bother playing around it. I'd suggest moving q's stun here and changing q. R: Solid, I like the zone control and interactions with his kit. Here's my set of suggestions: Passive: Gains stacks of power based on constructs (w and r) within 1500-2000 units, max 3 stacks from w and 2 from r. Each stack gives % bonus armor and mr along with a regenerating shield. The shield.persists even when power stacks are lost. Q: Works like current e. Microstuns on way out. If it doesn't hit a wall then it returns for the same damage and microstun. If it does then it lodges and can be reactivated after a short duration to recall it for higher damage and a stun similar to the current q. If it is picked up by walking over it while it is lodged then Guomundr performs a spinning attack that applies the same effects. W: 11-15 second duration scaling with rank, stores two or three charges, remains dormant for up to 30 seconds or until an enemy champion or Guomundr steps nearby. No longer speeds up allies, shields on cast or damaged enemies on cast. % current health scaling damage is dealt to enemies over the duration and Guomundr gains movement speed, an extra stack of power, and in combat regeneration of his shield while standing in quicksand. E: Leaps forward either a short distance or to the location of a construct and strikes the ground when he lands to create a shockwave that damages and slows enemies. Targets a larger area, deals additional damage, and briefly knocks foes airborne when targeting a construct. This lets him position better to threaten the right target and land his enhanced q effects. R: Destroying a tower with w leaves behind a smaller ruin that still counts as terrain and grants a stack of power. Tower attacks mark enemies and Guomundr's basic attacks consume the mark to deal bonus splash damage in order to make the towers a bit more threatening while offering supporting fire without doing more damage by themselves.
: Shiri, The Fey Melody(Champion Concept)
This is a pretty neat concept, here are a few possible issues with the metronome system I can think of: First, a .2 second window in order to keep her rhythm up seems very demanding. That's a narrow window to hit without taking ping or fps into account and would make her lose her stacks to pretty much any hard cc. Also, having the scaling delay on metronome means that you'd need to get used to four different tempos. Maybe change the scaling tempo, give a slightly larger window, and/or make missed beats only partially reset stacks but I can't think of a perfect way to fix this without changing the mechanic altogether. Also, what if she could gain stacks at a faster rate by hitting enemy champions with abilities to make losing her rhythm a bit less punishing and encourage interaction? Second, metronome stacks give attack speed and her passive gives her scaling on hit damage but attacking out of rhythm resets her stacks so you can't use attack speed effectively or at all if she's also casting abilities. My suggestion would be to make her basic attacks not generate metronome stacks or reset them if used out of time since if she doesn't want to use abilities to keep metronome up she can already use her ult to do it. Third, why can't she gain cdr exactly? I assumed it was because she had some other mechanic to reduce her cooldowns since her cooldowns are pretty long but she doesn't have one. My personal suggestion would be to move the information about metronome stacks to her passive for the sake of clarity and have her ult passively boost the effects of metronome stacks.with each rank in it. Then you could make her ult reduce all her cooldowns by a bit (would be boosted by metronome stacks) when used so it actually feels like it does something. On a side note, I like that you made her ult cost one mana for tear of the goddess but her other abilities have lengthy cooldowns and pretty modest mana costs so she doesn't really need tear of the goddess to cast those and she can already use her ult to keep passive stacks up out of combat without expending her mana. Q: I like this ability mechanically but it would probably be better if it did something in addition to damage since she's intended to be a support afaik. W: This is a pretty interesting support ability and a very solid counter to aoe burst that encourages good positioning from her. Two issues though: One, this is a bit awkward to position for since she wants to be in the middle of the team for Audience but this requires her targets to all be within a cone. Still, the ranges are pretty close to each other so it's probably fine as is. Two, this is her only supportive ability and it's on a fixed 40 second cooldown and needs to be used reactively. Not sure if the better solution would be to change this ability to be more versatile or change another ability to help her support. My suggestion for the latter would be to make q heal based on damage dealt with that healing reduced against minions, maybe throw a slow in there also to make it work better as a mine. E: I really like the mechanics here though the potential 2.7 second stun might be a bit much, especially if you just throw it in someone's face three times. I'd suggest ditching the charge system, giving it a slightly longer cooldown, always giving her up to two recasts, and make the recasts still increase the stun but only by something like half the base duration each. Crazier take on that: let it pierce through targets so that after you hit someone you can keep redirecting it to hit other targets but each target can only be hit (or maybe only be stunned) once per cast (initial cast or one of the recasts).
: Nex, The Broken Mirror(Champion Concept)
Finally done. Are his ability cooldown shared between both versions of the ability or seperate? Passive: The offensive scaling is unique and might open up some unique options for itemization but at the cost of auto attack focused itemization not working for magical stance (though on-hit might still work) and a few things like penetration and luden's echo not working between stances. I'd suggest making his damage all physical or all magical if you want to keep that mechanic or using the idea I'm going to bring up later. Also, the defensive scalings would be interesting except for the fact that he'd want to pick his stance based on what skills he needs rather than what damage type his opponent does and the nature of his kit not really encouraging a build with a lot of bonus resists. Q: The melee version seems kind of dull. It's a skillshot Varus e except with a weaker slow and ineffectual splash damage. In his kit I guess it could slow down a target to help land your gap closer and make it slightly easier to stick to your target but it still doesn't really fit with a kit that (presumably) wants to fight in melee range. At the very least I would suggest giving this the same dot as the ranged version. The ranged version is decent enough. W: The melee version is a bit bland but it works. If charges are stored independently for the melee and ranged forms then that would be a pretty cool mechanic, if not then it's not interesting if he uses them all at once though it could be interesting if he used them one at a time. Also, between the range on this with multiple charges and his melee q I'm starting to wonder if he's supposed to poke at enemies with both forms with e and the innate attack speed just being there to escape or finish someone off. Both of these abilities really depend on how much time they give the enemy to dodge but the cone especially could be really powerful since it would be harder to sidestep and a 500 unit pull with 800 range through minions is pretty good. The issue here is that the rest of his kit doesn't benefit much from this. He can get them closer to him but then all he does is whack them if he's in melee range and cast his long ranged abilities at them. Also, both of these have very poor damage without multiple charges and the w without charges has very poor utility. E: The melee version is a pretty interesting gap closer and mobility tool though the rest of his kit doesn't actually want to be in close range. The ranged version is good utility after he pulls someone and a solid escape though once again it calls into question what he's actually supposed to do in a fight. The duration is really short so maybe give him some extra speed during the duration so he can do a bit more with it. R: If his abilities have shared cooldown then this ties his whole kit together into an if not coherent then at least functional whole. If his ability cooldown aren't shared then this gives him a bit of conditionally useful mobility, the ability to sort of bypass his considerable transformation cooldown, and the ability to proxy cast half of his kit which could be interesting with a few of his abilities. nothing incredible but it does let him choose his stance for reasons other than what abilities he wants to use. That's assuming proxy casting puts the alternate ability on cooldown, if not then this would be kind of bonkers. There's three playstyles this kit feels like it's trying to support: Skirmisher/Bruiser: The item he has to buy gives attack speed, he has a two fairly good ways to reach melee range, his ranged q is nice for preventing escape. The problems are poor sustained damage and no good defensive steroids to avoid or mitigate damage or cc. Mageish: He has access to a number of ranged abilities and a way to escape or stall pursuers, proxy casting with his kit magnifies this. The problems are mixed damage and scalings which his passive stat conversions don't completely compensate for and his w pull being kind of awkward for that playstyle. Tanky Disruptor: He has very solid crowd control on his w and to a lesser extent q and his e opens up some interesting options if he focuses on spreading the trail over dealing damage. The problem is that he just isn't tanky and his passive defensive stat conversion would probably hinder that at least as much as it would help. Here's my take on this, physical stance is a melee fighter while magical stance is more focused around disruption. Passive: no stat conversions, both stances have melee attacks, ult functionality is now baseline though without movement and with a cooldown limiting how frequently you can recast an ability. Using 1 always swaps places with the alternate form, each form of an ability has it's own cooldown. Physical stance gains attack speed based on the level of his item while magical stance gains bonus resists from his item. Striking an enemy with a magical stance ability grants a shield for a % of his maximum health while striking an enemy with a physical stance ability empowers his next two basic attacks with additional damage. Abilities scale with ad and deal physical or magical damage based on his current stance. The proxy cast is incorporated into the passive since it's such an interesting mechanic and sets him apart from other duel stance champions. I made both forms melee so that both forms are comfortable at the same range. Physical form is more focused on damage with it's stats, passive, and abilities while Magical is more focused on survivability and utility though proxy casting lets some aspects of the other form be used. Q: Magical version is unchanged. Physical version is his current e so both forms are a ranged skillshot. W: Mostly unchanged, magical gets less range and pull distance from stacks but has a short stun, physical has it's knockup scale with stacks and more of it's damage loaded onto the first stack. Auto attacks decrease the cooldown of the corresponding ability. Physical version cooldown slightly longer than magical to compensate. E: Magical version heals over the duration based on missing health, gains movement speed, is unstoppable, and ignores unit collision but can't attack or use abilities other than canceling this one. Maybe increase duration slightly. Physical version is a new ability that dashes a short distance and takes reduced damage and is unstoppable during the dash. Damages enemies it passes through and is used by the current form when proxy casted. Made e a bit more effective, removes the old q for something a bit different that helps him avoid dangerous abilities. R: Empowers both passive effects for 10 seconds and removes the cooldown on proxy casts. During the ult, the alternate form's abilities recharge faster, it can be controlled with r, and the cooldown for swapping forms is reduced.
: Abigail, The Iron Sentinel(Champion Concept)
Passive: The static cooldown is a good way to prevent abuse. The problem it doesn't solve is that it still doesn't have any meaningful counterplay for the enemy. The only way I can think of to avoid it is to get spotted by her team while she isn't quite within range and then stay within vision range so it doesn't proc again. Vision range is kind of hard to gauge which makes that difficult and it seems a bit counterintuitive for the counterplay to a sniper to be to loudly announce your position and then steadfastly refuse to conceal yourself from them. The alternative is to just never reveal yourself in the first place which isn't a good option due to her range, drones, and you needing to actually play the game. The mechanic of upon gaining vision of the enemy is probably the best thing to change and then some other form of counterplay could be added. Here's my suggestion: Standing still for a set amount of time causes Abigail to begin performing overwatch. There is a 900 or so unit ring around her during overwatch and enemies who cross it become eligible targets for the current passive. She's be able to target people crossing both ways. Drones would project a similar though smaller ring whose marks could be targeted from further away like how it currently works. A mark would also be applied to enemies nearby where it initially deploys so if she scouts someone out with it then she can take the shot. Moving would break overwatch and the on target cooldown would behave normally. This would let her set up and then snipe people who stray into her line of fire but also let people play around it by forcing her to reposition. Q: It seems very impractical to use against champions in most situations the lower charge time and other changes discussed could probably make it work well enough. Q and Passive crits: You might want to go with the damage scaling with crit chance and damage rather than the attack itself being able to crit so you don't have a single high damage hit whose damage varies wildly based on whether it crits. R: A one second delay means basically any hard cc will guarantee a hit. Is that the intended? Also, how does this character fit into Runeterra? Some of this is believable as Piltover hextech but an orbital laser is kind of stretching it.
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MooooooooreDakka

Level 42 (NA)
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