nasu010 (NA)
: Hmmm is it just me or was this kind of anticlimactic? I feel like there should have been a judging post or maybe a fantasy battle commentary of how this battle would play out cuz if you notice the heroes have allot more synergy and look like they would make a more versatile team to fight against where as the Villans are more of a set of soloers exception of dormammu (who would still be able to sol) who has multiple ways of hindering enimes for teammates to followup I honestly can't remember the full kits for the other Villans but I know black ace has a grab which can be used with Dormammu's rift W, Ains has the goal of life which is a kill move that can be used when enemies are snared by fiends but as for the rest, am not sure. ___ I just think that this contest ended in a somewhat dissatisfying way where the voting wasn't even completed! 😕 I mean the contestants didn't even bother to vote for their own concepts . Anyway if this is happening again I have some ideas on how we can make the next one . Also If you liked my concept of Dormammu I have a gallery where I post all my ideas feel free to check it out and leave a comment. https://boards.na.leagueoflegends.com/en/c/skin-champion-concepts/Eal50gAL-nasu-010-concepts-gallery Stay frosty {{sticker:vlad-salute}}
> [{quoted}](name=nasu010,realm=NA,application-id=A8FQeEA8,discussion-id=4Roh8hvs,comment-id=0011,timestamp=2018-07-16T01:12:55.982+0000) > > Hmmm is it just me or was this kind of anticlimactic? > I feel like there should have been a judging post or maybe a fantasy battle commentary of how this battle would play out cuz if you notice the heroes have allot more synergy and look like they would make a more versatile team to fight against where as the Villans are more of a set of soloers exception of dormammu (who would still be able to sol) who has multiple ways of hindering enimes for teammates to followup Yeah, it definitely would have been more interesting if there was a part of the contest where after everyone entered their champions each person would make their own idea for how the battle would play out. It would be pretty complicated, but would have made it a lot more interesting. I wouldn't suggest it as a requirement of the contest, but maybe it could have been a side contest for "bonus points" or something. > I honestly can't remember the full kits for the other Villans but I know black ace has a grab which can be used with Dormammu's rift W Sorry, I actually made some changes after someone commented on my concept, so it no longer has the grab. > Ains has the goal of life which is a kill move that can be used when enemies are snared by fiends but as for the rest, am not sure. Yeah your character definitely acted as something that kinda tied the rest of the team together. Of course, given how powerful each of the concepts were individually, that kind of team-synergy probably wouldn't have been necessary for the villains to win, but you still definitely made a good point, I did not think about how the characters worked with one another. > I just think that this contest ended in a somewhat dissatisfying way where the voting wasn't even completed! 😕 I mean the contestants didn't even bother to vote for their own concepts . Yeah, I was pretty disappointed at the turn-out, too. At least the contestants could have voted, I even commented on everyone's concepts to make sure they knew, so some of them just haven't even been on. > Anyway if this is happening again I have some ideas on how we can make the next one . Also If you liked my concept of Dormammu I have a gallery where I post all my ideas feel free to check it out and leave a comment. > https://boards.na.leagueoflegends.com/en/c/skin-champion-concepts/Eal50gAL-nasu-010-concepts-gallery Yeah, sorry I haven't looked through much of your gallery yet, I've been kinda busy irl, so I've only had a bit of time to check in here every so often and see how the contest has been going.
: So, just so I understand, they created champions based off characters from other series and then we vote for the side that has the best ones?
> [{quoted}](name=EvilGrinNol,realm=NA,application-id=A8FQeEA8,discussion-id=4Roh8hvs,comment-id=0010,timestamp=2018-07-13T20:32:32.332+0000) > > So, just so I understand, they created champions based off characters from other series and then we vote for the side that has the best ones? You vote for whichever team you think would win in a game of League, the Superheroes or the Supervillains. If you want to apply your own criteria about kit/stat balance or whatever, feel free, but the main criteria is "who would win in a fight?" Also I'm pretty sure voting should have ended a week ago, not sure why this is still pinned. Feel free to cast your vote anyways, but know that it may or may not be counted.
: omg villains leading
> [{quoted}](name=Norksmeine,realm=NA,application-id=A8FQeEA8,discussion-id=4Roh8hvs,comment-id=000d,timestamp=2018-07-10T13:01:43.503+0000) > > omg villains leading MWAHAHAHAHAHA THE DARK SIDE IS VICTORIOUS!
Vanic998 (NA)
: What the heck? Is this what people are judging based off of? Who would win in a real fight? I was under the impression that we'd be judging based on who's kit has a good balance of gameplay balance and authenticity. I too think some of the villains are overpowered but I thought they'd lose points for that. If we're just judging based on who would win in a real fight, then there would be no need to lol'ize them in the first place. It would just be a debate. I don't plan to change my vote though. I'm judging based on the standard I mentioned.
> [{quoted}](name=Vanic998,realm=NA,application-id=A8FQeEA8,discussion-id=4Roh8hvs,comment-id=000a000000000000,timestamp=2018-07-07T04:35:40.095+0000) > > What the heck? Is this what people are judging based off of? Who would win in a real fight? I was under the impression that we'd be judging based on who's kit has a good balance of gameplay balance and authenticity. I too think some of the villains are overpowered but I thought they'd lose points for that. If we're just judging based on who would win in a real fight, then there would be no need to lol'ize them in the first place. It would just be a debate. I don't plan to change my vote though. I'm judging based on the standard I mentioned. Yeah, I don't blame you. When I realized that we'd be judging based off of who would win, I realized how bad that would be if we did this again and people caught on to that. We'd be dealing with, like Lua said, all characters that would be intentionally overpowered to screw the opposite team. That's why I feel the same, teams should lose points for being overpowered in some way. Of course, lol-izing the characters does put a limit on how much can be given to a character at a time. There are some characters out there that could potentially have a million different abilities, and lol-izing them would limit them to 4 abilities, 5 at most if the innate is included. In a way it can limit the characters, so judging them based off of the lol-ized versions is a bit different than judging the fight between the actual characters, but as I said before, within those four abilities I still feel that judging just based off of who would win would encourage contestants to make overpowered characters.
: [CWC] Spider-Man, the Webslinger
Bumping because I bumped everyone else. Good luck :)
: [Champion Concept] Sakuya Izayoi, the Scarlet Devil's Maid [Touhou Project]
Vanic998 (NA)
: Ladybug, the Lucky Charm
Bumping because I bumped everyone else. Good luck :)
nasu010 (NA)
: Demir the cosmic reaver [cwc champion concept]
Bumping because I bumped everyone else. Good luck :)
xUnRavelx (OCE)
: Ainz Ooal Gown, The Overlord [CWC]
Just making sure you're aware that [voting](https://boards.na.leagueoflegends.com/en/c/skin-champion-concepts/4Roh8hvs-cwc-civil-war-contest-voting) has started and you're allowed to vote, too. Good luck :)
: Darth Vader, The Imperial Conqueror {CWC Champion Concept}
Just making sure you're aware that [voting](https://boards.na.leagueoflegends.com/en/c/skin-champion-concepts/4Roh8hvs-cwc-civil-war-contest-voting) has started and you're allowed to vote, too. Good luck :)
: [CWC Entry] Drakath - The Champion of Chaos
Just making sure you're aware that [voting](https://boards.na.leagueoflegends.com/en/c/skin-champion-concepts/4Roh8hvs-cwc-civil-war-contest-voting) has started and you're allowed to vote, too. Good luck :)
: [CWC] Steve Rodgers, Captain America
Just making sure you're aware that [voting](https://boards.na.leagueoflegends.com/en/c/skin-champion-concepts/4Roh8hvs-cwc-civil-war-contest-voting) has started and you're allowed to vote, too. Good luck :)
: [CWC] Master Oogway, the Grand Master of Kung Fu
Just making sure you're aware that [voting](https://boards.na.leagueoflegends.com/en/c/skin-champion-concepts/4Roh8hvs-cwc-civil-war-contest-voting) has started and you're allowed to vote, too. Good luck :)
: [CWC] Civil War Contest Voting
Just checking, why does it say there are 3 votes for Super Heroes when the only person you have listed who voted for Super Heroes is Vanic?
: Black Ace
Voting has started for the Civil War Contest. Follow [this link](https://boards.na.leagueoflegends.com/en/c/skin-champion-concepts/4Roh8hvs-cwc-civil-war-contest-voting) to cast your vote.
: ***
> [{quoted}](name=%%%%%% ALMIGHTY,realm=NA,application-id=A8FQeEA8,discussion-id=BHbjEri8,comment-id=0002000000000000000000000001,timestamp=2018-07-02T04:51:48.517+0000) > > I hope your family disowns you for what you are. A disgrace. I think we found someone who would greatly benefit from the implementation of this game mode. Take note, Terozu, this guy is your demographic.
Terozu (NA)
: Game mode where trolling is allowed.
Maybe it could be a "no objective" game mode, where 10 people at a time just get together, dick around, and when they're done they leave. They could use the Summoner's Rift map, but the turrets don't do anything and player bases have a special barrier preventing opponents from entering, as a little safe zone in case the players just want to dick around in the base.
: [CWC] Civil War Contest Voting
I do feel like there should be a separate system for voting which side overall had the best kit designs by LoL's standards, because the main reason I'm voting for super villains is just how OP the villain side seems. Drakath2002 stated on his Drakath concept that he knows just how OP his design is and he kept it that way to stay true to the Drakath character. Meanwhile Dormammu was just really hard to balance without losing some crucial aspect of the character, and while it's much more well-balanced now than it originally was, it's still just an issue of how powerful the character has to be in order to still be Dormammu. The same kinda goes for Darth Vader and Ainz, the creators did make the characters as balanced as I feel they could be, but they just have to be insanely powerful to stay true to the characters. The only thing that made Black Ace a bit easier to balance was that his character isn't as powerful as the others on the villain side, so naturally his LoL-ized kit wouldn't be quite as powerful, and even then he'd be quite the pain to have to deal with if he were added to LoL. So just for the face-off, I just have to go with the villains, but if we were talking about the actual character designs, I feel like the heroes stayed more well-balanced. So maybe there should be two voting categories: in the first we decide which side we think would win, and the second is which side you think had the best overall kit designs, with balance being included as a factor.
: [CWC] Civil War Contest Voting
The heroes have a surprisingly well-balanced team, but most of the villains just seem like they're near-perfect counters to the hero team. I have to vote for the villains on this one.
: [CWC] Civil War Contest Voting
Wow, it actually turned out as 5 v 5 XD
xUnRavelx (OCE)
: Ainz Ooal Gown, The Overlord [CWC]
When using his ultimate, does he cycle through the options like with {{champion:4}} 's W? You didn't quite say how he chooses between them. Otherwise, very nice concept. I like that his Q's passive has something of a balancing synergy with his passive; he doesn't take damage so long as he has mana, but if he kills anything he slowly starts being drained of mana. Definitely well thought-out overall. Seems pretty powerful still, but I'm sure that's part of the point anyways. Also, just making sure, Delay doesn't get cancelled by The Goal of All Life Is Death (TGoALID), right? It would make sense, further synergy by preventing escapes as he's channeling, I'm just making sure. Good luck in the contest, thanks for joining the dark side.
xUnRavelx (OCE)
: All Might, Worlds Symbol of Peace {CWC Champion Concept}
Remember to go to the contest page and actually announce your entry. And good luck :) Edit: Oh, okay, you're not quite done.
: I completely reworked the passive (somewhat), what do you think of it now or should it still have a cool down?
> [{quoted}](name=Infinite Irelia,realm=NA,application-id=A8FQeEA8,discussion-id=Pj3YMrRI,comment-id=00060000,timestamp=2018-06-27T08:35:31.204+0000) > > I completely reworked the passive (somewhat), what do you think of it now or should it still have a cool down? Depends, does "parries the last few basic attacks" mean that only a set number of basic attacks will be parried, or does it still mean parrying every oncoming basic attack for 2.75 seconds? If there's a set number, it would help if you wrote how many attacks from each opponent will be parried. I'd say 1-2 per attacking enemy champion would be fair. Still, though, given the potential to spam his abilities and maintain his immunity, I'd say maybe a 5 second cooldown would be helpful, just so he can't dive top lane and repeatedly protect himself.
: > [{quoted}](name=Psychoaryama,realm=NA,application-id=A8FQeEA8,discussion-id=Pj3YMrRI,comment-id=000a0000,timestamp=2018-06-26T21:31:08.214+0000) > > The yellow boxes are "quotes", using a forward arrow ( > ) at the beginning of the line (not the beginning of each sentence, but every time you press the "Enter" button to make a new line, if you want it to be part of the quote, you put a forward arrow in front of it). In the comment section, for some reason the yellow box is changed to blue. > > The white lines are made using three hyphens ( --- ) in a row. It has to be made on its own line, or else it will just appear as three hyphens. > > Example: > --- > > To make a white line in a box, just put an arrow in front of three hyphens ( > --- ) > > Example: > > To bold something, put two asterisks ( ** ) at the beginning of what you want to bold and two more at the end. This can be anywhere in the line and can be done inside or outside of quotes. > > **Example** > > For a special type of bolding, use a number sign ( # ) at the beginning of the line you want to use it on. It should be used after the quotes if you want it inside the quote box, and it special-bolds the entire line. You don't have to put any at the end of the line. > > #Example > > For another special type of bolding, use two number signs ( ## ) at the beginning of the line. The same rules apply to this one as with the last one; it has to be at the beginning of the line, it continues for the entire line, and you don't have to put any at the end. > > ##Example > > Item icons, as well as champion icons, summoner ability icons, and emojis, can be found at the bottom of the "Edit" screen, next to the "Post" or "Save" button of the discussion or comment that you're writing. There are special codes for these images, but it's easier to just find what you're looking for than to memorize the different image codes. > > Example: {{champion:103}} {{summoner:4}} {{item:1056}} {{sticker:slayer-jinx-wink}} > > And the ability icons are just images found online. You get a web link for the image (usually people put images on imgur or something) and add the link to your post. If you wave your mouse over the image, you can usually click on it to go to whatever link the person used. I have no idea where everyone gets the icons from, but they're either specially-made icons or icons from other games. I don't usually do this so I don't have any examples, but that's how you do it. W0w, thanks so much! Sorry to put you through all that typing--I bet there was some guide to all this somewhere but I couldn't find what I was specifically looking for. Thanks again!
> [{quoted}](name=Féníx,realm=NA,application-id=A8FQeEA8,discussion-id=Pj3YMrRI,comment-id=000a00000000,timestamp=2018-06-27T02:44:59.630+0000) > > W0w, thanks so much! Sorry to put you through all that typing--I bet there was some guide to all this somewhere but I couldn't find what I was specifically looking for. Thanks again! I had to discover all of it myself because there is no guide for it (as far as I'm aware), so no worries. What I've figured out is that, if you want to figure out what someone did to get a certain effect here, just quote their comment or post and then go to the part that has what you're looking for. The quote will contain all the stuff that they did to get the images/effects, so you can just copy whatever parts you like.
: How did you add all the details and ability icons?
> [{quoted}](name=Féníx,realm=NA,application-id=A8FQeEA8,discussion-id=Pj3YMrRI,comment-id=000a,timestamp=2018-06-26T18:14:05.761+0000) > > How did you add all the details and ability icons? The yellow boxes are "quotes", using a forward arrow ( > ) at the beginning of the line (not the beginning of each sentence, but every time you press the "Enter" button to make a new line, if you want it to be part of the quote, you put a forward arrow in front of it). In the comment section, for some reason the yellow box is changed to blue. > Example The white lines are made using three hyphens ( --- ) in a row. It has to be made on its own line, or else it will just appear as three hyphens. Example: --- To make a white line in a box, just put an arrow in front of three hyphens ( > --- ) Example: > --- To bold something, put two asterisks ( ** ) at the beginning of what you want to bold and two more at the end. This can be anywhere in the line and can be done inside or outside of quotes. **Example** For a special type of bolding, use a number sign ( # ) at the beginning of the line you want to use it on. It should be used after the quotes if you want it inside the quote box, and it special-bolds the entire line. You don't have to put any at the end of the line. #Example For another special type of bolding, use two number signs ( ## ) at the beginning of the line. The same rules apply to this one as with the last one; it has to be at the beginning of the line, it continues for the entire line, and you don't have to put any at the end. ##Example Item icons, as well as champion icons, summoner ability icons, and emojis, can be found at the bottom of the "Edit" screen, next to the "Post" or "Save" button of the discussion or comment that you're writing. There are special codes for these images, but it's easier to just find what you're looking for than to memorize the different image codes. Example: {{champion:103}} {{summoner:4}} {{item:1056}} {{sticker:slayer-jinx-wink}} And the ability icons are just images found online. You get a web link for the image (usually people put images on imgur or something) and add the link to your post. If you wave your mouse over the image, you can usually click on it to go to whatever link the person used. I have no idea where everyone gets the icons from, but they're either specially-made icons or icons from other games. I don't usually do this so I don't have any examples, but that's how you do it.
: Darth Vader, The Imperial Conqueror {CWC Champion Concept}
: Darth Vader, The Imperial Conqueror {CWC Champion Concept}
I love most of the kit, but I feel like that passive should have something of a cooldown. It doesn't have to be long since there are plenty of champions that don't rely on basic attacks, let alone melee basic attacks, but he at least shouldn't be near-constantly immune to them simply by spamming his abilities. It's not terribly OP, it just seems like it's barely pushing this concept over the edge. Maybe a 6-8 second cooldown on the passive could work, just enough make him have to decide what ability would be wise to start with, since he knows he'll have to be ready to take full advantage of his protection once he uses one of his abilities, but not so long that he has to wait for what feels like half the game before it's up again. I do like how the Passive protection's 2.5-second duration synergizes with the 2.5-second duration of the W, and in general it seems like you put together the champion really well. That passive's lack of a use limit is my one concern about the kit as a whole, and even then it's not THAT big of a concern, just a little piece that could probably use some polishing somehow.
nasu010 (NA)
: > [{quoted}](name=Psychoaryama,realm=NA,application-id=A8FQeEA8,discussion-id=Z4TAoeeB,comment-id=0003,timestamp=2018-06-15T21:33:34.737+0000) > > Alright, I'm back. > > So, let's start with the current possible combos for the abilities, so we know what we're really working with. It's sometimes hard to understand what a kit can really do until you put it all together. > Hey so really glad to get your feedback you seem to have a close idea of what I envisioned but >No matter what, he'd start by activating R for the full combo, not so much for the health bonus, but for the AP boost. Then, if the target is far away/ranged, he'd start with his Q to open a rift, then use E to send a tentacle to grab the target, deal damage (boosted by R) and drag them back into the rift; the rift will then deal damage (boosted by R), stun the target, and add aether stacks to the target; then, while the target still has aether stacks and the target can't run away due to the stun, Dormammu walks over the rift, both becoming untargetable and summoning 5 fiends practically right on top of the target; the fiends will attack the target, one of them rooting the target for a full 10 seconds and the rest attacking them while they're immobilized, dealing damage (boosted by R's AP boost); meanwhile, Dormammu activates W on the target who can't get off of the rift, dealing damage (boosted by both R and the aether stacks); then, Dormammu either starts basic attacking the target who can't run away or backs off while the fiends do what they need to do. Then, since there's currently no limit to how many times Dormammu can summon these fiends, he'll just keep passing over the rift to summon more and more of them until the R times out, possibly being untargetable by the time it actually does time out. Then, depending on how long the abilities' cooldowns are, Dormammu may open another rift, stunning the target again and applying more aether, use a tentacle to grab the target and deal damage (boosted by aether) while making sure that the target stays on the rift, then uses W to deal even more damage. Meanwhile, if the target is a ranged champion, they likely can do nothing because all of the. Was funny Overkill on your end I had no intention of going that far you let me see how broken and exploitable characters can become. With that said I would be really grateful if you could review my gallery I have a fantastic idea for a new patch that can be done using my concepts the idea includes new Skins, 2 new maps a new expansion or area in the world, new characters/champions and even 2 new game mode your over all reception of my champion is what I was looking for someone who gets it. I look forward to hearing from you {{sticker:vlad-salute}} Adios Nasu 010
> [{quoted}](name=nasu010,realm=NA,application-id=A8FQeEA8,discussion-id=Z4TAoeeB,comment-id=00030000,timestamp=2018-06-22T20:17:41.281+0000) > > With that said I would be really grateful if you could review my gallery I have a fantastic idea for a new patch that can be done using my concepts the idea includes new Skins, 2 new maps a new expansion or area in the world, new characters/champions and even 2 new game mode your over all reception of my champion is what I was looking for someone who gets it. Alright, I'll take a look when I get the chance and then get back to you :)
Eggbread (NA)
: (Champion Concept) Mutare Servus, Cunning Shapeshifter
I feel like the potential to deal 10+ % of the target’s health as damage in a basic attack is a little much. Maybe cap it at 4-5%, with a secondary cap somewhere around 6-7% when adding in the bonus AD. Also, is ability 3 “Die Sleeping” or “Deep Sleep”? Because you called it both. Other than that I like the concept, I’ve played with the “shapeshifter”, “team-tricker”, and “ability stealer” ideas in other concepts I’ve made, but never put all three together like this. Anyways, nice job overall. Maybe someone else could help you with fine-tuning the numbers (if necessary, it may not need it but that’s why you’d want someone else to check, because I’m not too good with numbers and scaling), but looks good so far.
Vanic998 (NA)
: There’s still too much cc. The knock back in W is still there.
> [{quoted}](name=Vanic998,realm=NA,application-id=A8FQeEA8,discussion-id=1a4hhQAE,comment-id=000b00000000,timestamp=2018-06-21T21:42:35.879+0000) > > There’s still too much cc. The knock back in W is still there. Ok, taken care of.
Vanic998 (NA)
: There’s still too much cc. The knock back in W is still there.
> [{quoted}](name=Vanic998,realm=NA,application-id=A8FQeEA8,discussion-id=1a4hhQAE,comment-id=000b00000000,timestamp=2018-06-21T21:42:35.879+0000) > > There’s still too much cc. The knock back in W is still there. Oh yeah, missed that, thanks
: Black Ace
And as soon as I said that the computer started working again. Made the changes, along with a few other adjustments. Made the Q refund an amount of the energy cost when deflected, and made the cool down reduction scale down from 4 seconds to 2 seconds as the ability levels up. Feel free to tell me if those work, don’t work, need adjusting, etc.
Vanic998 (NA)
: I can see that this champion's niche would be to counter projectiles as evident in the passive, Q, and E. Its good that you got the identity well thought out. I also like the unique dash of the W. Off the top of my head, there's currently no dash like it. It reminds me of Ekko's E except instead of a dash, this champ has bonus movement speed and instead of a blink, this champ has a dash. The issue I have with this ability is while that first part is unique, the second part is not. Poppy already dashes and knocks her target with her and has the same wall-stun effect. I understand that you want to work in a stun somewhere to synergize with the ultimate so I would suggest a more distinguished stun. Just to brainstorm, vayne has a targeted ranged knockback wall-stun with her E so maybe you can make a skillshot version of that. Currently there's no skillshot that knocks back with the wall-stun effect. Maybe you can make that the Q because there's another problem. From looking at the kit, this champion has too much CC for how much mobility it has. That's not very healthy gameplay. There's CC in Q, W, and E. Typically a lot of CC in one kit is reserved for tanks that don't do damage or immobile champions. This champ has movement speed and maybe a dash with W, maybe a dash with R, and a way to dodge a projectile with passive on top of having 3 CC. I get a more assassin vibe from this champ so I think it's better to remove one CC than to remove some mobility. Like my previous point, maybe take away the stun/knockback part of W and make the Q a skillshot knock back wall-stun. I mean, with mobility from W, do you really need a hook from Q? That would lower the CC down to 2 while keeping the kit original. I know Pyke has a hook and mobility, but Pyke only has 2 CC. In summary, the identity of the champion is well fleshed out but the second part of W is unoriginal and he has too much CC for the mobility that he has.
> [{quoted}](name=Vanic998,realm=NA,application-id=A8FQeEA8,discussion-id=1a4hhQAE,comment-id=000b,timestamp=2018-06-21T05:54:09.685+0000) > > I can see that this champion's niche would be to counter projectiles as evident in the passive, Q, and E. Its good that you got the identity well thought out. I also like the unique dash of the W. Off the top of my head, there's currently no dash like it. It reminds me of Ekko's E except instead of a dash, this champ has bonus movement speed and instead of a blink, this champ has a dash. > > The issue I have with this ability is while that first part is unique, the second part is not. Poppy already dashes and knocks her target with her and has the same wall-stun effect. I understand that you want to work in a stun somewhere to synergize with the ultimate so I would suggest a more distinguished stun. Just to brainstorm, vayne has a targeted ranged knockback wall-stun with her E so maybe you can make a skillshot version of that. Currently there's no skillshot that knocks back with the wall-stun effect. Maybe you can make that the Q because there's another problem. > > From looking at the kit, this champion has too much CC for how much mobility it has. That's not very healthy gameplay. There's CC in Q, W, and E. Typically a lot of CC in one kit is reserved for tanks that don't do damage or immobile champions. This champ has movement speed and maybe a dash with W, maybe a dash with R, and a way to dodge a projectile with passive on top of having 3 CC. > > I get a more assassin vibe from this champ so I think it's better to remove one CC than to remove some mobility. Like my previous point, maybe take away the stun/knockback part of W and make the Q a skillshot knock back wall-stun. I mean, with mobility from W, do you really need a hook from Q? That would lower the CC down to 2 while keeping the kit original. I know Pyke has a hook and mobility, but Pyke only has 2 CC. > > In summary, the identity of the champion is well fleshed out but the second part of W is unoriginal and he has too much CC for the mobility that he has. Thank you so much for commenting. Yeah, the W was based on the chase scene in Escape From Nevada 2, where Black Ace let his opponent run from him before chasing him down and lunging at him. As you said, I wanted a stun to go with the R, and I knew that other champs had similar wall stuns, so I went with that, so you are right, that part wasn’t original. I do like the idea of his Q being a wall-stun skillshot, so I’ll go with that and take the stun off the W. I also agree, looking back at the full kit, that the grab’s a little extra. I wanted to do something with the concept of Black Ace’s blade turning into a scythe when I saw that it could do that on Zeurel’s reference page about Black Ace, and using it as a hook was the only thing I could think of that wouldn’t require me to replace another ability to make room. But it really isn’t important enough of a detail, and you’re definitely right that it’s too much cc for all the mobility he has, so I’m willing to change that. For now I’ll go ahead and remove the second cast altogether, feel free to say if you prefer it with the second cast (without the grab, of course) or if there are any alternatives you had in mind. Already I’ve thought of some alternatives, but I’ll save them for later. Thank you again for the feedback. Right now my computer’s not working (I typed this from my phone) and I’d rather wait until it’s working again so I can make the edits there, so the changes may not becmade for a little while, but I will make them as soon as I can.
: [CWC] Civil War Contest
I do enjoy these kinds of contests, but I do agree that it should be kept to one entry per person. Of course, in a contest like this one, where judging is based on which team of champions would win in a fight, I could see allowing "two" entries, but two entries of the same character. One entry would be the "balanced" version that should theoretically be playable in League, and the other would be the more "accurate" version, in the case that the "balanced" version isn't true to the character's actual strength, whether it's buffed or, more likely, heavily nerfed compared to the actual character. Nasu010's Dormammu entry is a good example of a character like this, being an incredibly powerful character that's really hard to make "balanced" without cutting out major parts of the character's strengths and abilities. So I could see allowing both a "balanced" and an "accurate" version of each concept, and then judge each version of the match-ups separately. Of course, this time around we don't need to have that, but it would be cool for future contests.
: Black Ace
Bumping again. 1.8k views, no comments, and no votes. Well, at least the concept isn't being completely sh*t on, I guess that's a good indication that this thing isn't COMPLETELY broken.
nasu010 (NA)
: Demir the cosmic reaver [cwc champion concept]
Sorry in advance if this sounds a little colder than you'd hoped it would. I'm a little tired right now, so I'm not exactly sure just how cruel I'm sounding in this comment. I don't mean anything against your concept or you, the entire point of this comment is that there are still things that can be improved. Any bluntness or coldness is not intended to be aggressive, offensive, or insulting, and I apologize if it ends up sounding that way. > [{quoted}](name=nasu010,realm=NA,application-id=A8FQeEA8,discussion-id=Z4TAoeeB,comment-id=,timestamp=2018-06-14T13:47:19.234+0000) > > Base Health: ~~1200~~ 600 Good to see you adjusted the health. That's definitely a good starting point. > Passive: astral body - absorbing aether while out of combat increases movement speed and health regeneration by 4% scales with leveling. > > Basic attacks fire waves of cosmic dust, leaving the target covered in aether max 10 stacks, can be consumed when hit by abilities to deal 2% ap per stack. I'm honestly fine with this part, though I feel like the passive health regen shouldn't scale with level, or at least not by very much, just to keep it from being like Warmog's. > Q, > Rift open, opens a Rift in a target line dealing 70/90/110/150/180+ *20% magic damage and stunning enemies that pass through, the Rift remains for ~~12~~ 6 second absorbing all projectiles and leaves 4 stacks of aether on enemies that pass through.*5 sec cooldown, rift opens as the other closes otherwise ability goes into full CD 10 secs. > > Passive, passing through a rift triggers phase walk for 6 secs allowing Demir to move through walls, becoming untargetable while phase walking.( can still be hit with magic projectiles and AP aoe, re-entering a rift while phased will brake phase). As I've said before, that passive seems more like an effect of a rift, so it can probably just be stated as such. The only change to the wording for the "Passive" portion would be to take out the word "Passive", making it start with "Passing through a rift triggers..." I appreciate the adjustment from a 12-second rift to 6 seconds. The damage would also be decent as a stand-alone effect of the rift. However, please understand just how powerful this ability is and consider reducing the duration further, along with making other changes. The rift absorbs all projectiles AND stuns enemies that pass over it, and it fires in a line, making it very likely that there is little to no good way to get past it if it's placed perpendicular to the lane. Ranged champions can't fire over it, and both ranged and melee champions will have a difficult or near-impossible time getting past it since they'll be stunned if they try AND will take increased damage from the W that you'll likely spring on them once they're stunned because they'll have aether on them from the rift's effect. THEN Dormammu can walk over it to become both untargetable AND able to pass through walls, and while it breaks if he walks over it, you have still set no limit to how many times he can get Phase Walk from the same rift, so if he accidentally breaks Phase Walk, he can just walk over the rift again. And he is untargetable and able to pass through walls for a full 6 seconds; even Kayn only becomes ghosted (can still be targeted), and unless he has been out of combat for a while, it only lasts 1.5 seconds. In general, this ability is just way too overloaded, and there's almost no possible counterplays. Once the rift is up, the enemy can't do anything so long as the rift remains in the way. Firing through it is useless, trying to walk through it stuns you, deals damage once for the rift, and will likely deal damage again because of the W, which will be enhanced by the aether stacks that were placed on the target. Meanwhile Dormammu and his allies can pass through it whenever they want and enjoy all the free protection. Even if the rift absorbs their projectiles as well, Dormammu's ranged allies can just walk through it when they have an attack ready, fire, and go back. And Dormammu gets even more free protection from the Phase Walk. I do understand that this is a god-like character, so if that was what you wanted to stay true to, at least include an explanation about that somewhere in the concept. However, if you want this to be a fair, playable character in League, something has to go. Here are the things I suggest: * Reducing the cooldown to 4 seconds at most, maybe 3 * GREATLY reducing the damage, if not removing it; the damage should be almost negligible * Reducing Phase Walk to 3 seconds maximum * Making the stun INCREADIBLY short, I'd say 0.5 seconds at most given everything else that happens * I think we agreed that the aether stacks received from the rift should be kept down to 2 instead of the 4 that I'm still seeing * Breaking Phase Walk should make it impossible for Dormammu to Phase Walk again for a long duration (I'd say 10 seconds at least given all the protection the rift gives) * All of the negative effects received by a rift should not affect the same target more than once * A cooldown longer than 10 seconds, probably closer to 14-17 seconds. This is a VERY powerful ability, so he should not have it very often * Very high cost, probably around 100 mana. Again, very powerful, so there should be a high cost to it Sorry for how much I feel this has to be nerfed, but it's just way too overloaded with effects for one ability. It's basically what an average champion would consider an Ult to be like, and even ults aren't typically this powerful. As I've said, if that's the point of this champion, that he's basically a god that cannot be messed with, then go ahead and leave it, but this is far too powerful for normal League, at least as it is right now. > W > Rift burst; projects a beam from an open Rift Dealing 120 / 140 / 160 / 180/ 200+(40%ap damage), If no rifts are open it empowers the next 5 basic attacks ignoring armor and magic resistance and increasing damage value by +15 after each hit (eg: base attack 130 AP +15+15+15+15+15) and slowing target by 30%, *applies on hit effects. This ability alone is okay, with the exception of that slow. The slow itself is fine, but as I believe I suggested before, make it so that only the FIRST attack applies the slow and the other attacks do NOT reset the duration of the slow. > E, > Rift horror; summons a tentacle from the rift stretching towards target direction first pulling the target into the rift dealing *(only the damage from the openrift) ~~70/90/110/150/180~~, then fears target for ~~4~~ *.4/.8/1.2/1.6/2.0secs, if no rifts are open dimir summons a rift fiend for 10 secs which attacks nearby enemy units prioritizing aether marked champions 5sec CD. > > Passive, if activated while phase walking brakes phase and fears targets with-in 300 unit. > > > Rift fiends: An octopod/humanoid creature; octopod heads with tentacles surrounding mouth, humanoid torso, single tentacle each arm and 3 each leg: deal 22% current ap as their bases damage by slashing at enime units in a 60°arc and spinning 360 ° towards nearest aether marked champions; hit by spinning fiends *take no damage from it but are held in place by the fiend for the rest of its duration (if additional fiends are present / out number currently marked champions multiple fiends may target the same champion dealing damage as normal).* these fiends are targetable and are defeated with 2 hits or 200+ damage. * As I said before, the Fiends should not be able to root a target for the full time that they exist. This is specifically because of the combo of using the Q to create a rift, E to drag a target into it and stun them, and then use R to create Fiends that spawn practically right on top of the target, rooting them for 10 seconds as you use your W to deal a much more powerful blow. * 10-second Fiends are fine, but the root itself should be explicitly limited to 2 seconds or less. * I also feel that the ability should have FAR longer than a 5-second cooldown. At the very least I'd suggest 10 seconds, and at most 15 * I do appreciate you reducing the fear effect's duration as we had discussed, but as I said before, the stun from the Q makes it a little redundant unless the stun doesn't last very long (as I suggested). > R, > Dominion; Demir absorbs aether from space doubling his size, increases his current max hp by 50% and increasing his ability power by 20%. Becoming empowered, his new surge of energy causes rifts to remain open for longer periods (20 sec) and spawns 5 fiends from any rift he exits phase walk ~~passes~~ through. * As I've said before, reduce the rift's duration by a LOT. * The health and ability power boosts are fine, though a bit dangerous given the other abilities. * As I've said before, he should only spawn 5 Rift Fiends from the first rift that he walks over, the first time that he walks over it. Overall, that Q is the thing that needs the most work, just because of how overloaded it is. If the point is just how powerful he is, go ahead and say so in the original post so people at least understand that right off the bat. Everything else needs adjusting, but that's the biggest one.
nasu010 (NA)
: > [{quoted}](name=Psychoaryama,realm=NA,application-id=A8FQeEA8,discussion-id=wQ5ydoBp,comment-id=000e,timestamp=2018-06-19T22:45:25.786+0000) > > Well this is starting to seem a little stacked > Come on people, come to the dark side already > > We have cookies :D Can I put up another post while keeping the first? And yes I am fully aware that it's against the rules but have you ever made an exception?
> [{quoted}](name=nasu010,realm=NA,application-id=A8FQeEA8,discussion-id=wQ5ydoBp,comment-id=000e0000,timestamp=2018-06-20T00:22:03.499+0000) > > Can I put up another post while keeping the first? And yes I am fully aware that it's against the rules but have you ever made an exception? You can feel free to post another one, but it's likely that only the first one will be entered unless you say you want to withdraw that one and enter the new one. I was mostly joking anyways :P
: [CWC] Civil War Contest
Well this is starting to seem a little stacked Come on people, come to the dark side already We have cookies :D
: Black Ace
Just gonna go ahead and bump this for no reason. 1.7K views and no one's said a thing, I'll take that as nothing's wrong.
: Black Ace
Adjusted abilities; some buffs, mostly nerfs; a dependence upon the water of the River was added to his Passive, but only for Summoner's Rift.
: Black Ace
Nerfed AD scaling on the Q due to the high overall damage in the event that both casts are successful, and added a clarification regarding movement while using the ability. Buffed W lunge distance.
Vanic998 (NA)
: I will add the link thanks for the suggestions. Having the R items give protection was my original idea but then I thought that that would make her too tanky since she already has protection from W. I also sort of thought of how the item stats have something to do with the enemy stats like for AD>AP I gave movement speed to keep up since AD champions are typically mobile assassins or mobile fighters or adcs that build movement speed items and I gave AP>AD attack speed to give her some sustained damage while mages are under cooldown since AP champions are typically mages with little or no sustained damage.
> [{quoted}](name=Vanic998,realm=NA,application-id=A8FQeEA8,discussion-id=HWGBNAV2,comment-id=00010000,timestamp=2018-06-19T02:02:34.462+0000) > > I will add the link thanks for the suggestions. > > Having the R items give protection was my original idea but then I thought that that would make her too tanky since she already has protection from W. I also sort of thought of how the item stats have something to do with the enemy stats like for AD>AP I gave movement speed to keep up since AD champions are typically mobile assassins or mobile fighters or adcs that build movement speed items and I gave AP>AD attack speed to give her some sustained damage while mages are under cooldown since AP champions are typically mages with little or no sustained damage. Ah, got it, that makes more sense now. Anyways, good job overall with the champ design :)
: [CWC] Civil War Contest
That would actually be a funny ability now that I'm thinking about it, at the beginning of the game he flips a coin and if it lands heads, he stays on the team he's on, if it lands tails he swaps teams. And for that matter his entire kit could just be a massive troll-fest.
: My next champion concept. Anymilia (No kit, yet. Showing the Ultimate)
When you say "Blaise" or "Blasé", I assume you're meaning "Blaze"? Anyways, grammar aside, I feel like that Q's damage is the main thing that breaks this. I know that the transformation is only temporary, but still, at her level 3 ultimate, that Q would deal 1200 (+637.5% AP) over the course of 4 seconds, and the fact that she can continue moving if she uses her E first would make that a major problem. Then there's the issue of her passive slowing enemies for 2 seconds, meaning that losing her movement speed bonus from the E won't really mean much because her enemies won't be getting away to begin with. Everything else seems fine and pretty interesting, but that R-empowered Q alone looks like an entire ultimate, and a strong one at that. Might want to adjust the numbers on that one a bit.
Vanic998 (NA)
: Ladybug, the Lucky Charm
Yeah, as I said with MajinBuu on his Captain America entry, it might help to include a link back to the contest, just so people can see what's going on. I do feel like the items that she gets from her R when the enemy has more AD or AP should give her some sort of protection, rather than just increases in damage and attack speed. Of course, it can still increase her damage output, I just feel like if she's getting an item based off of her opponent's stats, that item should in some way relate to the stat that it correlates with. That's pretty much my only complaint about this, though, nice job with this champ. Good luck in the contest :)
: [ARAM idea] Favourited champion
The only reason I'd say this would be good would be because of how many people dodge when they get something they don't like. Give them a higher chance of getting something they like, and make it unfavorable to dodge since they'd get the same champion the next time they play AND they have to deal with the dodge penalty. I do feel like rerolls should stay, just because there are some champions that you have to be godlike with under normal circumstances in order to do half-decent in aram and it's kinda annoying to get stuck with them, but I do like the "get the same champion you had when you dodged" idea.
Vanic998 (NA)
: Just curious would Deadpool be a hero or villain?
> [{quoted}](name=Vanic998,realm=NA,application-id=A8FQeEA8,discussion-id=wQ5ydoBp,comment-id=000a,timestamp=2018-06-18T15:29:15.037+0000) > > Just curious would Deadpool be a hero or villain? He'd be a difficult one to categorize, he's kinda just neutral. You can probably just flip a coin to decide.
: I think you saw my reply to Lumen as a reply to you for some reason
> [{quoted}](name=MajínBuu,realm=NA,application-id=A8FQeEA8,discussion-id=yymUjE5E,comment-id=00030000,timestamp=2018-06-18T15:02:17.839+0000) > > I think you saw my reply to Lumen as a reply to you for some reason Ah, so I did. I retract my statement. Sorry
: Black Ace
Adjusted visual appearance and wording, and changed some of the abilities, buffing some parts and nerfing others since I realized I made a lot of numbers way too high.
: New Char Concept [ Telles Sia ] The Mysitc Priestess
How does she activate her Passive's damaging effect? Not a negative comment, just curious. Does she press a button to spray the glass or does she click on the glass shield, or how does it work? What does the "Reflect Debuff" do to the enemy champion? Does it reflect the damage that they would do to Telles Sia's allies back to that champion? Or what else might it do? Also, does the Golden Cloud only heal one ally, and if so, does she target that ally or is it just the first ally that walks into the cloud? And does it heal champions only or can it heal allied minions or summoned monsters like Annie's Tibbers or Yorick's ghosts? For the W, when you say she "Will Charge Up A Friendly Minion To Become 4", does that mean the minion will gain the stats of 4 minions, or will it split into four separate minions that will then surround the target ally? And then, to absorb the enemy basic attacks, do the minions jump in front of the attacks? If so, what happens with enemy melee basic attacks, does the attacking champion turn around and attack one of the four minions, or do the minions jump in and push the enemy champion out of the way, or does the enemy champion just attack the ally like normal and the damage just gets applied to the minions instead? And then, since the minions only absorb 4 attacks, does each one just instantly die to the first basic attack used on them, or do they just stop protecting the ally after 4 basic attacks? Also, I assume that they can be killed by enemy abilities as well? Or are they invincible and just act as a shield against basic attacks? Sorry for how many questions I had on that one, it doesn't mean anything good or bad about your concept, it's just important to clarify things so we know what we're dealing with. I assume "Embolism" was supposed to be the E ability, not R? The rest of the ability seems pretty straightforward, but it might help to say what percentage the enemy's attack is decreased by, and what percentage the ally's attack speed is increased by and how much lifesteal they gain. For the most part I understand how the R works, but after casting it the first time to place the Holy Crosses on enemy champions, does the ability go on its full cooldown, or is it put on a reduced cooldown, or is she able to use Evil Cross immediately after using Holy Cross? The last thing I'd like to do is try to help re-word these abilities. I assumed that: * Sparkle Cloud only heals one ally but that ally has to be a champion * Sparkle Cloud heals for a percentage of Telles Sia's AP, rather than a percentage of the target's health that just increases with Telles Sia's AP (a set amount of health being restored rather than the amount varying with the targeted champion) * Mystic Charge splits the minion into four minions and those minions immediately surround a nearby champion * Telles Sia targets an allied champion to surround with the minions created by Mystic Charge * Using Holy Cross puts her ultimate on a reduced cooldown * Holy Cross does not put Holy Crosses on enemy champions that are dead when Holy Cross is used * Holy Cross does not grant vision, and enemy champions still stealthed or in the Fog of War will remain unseen * Evil Cross can be used from anywhere on the map against any visible enemy champion anywhere else on the map > Passive: > Mystic Shield > When Telles Sia's Health drops to 50% or less, she encases herself in a Glass Shield. The Glass Shield lasts 6 seconds and reflects all enemy basic attacks and abilities. If Telles Sia takes no damage during these 6 seconds, she will regain 10% of her maximum Health. > While Telles Sia is inside the Glass Shield, she can choose to spray the glass outward, dealing damage to all enemies in a circular area around herself. > 150 second CD > > Q: > Sparkle Cloud > Telles Sia opens her hand and releases a fluffy Golden Cloud. The Golden Cloud will heal an allied champion for a percentage of Telles Sia's AP. > If an enemy enters the Golden Cloud, they will receive a Reflect debuff until they exit the Golden Cloud. > > W: > Mystic Charge > Telles Sia targets a nearby allied champion, then targets a nearby allied minion. > Telles Sia channels for a short period, charging the targeted minion with magic energy to split it into four minions. The minions will then surround the target allied champion, protecting them from four enemy basic attacks. > > E: > Embolism > Telles Sia targets either an allied champion or an enemy champion. > If Telles Sia targets an enemy, the enemy's arteries will become infected with air, giving them an attack-speed-decreasing debuff. > If Telles Sia targets an ally, the ally gains a buff that increases their attack speed and increases their Life Steal by a certain percentage. > > R: > Holy Cross > Telles Sia shoots five crosses into the sky. These crosses will then rain down from the sky, hitting all living enemy champions. Enemy champions are not damaged by this. > Enemy champions affected by this are marked with Holy Cross. This mark is permanent, and cannot be removed, even if the champion dies. Holy cross does not grant vision of marked enemy champions (stealthed or otherwise unseen enemy champions remain unseen). > Holy Cross then goes on a reduced cooldown. > If there are enemy champions (alive or dead) that are already marked with Holy Cross, this ability becomes Evil Cross. > > Evil Cross > Telles Sia targets a living enemy champion marked with Holy Cross. > A red Inverted Cross will fall from the sky onto the target enemy champion, damaging them and surrounding them with a small circle. The circle remains for 3 seconds. > If the target champion leaves this circle, they will take damage and receive a Movement Slow debuff that lasts for 6 seconds. > Upon activating this ability, all Holy Cross marks are removed from all enemy champions, and this ability goes on its full cooldown. Overall, this looks like a very interesting champion. Just remember to clarify how the abilities work in various circumstances. It also might help to put in some actual numbers, such as ability cooldowns, the amount by which allies are healed by the Q, the amount by which the E decreases enemy attack speed or increases ally attack speed and life steal, the amount of damage that enemies take from Evil Cross and the amount by which they are slowed if they leave the circle. Aside from that, though, good job, I look forward to seeing what this can turn into :)
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Psychoaryama

Level 44 (NA)
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