Stacona (NA)
: Fiddlesticks Scarecrow Update
# **UPDATE NOTES (2):** **Nightcrow:** Range increased to 800 from 750 Radius decreased back to 400 from 425 Delay increased for the fear back to 0.75 from 0.6 second Now has an instant fear effect (but does not summon a scarecrow) if self-cast against Fiddlesticks himself, fearing enemies within 400 range to him for the same duration. (This is because people really wanted the jump scare approach, so at a much reduced range should be healthier than what it is now, still has a cast time. The delay allows it to be cast at a much greater range and have the fear have the enemy walk into Fiddle rather than always away.) **Crowstorm:** Ability changed to feel more jump scary, but better counter play than a blink, also have it more viable at high elo / competitive play and less oppressive in low elo with more intel to it because low elo does not believe in wards or a mini-map Cooldown increased to 140/110/80 from 120/100/80 seconds Now is a cast range of 2000 units to a target location from 1400 units as a line skill skill shot Now has a radius of 600 units instead of its width being 500 units Channel time reduced to 0.75 from 5 seconds Ultimate now applies after the channel instead of while channeling Ultimate duration is back to 5 seconds Damage per second reduced to 60/80/100 +15%AP from 150/225/300 +50%AP magic damage per second Fiddlesticks now moves 120% total movement speed faster when moving toward the murder of crows, fast as F scarecrow mother F-ers While inside the murder of crows, the ultimate damage is massively increased to 240/320/400 +60%AP magic damage per second; reminder, this ultimate is stationary in place, so need to use your crowd control to keep enemies inside! (This is to address the issues of the ultimate feeling too safe, but I also want to make sure Fiddlesticks is not hourglass reliant just to use his ultimate. So the area does not move with Fiddlesticks so he can be a little further away from the enemy for its significant, team fighting winning, damage and with the ultimate being stationary means it offers better counter play for the enemy team rather than "just do not stand near the Fiddlesticks brah".) (I am trying to have the compromise of the feeling of jump scare Fiddlesticks ultimate that is massively impactful for teamfights when used well, while being more fair to go against, more viable for high elo, and less item reliant / does not need to buy hourglass to use one's ultimate.) (The movement speed and very short range insta-fear Q are to work together to create that "F-ing hell, I just shat my pants" feeling as this scarecrow with sticks for legs is running like Sanic toward you. The longer range, delayed fear is for non-ultimate reliance.) ****
: Alright, so I've got a lot of thoughts regarding your rework. For a tl;dr, I believe that this rework makes Fiddlesticks significantly safer, loses sight of his thematic as "jumpscarecrow" and his iconic abilities, while not actually fixing some of the problems that you seek to address as stated in your introduction. Now, let's jump into it piece by piece. First, my passive is based off of one hard CC move unless you're counting "movement impaired" as "under cc", which gets silly because of how easy to activate it is--especially since it procs off of allies' abilities. Also, why does the passive specifically apply to minions/small monsters? it seems kinda silly considering how miniscule of a heal it is, and how I'm never going to want to Q a wave. Looking at the Q, AoE ranged fear is very powerful, especially at such a distance. I'd think that the increased fear to monsters would make jungling really safe, but it actually isn't since if anything is on CD, it's going to be ridiculously hard for me to clear any camp due to the lack of damage. Not only that, but the healing from the passive isn't actually enough to outweigh the damage I take from the camps. Moving on to the W, having an active that's based off of my passive is really awkward, and thematically I'm not sure why one would be able to heal allies through fear magic. Yourself I could understand, but you've actually nerfed that! Thematics aside, though, I would have to wait for ages for my W to be useful since it would take quite a bit of time to charge up based off of passive. Effectively, it isn't an ability unless I can sit close by something CC'd for a significant amount of time. Regarding the E, I don't actually have too many problems, aside from the extended range and removal of monster damage. With the ultimate, though, I have a good deal of problems. First, does my ultimate require me to sit still now? Even if it doesn't, I have no reason to be near the fight--I can just throw down most of my abilities from far away and watch the enemies run into my crowstorm and team. This version of the ability completely drops the iconic "jumpscare-crow" thematic that Riot specifically stated they wanted to keep in the rework poll. Not only that, but it's actually easier for people to walk out of my crowstorm than before, considering I can no longer change its direction. It's like Xerath ult but Xerath feared me and my teammates for nearly 3 seconds from halfway down the lane, towards his team and ult, while in his ultimate channel. As far as your redesign goals go, as far as support is concerned fiddlesticks doesn't necessarily need to heal off of minions right now; he can succ a champion. Regardless of that, healing off of one minion once in a while shouldn't affect much, considering fiddle can cancel his W to avoid killing it, and an adc can last hit anyways. I'm not sure it's a big enough issue to be a specific goal for a rework. Not only that, but fiddlesticks works bot lane because of his bounce damage and the utility from his fear. He's mostly there right now because he doesn't have a good spot in the meta, but I don't think that healing others would ultimately be what would cement him into a support role, or really appropriate for his theme. You do succeed in stopping his waveclear "problem" by making his E prioritize champions, though, while still making it viable for waveclear in the jungle... presuming you have Q up. It's very awkward and loses a lot of power if you don't have Q up. Regarding jungle, there's still equally as little control with E. Sure, i can hit whatever i want once, but then it's just random bounces again, focusing on the large monster I suppose. However, I might find it more optimal to clear the smaller monsters--raptors, for instance. Outside of that, you're already aware of the fact that you got rid of all of his movement, but 5 more points of movespeed doesn't exactly make up for the loss of % movespeed boost or a blink. i'd also like to note that .75 seconds isn't a long enough time to get out of a 400 radius if you're anywhere that isn't the very edge of the range. That's not to mention that Nightcrow has nearly double the range of the current fear, is AoE, and has more utility since you can fear them towards you. I wouldn't exactly call that more counterplay. Certainly does help for ganks, but I'd argue that it might be too powerful compared to current Q. In conclusion, I will say that you succeeded in making Fiddlesticks less ultimate reliant, and I can appreciate that you made his kit less point-and-click. However, I think that you've ended up removing a lot of the things that make Fiddlesticks who he is, and in the process actually removed some counterplay too. Sure, he has delays and has to land abilities, but he has a lot more safety, and lots more power into his CC.
Anything that is considered crowd control is crowd control. I never specified any specific type of crowd control, the passive will also have varying power levels based on who he is against and his teammates, like that Ashe synergy son! **** More base movement speed is massive for jungle and support, do not sleep on it just because it is only 5 more move speed. Compensation for being a true immobile mage is granting him the tools to no longer need the mobility and deal with mobile champions better with his base kit no longer requiring standing still to deal damage. Aside from his ultimate of course, but I rather it being channel in place at the outside of a fight rather than force a champion to build hourglass just to use their ultimate. Biggest thing is more range on his fear (and also making it an area fear which adds better ultimate synergy) and his healing no longer has the requirement of standing still, which addresses the abusive 1v1 healing. **** I clarified E flies in a straight line. It always does area damage, so it will just murder the raptor camp, which is his greatest weakness currently. I also re-added the increased monster damage (I forgot it existed) and lowered the cooldown at all ranks, especially early, to help him early game jungle, but also helps support fiddle with his harass in the early game and less level reliant. E is a skill shot, so it does not have more range since skill shots need to be longer than the point and click counter parts. It allows for the silence to always be an area effect without the Q synergy. Separating the bounce damage and silence allows control for the Fiddle player to not auto-push the wave as a support and still keep his area silence, plus between it being a skill shot and bounces only occurring with the Q makes it feel less BS when against it. Does it lose something from this change? Definitely, but it is a healthier change for the game and offers better control on the players end, lower cooldown and cost to compensate for the removal of guaranteed damage and harass. Bonus monster damage is re-added, I just forgot it existed because you never think about it since it has always been a thing that was there. **** W can charge up in 1 second with 5 enemy champion under crowd control, it charges faster than the healing provided, a little longer with the base value included. Reduced self-healing because you already get healing for charging it up from your passive. Really the ally heal is there to offer more player choices and better support support-Fiddlesticks. It is a quality of life buff to a role rather than needing perfect thematic synergy. Just damaging a minion pushes the wave. **** Q balance is reliant on Flash. If Flash was removed, then delays can be increased. Flash is a problem for the game and causes it be massively imbalanced and create a toxic atmosphere, there are multiple reasons why I hate Flash's existence, but since it exists my concepts need to acknowledge that people will take and use Flash. The fear is countered by Flash and Cleanse. If the delay was too long where the enemy can just walk away no matter what, then it would be worthless as one of his core abilities. The Q is balanced around Veigar's cage, similar cooldown, similar radius, similar delay, similar CC duration and both do not deal damage and are area crowd controls. They both have pros and cons to each other done in this way. I already lowered the cast range for it, slightly lowered the range on ultimate too. The passive is there to encourage walking up closer to not play super safe. **** His CC power is roughly the same. I feel like he can still do all of the tricks he can now. In terms of his ultimate. I want it no longer reliant on items to succeed, but I can see the missing the jump scare element. Maybe I can give back some mobility, but make it where it is still more fair than a blink, less safe, and still not reliant on hourglass and a bunch of items. While offering more room for skill expression on the player's end.
Stacona (NA)
: Fiddlesticks Scarecrow Update
# **UPDATE NOTES (1):** **Tasteful Terror:** Range to enemies for the healing increased to 650 from 600 units (The abusive 1v1 healing has been dealt with here, so it does not need to be so restrictive anymore, including being free from magic pen to get full value healing and freely move around and still get healed.) **Nightcrow:** Cost increased to 80/90/100/110/120 mana Range lowered to 750 from 1000 units Effect radius increased to 425 from 400 units Delay before fear turns on lowered to 0.6 from 0.75 second **Drain Blast:** Renamed from Drain Drop (and it is Dream Drop Distance by the way) **Dark Wind:** Cooldown lowered to 7/6.5/6/5.5/5 from 10/9/8/7/6 seconds Cost adjusted to 65/70/75/80/85 from 50/60/70/80/90 mana Silence lowered to 1.25 from 1.5 seconds Re-added 100% increased damage to monsters When the crow makes contact with Nightcrow: The bounce slow increased to 20/25/30/35/40% from 15/20/25/30/35% The bounce slow duration lowered to 1.5 from 2 seconds Clarified that the crow flies in a straight line **Crowstorm:** Range lowered to 1400 from 1500 units Channel and duration increased to 5 from 3 seconds for potentially and roughly the same maximum damage it can deal now Stated to end the channel and effect early, you cast the ability again ****
Xidphel (NA)
: I'm a bit confused by his E. At first, it removes the bouncing unless it hits the scarecrow. Then it can bounce. Also, while you kept the damage to heroes the same, you removed the monster damage. Odd considering his jungler position. His Q is also weird. 1000 seems like a pretty safe distance to plop down a scarecrow that covers half a lane and fears everything after an "osh-". Drain Drop ~~Distance~~ bugs me the most. His W is what lets him survive encounters and that's been moved to his passive and nerfed to hell. Instead, we get Auriel's W but worse. Not only does it not have the AoE heal but your allies heal for less at full charge and you heal even less than that. Looking at your passive and you're not gonna get a third camp before needing to fall back if you jg. Speaking of your passive, most of your healing come from being at around 600 range from a CC'd enemy. Still seems pretty close, especially for a sup. Furthermore, combined with that 1000 cast range for your Q, you're not gonna get a lot of mileage out of it. Finally, we get to his R. Poor thing. Lost its flash and a LOT of its DPS and even more as it levels up. Yes, you can cast it while safely lounging on your [engy chair](https://wiki.teamfortress.com/w/images/thumb/4/46/Taunt_Rancho_Relaxo.png/250px-Taunt_Rancho_Relaxo.png) but your Q is barely gonna hit the enemy. E might reach them but again, >Tasteful Terror (Passive): Range: 600 units To sum up, you're squishy, your abilities that affect your passive go too far and even if you do get close enough, you're not gonna be able to heal fast enough to get 2 lines of prayer done.
His Q is instant, but the fear is delayed. So there is a very smooth combo process there. For Dark Wind, would you rather see it be doing the bounces at the end of the range or at first enemy struck **OR** bounces only occur what it hits the scarecrow? I did hit the scarecrow interaction for the random bounces (which are now skill shots instead of targeted bounces, like a bird trapped in a cage and bouncing off the walls) for support Fiddle control to not push the lane because I want Fiddlesticks to be equally viable as a jungle mage and as a support mage. Just having the bounces contained in a 400 radius area is also enough player control to minimize auto-pushing when going for E harass. Separating the two I feel offers better balance as the super high damage is linked to a higher cooldown on a higher mana cost to allow for the silence to be up slightly more often and have a lower cost with the bounces occurring roughly half the time being linked to the longer fear cooldown. I just forgot about the bonus monster damage. **** Q range might be a little too long. 800 cast range would be more appropriate, but I am also wanting it to be just long enough where you can plop it behind your target to fear them toward you, because as soon as they are on the other side of the scarecrow, then they fear away from you. **** Fiddlesticks does not have an area heal now, he heals for the damage Drain deals while channeling in place. I removed the stationary requirement and have the requirement instead based on landing his crowd control, while keeping it the same range as Drain is now, but removing the magic pen requirement as well making him even less item reliant to do well. The heal now is area because you can affect multiple targets at a time with CC (and heal off everyone), but his 1v1 potential got massively nerfed. So yea nerf in one area and a buff in another, but I always think of fiddlesticks as a team player and team fighting mage that turns the tides into his favour with a great ultimate. The damage on W is not a whole lot different to how it functions now, just is smoothed out and a lot less clunky for the player. A lot less overall damage from it because it is a lot easier to apply. Added functionality to use it to heal an ally instead, reduced self-healing because you already heal from your passive. Silence and slows count as crowd control as well, any crowd control, not just hard crowd control. Reminder: Silenced mage cannot deal damage and anyone feared cannot deal damage, so being within attack range to heal from the passive is not a suicide mission since it is still in ranged attacker distance and the targets are under crowd control (applies to slows as well which does not prevent damage). I just do not want the healing to feel free. **** I forgot the ultimate was a 5 seconds duration, I will increase channel time and state cancel early by casting again. I gave it a slight boost to the ratio and a slight hit to the base damage, still does a shit ton of damage regardless. **** # Changes I will make: Passive I could increase the range for the healing a tad since the problematic 1v1 solo healing is massively reduced and the healing now involves landing skill shots Reduce cast range on Q Reduce delay for the fear slightly E I kind of like the idea of the damage and CC being split up for slightly more Es and offer better control for support Fiddle E will gain bonus monster damage again I may go harder on this idea with a slightly reduced duration with even less cooldown which then helps the passive more R channel duration will be increased for a longer ult duration State to use R again to end channel early
Rioter Comments
Stacona (NA)
: Marly, the Untold Truths
# **UPDATE NOTES (1):** **Let It Be Known:** Cost increased to 45/50/55/60/65/70 from 45 mana Is now 700 range Reworked to swap places with a target Magic Mirror for 1.5 seconds and grant a shield for the duration, after 1.5 seconds will swap back with that same Magic Mirror and refunding Magic Mirror's cooldown on cast FROM Refunding Magic Mirror's current cooldown and for the next 2 seconds reduces Magic Mirror's base cooldown to 0.5 second **Magic Mirror:** Range based on level lowered to 450 - 700 from 450 - 900 units ****
: I love the concept, everything looks good, except for the E, between the cooldown, cost, and normal mirror duration it would just allow her to create her zones too quickly, I feel like it should be replaced with something that wouldn't make the ability so spammable. Other than that it's an amazing suggestion for a control mage design
I want a way to quickly get out a bunch of mirrors. The other option would be swapping places with a mirror and after a short period of time she would swap back to help her get out mirrors at a greater distance, in this case I would tone back the level scaling range of mirror placement. I might do this, as it then adds more combo potential and kit synergy.
Rioter Comments
: Yuumi Seems Pretty Weak On Paper
But you never need boots, so you have an extra item slot.
: im genuinely surprised by how good this
Two things unexplored in this game: 1. Marksmen attacks being more interesting and implementing actual gameplay (ammo is NOT gameplay, it functions the same as every other attack, just being a coat of paint to say it is different without actually being different). 2. Healing spells being more a thing on a support / supportive champion rather than incorporating gameplay into the spell. Part of this is accepting the ease of use of heals and basic attacks, and then figuring out a way to make it more engaging and treat basic attacks like a spell for marksmen to play around and implement the healing spell into the rest of the kit for healers.
Rioter Comments
Stacona (NA)
: For Fun Concept: Miss Fortune
# **UPDATE NOTES (1):** **Strut:** "Dash" range decreased to 150 from 250 units Recharge time increased to 11/10/9/8/7 from 10/9/8/7/6 seconds Maximum additional movement speed increased to 60/75/90/105/120 from 50/60/70/80/90 _(Definitely want to make sure Miss Fortune is a high damage, but very immobile, marksman so now the combined two dashes have a shorter range than 1 Vayne tumble with slightly less frequent amounts. So mostly will be used to grant maximum Strut speed quickly and aid in dodging skill shots.)_ ****
: This is an interesting take on an MF rework/design. I like it for the fact that you took Love Tap's terrible mechanic of swapping targets and put it to good use with swapping guns. I don't think MF needs a dash, imo, but I like the one you came up with. Taking away Love Tap would help her so much with dives and dueling that I think she'd be fine still being immobile. I liked her rework for a bit, but Love Tap never felt right. It took way too much of her power budget and was a weird mechanic on a champion who was a pretty good duelist before her rework that turned her into a terrible duelist. I actually enjoyed her more before the rework. I think just giving her actual scaling and swapping Impure Shots with Strut would have been enough. Taking grievous wounds away was sad, but understandable (I think?), but I liked her magic damage splash she had. Reworking Impure Shots to work on her abilities would have been an easy and thematic way to bring her up to speed. I doubt they'll do anything about her. They seem to forget she's a champion a lot of the time unless she's out of line because of runes or item changes. I remember all the nerfs she got because Thunderlords was busted. And then Armor Pen/Lethality. And then Aery/Comet. But we can hope?
It is shorter than a vayne tumble, but I want MF to be a high damage, immobile marksman and for the W to be slight side steps. So the range may be too long, despite being super short as is. Love Tap is not a fun concept, once it got nerfed, that is when you realize its flaws. If a mechanic relies on being overpowered to be fun then it is just a bad mechanic and it just feels bad and clunky to use and very unnatural. I will take a notch off the dash range and increase struts speed instead since that has better counter play since the enemy can remove it. I definitely want her to be immobile, but keep her ability to roam quickly across the map.
: Yuumi cannot be released
They already thought about it. She cannot attack in her W.
Rioter Comments
nasu010 (NA)
: lol at it all but i totally agree with you league has yet to create a proper marksman where they are able to get all the pieces together like i said i like your idea for mf and considering its an entire change to her mechanics without affecting any of her game play style while still introducing a few new things to make her a more fun to play champion i say this should go live out this up again but this time add a poll so people can vote am certain theres a lot of other people who would agree to this idea
Liking the post would help create more attraction, I don't see what a poll would do.
nasu010 (NA)
: so your keeping her theme and play style but changing up her mechanics.... nice {{sticker:slayer-pantheon-thumbs}} ( HEY RIOT ARE YOU SEEING THIS)
Theme is the same, play style (outside of marksman) is changed considering her mechanics are changed. **** Right now, MF just feels clunky to play as, offering no actual gameplay around it, but a clunky way to play a champion which is never good design, and way too much power on an ultimate. I am fine with having the ultimate super powerful, but there can only be so much power you can throw on an ultimate, especially once that requires zero skill to use (stand a decent distance away, point at enemy team, click button, and win fight). Riot tried doing things with marksmen like an "ammo system", but attack speed is already LoL's version of an ammo system for basic attacks. The problem with that is that it offers no gameplay around it, it is just the same thing, but with a fancy coat of painting to say "this champion is unique" even though when you take it away, then you realize "oh wait, the champion plays exactly like every other marksmen in the game...". They did not give MF an ammo system, but making her constantly push a button for attack speed steroid is redundant and a pain in the ass for the player and not gameplay and feels clunky, just make it her base stats and cut out the pointless crap. And then on an immobile marksman, you have a mechanic where she cannot fight anyone diving her basically because she needs a second target to get back full damage. Forcing her to hit two targets is clunky gameplay, but trying to find an isolated target is opportunity gameplay and that has real gameplay elements around it (Karthus Skittles, Kha'Zix Q, etc. Mordekaiser used to have this mechanic on his very old Q), but thematically, it makes no sense for MF to neither look out to hit multiple targets or hit an isolated target. Current Q I hate how it just feels like 100% RNG to go against and getting hit by it feels terrible, it would not feel as bad to go against when it is just a nuke in her attack range because then the player knows why they took damage and should expect pain being in a marksman's threat range. **** Kind of turned into a slight rant about current MF's design. The main post was just to create a fun play style that has engaging gameplay for a marksman, something Riot has never figured out based on the track record of every single marksmen in the game, but since it would have been so similar to MF anyways, I just treat it like a rework concept. I have a cooler idea for Lucian as well, utilizing gameplay around duo-handguns and properly making use of a short range, dash spam gameplay that makes sense for positioning to get isolated damage - rather than give him a random longer range dash spam with a bunch of damage where nothing has synergy with itself. Kind of like his cinematic / typical action movie of flying through the air with two pistols shooting out at the bad guys as they all have terrible storm trooper accuracy.
Rioter Comments
Stacona (NA)
: Mel, the Slithering Ghost
# **UPDATE NOTES (1):** **Final Gulp:** Execution damage is now either 8% +5% per 100AP or 100 +125%AP, choosing the lesser value, from only 8% +5% per 100AP below the target's current health Still deals a minimum of 100 damage Can now execute epic monsters from cannot (The flat value is going to be less damage than Smite for 99.9% of all scenarios, I just did not want Baron being eaten at like 3000 health or greater.) Percentage execute was there to make it less BS to go against for squishies, but then it made it really strong against tanks, so the flat value helps with that since the execution chooses between the lesser of the two values - so squishies get the percent health execution and tanks get the flat health execution. **Fang Slither:** Resistance shreds buffed from only allies to everyone, working like a normal shred now ****
Rioter Comments
Marlusia (NA)
: Hey I like this a lot. Zilean needs an update or at least minor tweaks to his kit. He hasn't been touched in ages, I mean look at his beard... it is literally one giant glob. I've actually been working on a cool ultimate concept for him for a while now. Imagine this: **Chronoshift: ** "Zilean marks an area with a time rune. If an allied champion, monster, or epic monster takes lethal damage during this time, then they are put into stasis in place for 3 seconds and are healed for 300/475/550(+150%AP) health (healing is doubled for monsters). The zone expires after 1/2/3 targets have used the zone, or 10 seconds have passed. Targets who have recent used the effect of time rune cannot use it again for a brief period." ___________________________________________________________________ Imagine the gameplay potential. You can actually contest major objectives. Imagine enemy team is about to grab baron, and zilean uses his ult. Enemy jungle wasted his smite, but your jungler still has it. That could be a major game changer.
Epic monster resurrection seems weird though. Multi-revive is probably too strong since the skill to Chronoshift is the choice of who to revive and using it with good timing. **** Zilean just needs more interesting gameplay, while staying true to how he is now. The main thing is giving him a 3rd basic ability to make him feel better to play as and giving him an always useful passive will have him feel better for the player, something to master the way I set it up, and more appreciated power and balanced as well as bonus EXP is not something the player can appreciate and has very strong invisible power to it. Chronoshift is a pretty iconic ability as is and unless there is something drastically different, slight changes to it outside of number tweaking I do not see much point for. Especially since Zilean just needs changes to his base kit, rather than his ult right now.
SnupRawr (NA)
: APPERENTLY ASHE IS A SUPPORT
Ashe is a utility marksman, she is not actually meant to be played in the support role. She is labeled as such because she gets played over her utility rather than her damage output, perma slow, global vision, poke, siege potential, and the longest stun in the game that is great for starting fights as a marksman.
Rioter Comments
Rioter Comments
Stacona (NA)
: Frill, the Adopted Poro Queen
# _**UPDATE NOTES (0):**_ **Other:** Tuned things a bit to bring this concept up to par with my current standards. Attack Range increased to 500 from 475 Attack Speed decreased to 1.400 from 1.656 Bonus attack speed per level decreased to 3% from 4% **Poro Protection:** Cleaned up the tooltip and clarified things better to what is going on. Clarified that Poros stand 75 units behind Frill and each other Poro Guilt removed which caused a 2 seconds slow for harming a Poro Clarified that harming a Poro makes it inactive for... Injured Poro is now inactive for 10 - 4 from 10 - 3 seconds, based on level Per Poro damage reduction increased to 12% from 10% (Clarified by stating the maximum value as 60%, previously was 50%) Poros now only jump in the way for champion and tower damage from champion and epic monster damage. Simplified the modified attacks element to be a lot more streamlined and easier to grasp. Just attack a lot brah! Most importantly, this just cleans up the space and shortens the tooltip quite a bit. **Poro Archers:** Moved from the E slot to the Q slot Damage adjusted to 8/16/24/32/40 +30%AD from 10/20/30/40/50 +25%AD 30% ability power ratio added, there used to be a damage ratio for AP builds on ice sled's removed passive Stated that the attacks can critically strike **Poro Kindness:** Cooldown reduced to 16/15/14/13/12 from 20/18/16/14/12 seconds Removed the restriction for solo play, should not be needed, especially with other changes being made here to remove the bad fluff (but not the good, warm, adorable snugly kind!). **Ice Sled:** Moved from the Q slot to the E slot Passive effect removed Cooldown reduced to 1.5 seconds from 10/9/8/7/6 Is now a toggle ability Stated the maximum value when all 5 poros are active and healthy to pull the sled! Updated Poro King, which is the unique interaction with Braum to make his shield into a Shield Sled allowing Braum to join the ride for a tag-team of poros and poro lovers to come sliding on into the fight! **Poro Might:** Renamed from Wall of Poros Cooldown to 120/90/60 from 110/90/70 seconds Width increased to 750 from 400/500/600 units, filling in the gaps of their normal sized separation between each other, each poro becomes 150 units in diametre making them pretty massive poros. Poros are now 400 range ahead of Frill from 375 Frill now has restrictive movement during Poro Might so that the snow plowing gameplay does not look wonky Clarified things and cleaned up the tooltip ****
Rioter Comments
: i wanna play a champ support but i dont want to be banned for 'trolling'
Max E, build utility items to help support your team like iceborne for the slow, also giving mana, cdr, and armour, and knight's vow to make your squishy tankier. E is actually quite a potent knock-back to peel for your team, you also have your AoE fear as well. Just remember to not be solo playing, you are playing to protect your backline and teammates.
Stacona (NA)
: Sakura, the One Raised by the Trees
# **UPDATE NOTES (0):** **Other:** Updated the concept and changed everything to be more streamlined and bringing up to par with my current concepts. ****
Stacona (NA)
: Fwala, the Kind-Hearted Killer
**UPDATE NOTES (3):** **Joyous Touch:** Contact range increases to 125 from 75 units, even though her normal hitbox is smaller, this makes her less clunky being the same as melee range. Hitbox massively enlarged with Bloop and Blop, which is where the physical contact will be happening anyways. **Bouncy Ball:** Cost lowered to 50 from 60 energy Returning ball now also bounces Fwala while blooped out during Bloop and Blop. **Playful Bounce:** Healing energy will bounce returning juggling balls from the new ultimate Juggling Madness **Bloop and Blop:** Radius increased to 500 from 300 units. Reminder this increases her hit box, making her passive hit more targets and easier to hit them. **Juggling Madness:** Renamed from Double The Fun! Reworked entirely, was splitting Fwala into two Fwalas that match each other's movement, attacks, and abilities This new ability should play around inflating herself and bouncing around all over the place to keep the balls in play and see how many juggling balls you can keep in play at one time. This then offers quite a bit of damage for the really skillful players. ****
: You should do more with drastic size differential. I like everything but ult. I feel like it makes more sense as a follow up activation to E. IMO her E needs to move to ult and combine the two spells, then give her some better surviability. A single shield weaker than Yasuo passive isn’t gonna help her when she’s inflated.
She has a massive shield and spammy heal, spammy heal as long as you are doing things to recover your energy back. She is intended to build AP. The other thing I can think of for an ultimate is a juggling act, but not sure how to implement that in a good way.
Stacona (NA)
: Angel, the Child of Light
# _**UPDATE NOTES (0):**_ **Other:** Reworked this champion to be more streamlined and update them to be more in line with my current champion concept standard. Focused the kit better over one play pattern with multiple ways the player can go about using each ability. Gave them somewhat a proper lore. Gave them a better description. ****
Stacona (NA)
: Fwala, the Kind-Hearted Killer
**UPDATE NOTES (2):** **Other:** Complete rework to create that fun be-the-ball play style! You know, just bouncing all over the place without a care in the world, being the ball, being one with the ball, you are the ball! Also, general changes to modernize this concept to my current concept standards. ****
Stacona (NA)
: Fwala, the Kind-Hearted Killer
I like this concept overall, but I need to go through it and clean it up and update it.
Stacona (NA)
: Dollie, the Toy Maker
Personal favourite.
Stacona (NA)
: Angel, the Child of Light
Reserved to update and make balance tweaks.
Stacona (NA)
: Chloe and E'La, the Unlikely Duo
Reserve to do tweaking later.
Stacona (NA)
: Frill, the Adopted Poro Queen
Reserving for later.
Stacona (NA)
: Lila, the Guardian of Ionia
I am trying to find my concept that is similar to Yuumi, though this is a marksman and doggo, she is pretty similar in some aspects. I did make a support awhile back that is very similar to Yuumi and the search engine does not make it easy to find (it is very crappy) especially when you forget what you named it originally. If only there was a way to find posts that **I MADE** and all be in the same forum...
Stacona (NA)
: Sakura, the One Raised by the Trees
Holder comment to adjust this in a bit, going through some older concepts.
Stacona (NA)
: Glacy, the Frost Yordle [Champion Concept]
# **UPDATE NOTES (0):** **Other:** Significant changes made across the board to be more in line with my current champion concepts and to streamline this kit. Updated brief description of the champion and gave a little bit of lore love. ****
Rioter Comments
: 5 years later, and this is still a huge problem. It's ridiculous.
There are many things that drove me to stop playing League. I still like the concept of League and a lot of the characters and the gameplay, but I realized I was not having fun with the game anymore because a ton of reasons like that one person ruining it for everyone, the few toxic champions that always get picked and drain the fun out of the game, the crappy new client that just sucks in every aspect, ransom games drive me insane and make me a bad person being in them, and just the way a lot of people play to win with lame cheese strategies just makes the game toxic to be in, to name a few things. Plus realizing I could be spending my time with other things and/or more productive things as well. Riot won't ever fix the issues because over and over again they keep making the same BS excuses, instead of fixing their game to make it fun for everyone.
Sukishoo (NA)
: How is it crowding her though? That's like saying Trist and Corki crowd each other as they are both Yordle Marksmen. It's like saying we can't have more types of the other things just cause they'd be similar. If it is indeed a female Yordle, there's plenty of things enchanters do that make them different from each other. All of the Yordles fit into these spaces so far as it is. Corki - Marksmen Trist - Marksmen Poppy - Warden Fizz - Assassin Rumble - Battle mage Lulu - Enchanter Veigar - Burst Mage Kled - Diver Gnar - Unique Mini = Marksmen Mega = Vanguard Kennen - Unique Teemo - Unique Heimerdinger - Unique
Fizz is not a yordle, Amumu is though.
Terozu (NA)
: Yeah but why crowd out Lulu? Give us a jungler yordle girl. We don't have a proper jungle yordle and a megling could fit that niche. (Amumu is only a maybe yordle)
Amumu is a yordle jungler already. He is a yordle mummy from Shurima. Teemo, Corki, and Tristana are both marksmen yordles. Lulu, Kennen, Veigar, and Heimerdinger are mage yordles. Rumble and Kled are bruiser yordles. Gnar, Poppy, and Amumu are tank yordles. So we need either any assassin yordle, male enchanter yordle, or female bruiser yordle.
Terozu (NA)
: New support is probably a yordle.
Yordles have nothing to do with magic or portals, that is just Lulu's lore being a super old yordle that was frozen in time by falling into a space where time does not flow so she never aged that entire time despite being there for over a hundred years.
Stacona (NA)
: Yasuo Remake Concept
# _**UPDATE NOTES (1):**_ **Other:** Attack Range lowered to 150 from 225 units Base attack speed increased to 0.695 from 0.675 Bonus attack speed per level decreased to 1.5% from 2.5% **Steel Tempest:** Bonus damage lowered to +20%AD true damage from 20% increased damage as bonus true damage Now also causes normal basic attacks to slash in a semi-circle based on the attack target's location, damaging all enemies, making Yasuo more unique as an area damage assassin slicing up his foes like anime-samurai-wind-man-dude. **Sweeping Cyclone:** Cooldown to 14/12/10/8/6 from 11/10/9/8/7 seconds Range lowered to 900 from 1250 units Knock-up changed to 0.3 - 1.2 from 0.35 - 1 based on distance of the tornado Damage changed to 20/30/40/50/60 +100%AD +150%AP from 30/50/70/90/110 +75%AD +75%AP (only one damage AP ratio and multiple AD scaling damage sources) Shield value adjusted to 110/140/170/200/230 +100%AP from 90/130/170/210/250 +90%AP Shield duration lowered to 2 from 2.5 seconds **Winding the Wind:** Cooldown to 18/17/16/15/14 from 15 seconds Range lowered to 1000 from 1250 units Now cast in a circular ring instead of choosing between right or left since the player can only move right or left, this also adds more mind games for the player to use against his opponent. Movement speed to 60/70/80/90/100% +10% per 100AP from 50/65/80/95/110% +5% per 100AP Cooldown refund when used outside of combat increased to 75% from 50% **Last Breath:** Cooldown to 130/100/70 from 120/100/80 seconds Radius reduced to 225 from 300 units ****
: i am a yasuo main but I'm not mad about this rework. I am actually looking forward to it seeing how it plays off against other champions.
Older concept, but there are still a bunch of things I still agree with. Some things I would change like making things simpler to use - example is E would be just a perimetre circle since the player needs to decide between right or left anyways, making a casting choice is just redundant. But Yasuo needs meaningful cooldowns to better play around him which in turn makes him more useful more often with better feeling abilities. Plus less annoying no cooldown dash spam and no blinks allows him to have more power. Not like he is not mobile with this concept, he just less obnoxiously mobile than what he is now and he has less of an overloaded kit while placing wind wall more in line to its power levels with a significantly shorter duration. My rework concepts are always about how to make the champion fun to play as, fix core elements playing as him, while most importantly fix the issues players have playing against that champion. Champions are allowed to be powerful, at the same power to each other, but should never compromise someone else's fun in the process.
Stacona (NA)
: Tilly, the Frost Flame Magician
# _**UPDATE NOTES (1):**_ **Tail Whip:** Moved the passive to be between Fire Form and Frost Form to be under Fire Form for clarity purposes. Only Fire Form abilities can deal damage. Only your basic attacks can deal damage while on Frost Form **Frost or Flame:** Removed any mention of Ignite, it will not melt enemies either despite being a fire spell. Ignite deals true damage, so any mention was redundant because true damage cannot be amplified (Tail Whip conversion applies after the amplification if a frozen target melted and then the magic damage half is mitigated). Allied champion fire abilities amplification for melting a frozen target increased to 30/45/60/75% from 20/30/40/50% (lower value was because of the whole Ignite thing which could never have happened) ****
Luzz (NA)
: Nice concept.... Though couple of things to bring in mind.... I think if someone is frozen, would be 50% damage from fire, sort of ice counters fire, and vise vs. that would also make the champ useful as either a support or mage carry, maybe a combo wombo, however switching from ice to fire and back, would have it's negatives, vs also being in ice form, say freezing an opponent, then blasting them in fire melts the ice but only doing, 1/2 damage.... However staying in ice, if opponent is frozen or marked, some form of physical attack gets the bonus damage of shatter effect.... Also should have a cooldown on the switch R, 3 sec.... Like a Nidalee. This will allow the player to commit to the form, and accept the consequences for doing so. Still nice concept, and very thought out.
Water beats Fire bears Ice. Ice melts to flames. You remove the crowd control duration upon melting them, the reward for reducing CC time is more damage. I also balanced around the aspect of fire amping the damage for proper melting of the freeze CC. Originally, frost dealt damage, but then I realized no one would ever go out of frost if they can constantly reapply a freeze to their targets, prioritizing mana for the spam over ability power. Cannot take damage, cannot die, eventually win every fight. Where as making fire all about the damage and frost all about the CC makes for the player to play the concept of swapping between fire and frost constantly. While melting the freeze means the enemy has a chance to respond and fight back since all of the freezes have some kind of delay to them before they can re-freeze their target (with the safety net of reduced freeze duration like with Kennen's stun, if one champion can be balanced with constant micro-stuns then another champion can too with a very similar type of CC). But it is fire bears ice just like in Pokemon. I get what you are thinking of, but that is water beats fire. The fire is melting the ice, but is not sticking around on the target to light them on fire, if anything the target being wet should be making the freeze last longer and not shorter, but that would either be broken or feel terrible for the player. **** The main problem with a cooldown with elemental swapping is that frost form would have to deal damage. Which then means the player would never swap out of frost because why give up your CC to deal more damage, when you can keep them CC'd and never take damage, which means they eventually die and you will never die. The fire melting the freeze is the shatter. There is a trade-off already with shortening your CC duration and in return you get more damage. Why would you ever combo frost and fire together when fire does half damage and remove the CC duration? That entire premise would also make the champion clunky to play as, you have these two effects which do not work together and/or a short cooldown that makes what should be a fluid combo to perform to a very clunky one and really hard to pull off, especially when you have a massively reduced freeze duration after your first freeze against the target. Also, she is not a form swapping champion because your abilities are still the same, just with different effects. **** The one thing that is my bad moment is forgetting that true damage cannot be amplified. So the whole Ignite thing is being removed since it is irrelevant, it always does its normal damage.
SouL1ess (NA)
: > [{quoted}](name=Stacona,realm=NA,application-id=3ErqAdtq,discussion-id=sw0lAE4s,comment-id=00000000,timestamp=2019-04-19T07:58:40.611+0000) > > I pretty much opened with saying what the current system is. Having two numbers to create a redundant system is flawed. > > It is a lot simpler and easier just to say the reduction value, especially since base defensive stats mean absolutely nothing. > **** Current system is 1% effective hp per 1 resistance value. What's the effect of 23% magic reduction on your effective hp? The problem with "squishies being tanks" is that League's defensive item system is broken and the values are overinflated. It's also why % penetration is a required option in the game. In addition I don't think having equal base growth in defense against both physical and magic damage is fair. How do you manage base resistance growth? Again if you think the entire game needs an overhaul so be it. Changing this defense system means every value in the game needs to be reviewed. Just changing the defensive item setup won't be the end. I think the current system is flawed but functional. > This is basically mean stating "Poop is not chocolate, it tastes disgusting and will make you sick!" and you arguing with "Poop is yummy and is good for you too! You are wrong!". What the hell man, poop is still poop, saying the poop is delicious and nutritious does not make it true, it is still waste that smells bad, tastes bad, and could kill you if you eat it. > > Warping reality does not change reality. Your analogy has no arguments and nothing to respond to.
You just tune resistances with health. If you want a specific damage type mitigation, then do it through the passive or an ability. If the player needs to mitigate a type of damage, you get it through items. The system is simple. **** It is a big change that will require a lot of time to implement, but it is a better change. In the end, it will mean an easier game to balance. It will also make the health value more meaningful and people will take something like 10 damage more seriously since it means 10 damage. The only time it means something else is if a champion has an effect to reduce that champion or bought items for it. **** The game needs two things: 1. More health to tune damage numbers easily. 2. A more streamlined and clear damage mitigation system. This current system sees abuse from penetration and shreds constantly while making tanks not real tanks. Changing it means champion damage is easily to tune for so that everyone cannot instantly die and a proper damage mitigation system means those that stack defensive items can actually absorb damage. Initial pass, I would just greatly increase the health pools of every champion, tanks receiving the biggest boost. Then you tune the damage values after you can see who is too weak and too strong with the grand change. With fatter health pools means we can finally tune those low damage values properly and remove decimal damage to be whole numbers.
Show more

Stacona

Level 67 (NA)
Lifetime Upvotes
Create a Discussion