: Patch 8.24 Notes
Here are my thoughts on this patch (Sorry its long, a lot to rant about): **Neeko**- Looking at her moves, not sure why they added a passive to her w that every third auto attack deals more damage. Its a shapshifting ability, and you make it also do more damage every third hit. And the shield with the ult damage is crazy. It's an Amumu ult that can move, gives her a shield, and potentially can be done invisibly. I would get rid of the shield and extra damage from w. **Akali**: As much as I hate her shroud, I feel like its in a good place. The problem is that she deals too much damage, without having to worried about dying with her dashes and invisibility. Assassins should deal a lot of burst damage, but should also have to worry about when and where to go in. She doesn't, which is her unique thing, but in order to balance that reduce her crazy damage. **Galio**: Just stop it with the AP crap. Make him be an anti-AP tank again. That's his thing. He is a giant statue, not a powerful wizard. So why is he buying magic items? Also, its broken being able to go full AP and still be tanky. And his ult change is dumb. Now there is no real reason to use it on an ally except to provide a better engage. Just a little side-note, not sure why Riot is making all the new Champions and reworks have so many strengths and not a lot of weaknesses. With plenty of tanks, mainly Galio, they thought, Oh, they tank too much, well reduce their tank and increase their damage" which defeats the purpose of a tank. And the new champs are just crammed with so many benefits and strengths that are only there to help cover up their weaknesses. Neeko is a burst mage, who has too many survival tools and damage. Burst Mages are supposed to be like a glass canon, High damage, but can't handle any fire. If you want her to have a lot of safety and survival tools, then reduce the damage. Simple. Point is, stop trying to balance things by reducing the amount of weaknesses they have and worry about balancing between strengths and weaknesses. If they have a lot of strengths, either reduce the amount they have or add more weaknesses. **Death's Dance:** No, that's what hextech gunblade is for. At least make it to where it doesn't heal for magic damage. At least. **Poacher's Dirk:** BOO! Sad excuse to remove it. If it was causing trouble with laners buying it, increase the price or give it a negative effect that stops the abusing of this item like "after killing a monster, reduce the gold income from minions for a minute" or something. Bad reason for removing it.New players can experiment and if it doesn't seem to be working, they can stop buying it. It's not a recommended item, so there is no reason for them to buy it. Overall, happy with some of the Nerf's, but disappointed with the new changes. Felt like it could have been handled better.
: Awww! what a cutie pie! I like reading about void concepts, there is always plenty to work with.
I too enjoy void concepts. Wasn't expecting anyone to think of him as cute. I guess I didn't make this guy scary enough. {{sticker:sg-lulu}}
: Interesting champ concept and i enjoyed the lore (even if the end was a bit sudden, a smoother transition to the end might have been: X peeled itself from the humans head savoring the last essences of its meal. Manipulating complex organisms to get more nourishment was getting easier but as always it always needed more...) in terms of the I feel like you focused too much on what this champion does once it has killed something instead of what it can do on its own. Without any jg camps a big part of its identity is missing...say in ARAM, keep working at it tho
Thanks for the feedback! I do agree that the lore was a bit choppy at the end. I really suck when it comes to lore and story telling. And about his kit, I tried to make a kit that still works even if he doesn't latch on to monsters (specifically for ARAM and other game modes). But my issue was I didn't want to make it too good to where losing his latched monster in SR doesn't make him weaker (which is technically apart of his lore). And sure it losses its identity in ARAM due to no jungle, he still can latch to dead champs. Maybe I could make him be able to latch on to cannon minions or super minions, but have it be weaker than monsters. That would probably help. Sorry I only now respond. Thanks again for the feedback! It really helps.
Echoing (NA)
: [CCOS] September CCOS Entry Time! (And April CCOS Results!)
Here is my entry: https://boards.na.leagueoflegends.com/en/c/skin-champion-concepts/nWcaAW2x-kysinh-the-void-parasite A Void parasite that relies on it's host for protection and food. Hope I'm not missing anything.
Rioter Comments
: Nash'Ra , The Void Lure
Nash'Ra's kit sounds a lot like Heimerdinger and Teemo mixed together, which is not what I imagined from the lore. After reading the lore, I couldn't help but picture a small voidling that can deal plenty of damage and CC, but at the cost of his health. I thought, "That's actually brilliant". Then I read the kit. I was really confused and left with some questions. Where was his explosion that slowed/stunned and disintegrate creatures? Why does he have Void turrets and trap holes? Wasn't he crippled? Where did my sandwich go? Now sure, in the lore it talks about trapping and luring, but it barely touches on that. probably could've touched on it a bit more, such as he killed the vultures with something he has in his kit, or expand on how he was able to take down larger predators. Now on to the kit. I fell like he is too trap focused. Now sure you could consider this a weakness. But like other trap champions in the game like Heim or Teemo, they have a form of poke and other utility that just traps. If he could have a poke and/or a form of speed that would make his kit blend together better. know while writing this review, I came up with a kit that helped express my thoughts on what this champ could be and what he would need. Passive- *Crippled*: Nash'Ra has reduced movement speed, but all slowing effects are reduced. Q- *Gnaw*: Bite an enemy, dealing damage. If enemy is infected, deals extra damage. W- *Spores*: For the next 4/4/5/5/6 seconds, leaves a trail of spores, dealing damage to enemies in it and infecting them. If spores are in the acid, they grow a Void plant, which explodes after coming in contact with an enemy, dealing damage. Plants last for 10 seconds. E- *Implosion*: Channels for up to 3/3/4/4/5 seconds. Channeling increases the range of the explosion and the damage. After the channel, deals damage in a radius dependent on the channel, and leaves an acidic goo in the circle radius. Acid lasts for 4/5/6/7/8 seconds, and gives enemies in it a stack of corrosion every 1.5/1.25/1/.75/.5 seconds. Stacks deal damage and reduce their armor and magic resist every second for 5 seconds. R- Eh, don't have enough info on this champ to know a potentially good ult for him. Now, other than that, I think the only thing you would need to fix here is the lore and maybe add a bit more utility/poke to his kit. It's a great idea and hope you are able to perfect the Void Lure. {{sticker:slayer-jinx-wink}}
Rioter Comments
: Nocturne,the age-old nightmare
Not gonna lie, I feel like this is both confusing and personally a bad rework (no offense). While reading it I had trouble imagining it, and hey it might just be me. Also I feel as though the kit isn't very fluid and would not synchronize well. And finally, making him AP is probably not a great idea, but making him AP and AD focused like Akali or Jax would be pretty cool. So here are some ideas I had while reading this that hopefully aren't confusing and are related to your idea. This is just a thought. P- Terror: Hitting a Large Monster or a Champion with 5 separate attacks and/or abilities causes them to be feared of you for 2 seconds. 30 second Cooldown (is affected by Cooldown Reduction). Q- Thirst For Fear: Throws out a shadow hand, which roots all enemies hit for .5/.75/1/1.25/1.5 seconds. Also, leaves a shadow path for Nocturne which increases his movement and attack speed by 30% while in it. 20/19/18/17/16 second Cooldown. W- Nightmare: Targets a creature that is CC'ed. Inflicts a Nightmare, which slowly deals magic damage, slows them, and increases all fears received by 1 second. While feared, takes more damage and increases the slow from this ability. Lasts for 5 seconds. 22/21/20/19/18 second Cooldown. E- Just a Nightmare: Nocturne becomes invisible and gains movement speed. Being close to him doesn't reveal his location, but entering turrets range, or revealed by an oracle, control ward, or a specific ability ends this ability. While Invisible, Nocturne can attack and use his abilities without being revealed. Lasts for 4 seconds. 28/26/24/22/20 second Cooldown. R- Insanity: Causes the enemies to be nearsighted (just like the current R). If enemies become feared while this ability is active, they become blinded, not being able to see anything except Nocturne until this ability ends. Lasts for 4/6/8 seconds. 280/240/200 second Cooldown. Now obviously this could also be a bad rework, but this is what I thought it could be based on your idea. And again, this is just a thought. If you have a better idea please let me know. {{sticker:slayer-jinx-catface}}
: My Support champion Idea
Love the idea, its really unique. My main concern is that his kit doesn't blend well, and isn't a support kit. I feel like it's a bit too aggro for a support. Maybe it could be like this (this is a rough idea): Passive- healing allies removes negative effects. Q- gives ally a green pill, healing them. W- throws a syringe at an enemy, reducing the targets healing and attack speed for 4 seconds. After the 4 seconds is up, target begins to bleed for 4 seconds. E- throws a syringe at an ally, removing all CC on them and increases their health regen for 4 seconds. Ult- revives an ally for half of their missing HP. Anyway, this is just my idea, but still great idea. {{sticker:slayer-jinx-wink}}

N00BM4ST3R12

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