Rioter Comments
: > [{quoted}](name=Stacona,realm=NA,application-id=A8FQeEA8,discussion-id=tgqkea73,comment-id=0001000000000000,timestamp=2019-02-18T05:31:08.424+0000) > > I think there are ways to balance it out properly. > > My solution is moving more power to Flower and Vee is an aid. Try to make it more like Vee is 0.2 champion and Flower is 0.8 of a champion, but when together and for their skill requirement to play and play well, they get like a 1.25 power of a champion rather than 1.0 when together. > > Other words, making their balance where Flower basically feels more like the champion and the one you want to kill, especially since she is immobile so giving her the power makes it where they do not feel too frustrating to go against. Still, I do want want them feel super powerful when they are being played well in the right hands. > > Niche champions that are hard to play as and require a bunch of time and effort to put into are fine, as long as there are easy champions to balance out the equation. Does mean the higher their elo is, the greater their winrate however, but that is how Anivia works as well - mains plays them and have smaller player bases. "Niche champions that are hard to play as and require a bunch of time and effort to put into are fine, as long as there are easy champions to balance out the equation. Does mean the higher their elo is, the greater their winrate however, but that is how Anivia works as well - mains plays them and have smaller player bases." While I agree that people who play specific Champions really well should be doing better on them (that's how skill works!), I disagree with the degree of disparity any kind of concept involving split bodies would involve. Azir already got heavily rebalanced because of it, and Kalista is due for one. Idk, I just disagree that something of this skill caliber can be properly balanced.
I think a duo-champion can work, maybe the concept needs to be done differently, but it is possible. There is also potentially trying to lower the skill requirement and make it easier to play, make less of a power difference between 1 game and 200 games. Another concept I think be fun is basically an RTS champion, you have pets you control to do all of your work for you. Old Yorick kind of had this, but done in a not-fun and non-interactive way, which made him frustrating to go against. If done, then it needs to be treated the same way you treat a ranged mage.
Rioter Comments
: > [{quoted}](name=Stacona,realm=NA,application-id=A8FQeEA8,discussion-id=tgqkea73,comment-id=00010000,timestamp=2019-02-10T19:05:25.906+0000) > > I don't know what V Flower is, so it is definitely not. > > They don't like the Void at all, they hate it, they like Runeterra - they are just Void borne creatures that act nothing like a Void monster. > > Killing one of them is only half their gold/exp value since they are half a champion, but each death timer is normal. > > **** > > In terms of global splitting of the two. I am fine with this, but their power is when they are near each other and working together, especially since Vee is almost useless on his own while Flower can still function without Vee, just no where near as good, which is why most of the power is on the immobile mage half of the champions (easiest to kill the immobile character than the mobile one). > > Also with the global splitting, they are still kill-able and have death timers, and when split up they are very weak so you can fight them alone and almost always win in most scenarios since their power is that much weaker. If one was an invincible pet then there would be a problem. Plus they are AP champions with very low base attack damage and base attack speed, so when not working together even on their attacks alone makes them super weak as well. > > **** > > Micro managing can be done when there are only two champions to swap between plus League has no micro managing champions in the game which I think would be fun to have. It is NOT for everyone, but people would enjoy a micro-manage champion, their difficulty to play would also reduce their play rate too (look at Anivia, low player base, but that does not mean she is not strong, she is just very hard to play as and play well on). You kinda missed my point on the second part. "Voideborne" and "Void monster" are p much synonymous, no matter what their intent is. To be fair, though, I had missed the word "not." So, to reiterate properly: I don't see a point in why they'd be opposed to the Void, considering most of the Voidborne are completely controlled and genetically engineered by the Watchers (p much their only purpose in life, and if not, they tend to have some malicious goals (IE: Kha'Zix)). "Also with the global splitting, they are still kill-able and have death timers, and when split up they are very weak so you can fight them alone and almost always win in most scenarios since their power is that much weaker." It still takes resources to go deal with somebody who's splitpushing, IE: fight is now a 4.5v4. "Micro managing can be done when there are only two champions to swap between." My thing here was that I was saying that two Champions is still pushing it too far. League just isn't meant for this kinda stuff, and the amount of skill to play this Champion properly, along with the amount of power the have, just brings us back to the Azir/Kalista problem.
I think there are ways to balance it out properly. My solution is moving more power to Flower and Vee is an aid. Try to make it more like Vee is 0.2 champion and Flower is 0.8 of a champion, but when together and for their skill requirement to play and play well, they get like a 1.25 power of a champion rather than 1.0 when together. Other words, making their balance where Flower basically feels more like the champion and the one you want to kill, especially since she is immobile so giving her the power makes it where they do not feel too frustrating to go against. Still, I do want want them feel super powerful when they are being played well in the right hands. Niche champions that are hard to play as and require a bunch of time and effort to put into are fine, as long as there are easy champions to balance out the equation. Does mean the higher their elo is, the greater their winrate however, but that is how Anivia works as well - mains plays them and have smaller player bases.
Stacona (NA)
: Magi, the Dream of the Stars
# **UPDATE NOTES (5):** **Other:** Cleaned up some tooltips slightly. **Playful Flutter:** Cost lowered to 0/5/10/15/20 from 1/7/13/19/25 mana _(Cost was too high for what it is offering, especially since the speed of the dash is reduced based on enemy slows as well and you have another mana drain spell active with Playmates.)_ **Sweetness Overdose:** Negative effect chance is now 0/25/50/75% from 0/20/40/60/80/90% Once at a 75% chance of the bad effect occurring, Magi gains a 25% chance of a super heal to occur (if it would heal), gains an increase to her TOTAL attack speed, ignores her attack speed limit (she can attack faster than 2.5 attacks per second), and ignores the mana costs to her Q and W abilities for the next 5 seconds. Reminder that the negative effect blinds and applies grievous wounds, being blinded means your attacks miss and do nothing and deal no damage while grievous wounds hurts the main purpose of your heal, well, healing. **** **NOTES:** _(I wanted to give some kind of very high risk and very high reward incentive for going for quick casts of Sweetness Overdose rather than waiting every 6 seconds to use some mana for an area small heal. I want the risk, excitement, and thrill of a random chance ability, but the player chooses if they want the random chance or not and have the reward great enough that it is worth hurting yourself to gain a super buff (and super heal) for a short time.)_ ****
Stacona (NA)
: Vee and Flower, the Misfits of the Void
# _**UPDATE NOTES (1):**_ **Notes:** Overall changes here is moving most of the power towards Flower, the immobile champion, and everything reflecting that. I want the micro-managing aspect because I think it would be a cool concept, but to make power more clear for the opponent it is best that one of the champions has a lot more power than the other. These changes also helps with very minour exploit cases since the two champions have a global link and only have incentive to be together. Sticking the power more toward Flower and Vee more of a utility bot makes the two mages need to be together to really shine and when you try the global aspect then they are mediocre and weak, especially mobile Vee (which balances out his mobility with having the power on the immobile mage). **** **VEE:** **Flutter Touch:** Now notes and lowered his value to ONE-THIRD of gold and experience of a champion from ONE-HALF Vee now has half the death timer of normal champions from a full death timer (Flower is still a full death timer) **Swift Delivery:** Damage removed to targets he passed through Cost lowered to 50 from 55/60/65/70/75/80 mana Scent and aroma carrying duration lowered to 0.5/0.6/0.7/0.8/0.9/1 +0.1 per 100AP from 0.5/0.7/0.9/1.1/1.3/1.5 no ratio seconds **Relentless Winds:** Damage reduction lowered to 20/26/32/38/44/50% from 25/30/35/40/45/50% **Inescapable Winds:** Slow resistance lowered to 50% from 75% **** **FLOWER:** **Sweet Touch:** Now notes and increased her value to TWO-THIRDS of gold and experience of a champion from ONE-HALF Now heals Flower for the same amount when she heals Vee **Scent of the Void:** Ratio damage increased to 80% from 75% Magic damage amp lowered to 10/13/16/19/22/25% from 10/15/20/25/30/35% **Scent Bomb:** Cooldown lowered to 7 from 8 seconds Range lowered to 1050 from 1250 units Radius increased to 425 from 400 units Ratio damage over time increased to 180% from 160% No longer blinds for 1.5 seconds on impact Now deals 60/80/100/120/140/160 +45%AP additional magic damage on impact (all at once) _(Damage increases to off-set the damage removal on Vee.)_ **Irresistible Aroma:** Vee return range toward Flower increased to 75/100/125/150/175/200% from 50/80/110/140/170/200% increased range **** **Character Swap:** Changes to the tooltip, no actual changes took place. ****
: A couple things: - I feel like the name is a reference to V Flower. - I'm against the idea that this heavy of an emphasis onto micromanaging is a tad too much. This is especially true considering you have to attempt to dodge abilities on both of their parts, which almost definitely gets... _difficult_, to say the least. - I feel like the name is a reference to V Flower. - In terms of lore, I don't really see a point in them liking the Void-- you don't really give one. - It kinda sucks that they're worth a full Champion when only one of them is killed, considering they're each worth half a Champion in strength. - You're gonna quickly approach situations where you send them to opposite sides of the map and just split push two waves, which gets INCREDIBLY OUT OF HAND in terms of pro play. - I feel like the name is a reference to V Flower. - The "difficult to position two bodies at once" thing is further intensified by the fact that League doesn't really support micromanaging and multiple units very well, along with the fact that your passive requires you to position properly in order to get the most worth out of it. At its core, I feel like the design is _fundamentally_ flawed, since you're attempting to play the same game twice. In case you haven't noticed, I also feel like the name is a reference to V Flower. While I'm messing around with that part (I do love me some V Flower), the input I've given is something I'm 100% serious about. XP
I don't know what V Flower is, so it is definitely not. They don't like the Void at all, they hate it, they like Runeterra - they are just Void borne creatures that act nothing like a Void monster. Killing one of them is only half their gold/exp value since they are half a champion, but each death timer is normal. **** In terms of global splitting of the two. I am fine with this, but their power is when they are near each other and working together, especially since Vee is almost useless on his own while Flower can still function without Vee, just no where near as good, which is why most of the power is on the immobile mage half of the champions (easiest to kill the immobile character than the mobile one). Also with the global splitting, they are still kill-able and have death timers, and when split up they are very weak so you can fight them alone and almost always win in most scenarios since their power is that much weaker. If one was an invincible pet then there would be a problem. Plus they are AP champions with very low base attack damage and base attack speed, so when not working together even on their attacks alone makes them super weak as well. **** Micro managing can be done when there are only two champions to swap between plus League has no micro managing champions in the game which I think would be fun to have. It is NOT for everyone, but people would enjoy a micro-manage champion, their difficulty to play would also reduce their play rate too (look at Anivia, low player base, but that does not mean she is not strong, she is just very hard to play as and play well on).
Rioter Comments
: A point click displacement and stun is the Primary reason Vayne offers zero counterplay to melee champions. It needs to have a mechanic tied to it that the Enemy can work around.
Well, since this concept has a short range skill shot (or kind of long range attacks), the better against ranged with the skill shot should tone back melee dominance. She is a marksman so she should be able to kill tanks and bruisers. What you think of a skill shot knock-back that has no stun? I rather she keeps a knock-back than give a dash for the ability that can be for defensive use, reduces the amount of mobility in the game and offers something more than just damage (all champions have some kind of defensive ability in their kits).
Stacona (NA)
: Vayne Rework Concept
# UPDATE NOTES (1): **Silver Bolt:** Ratio damage lowered to +1.5% from +2.5% per 100AP **Blast Bolt:** Was previously a modified version of Condemn Now is a either single target slow against the Silver Bolt target and a knock-back to everyone else to create an isolated target and help Power Bolt attacks land. Goes with the duelist aspect for offense while still offering a good defensive spell, up to player choice and situation to use it how you like. Deals 80/120/160/200/240 +80%AP area magic damage from 20/35/50/65/80 +75%AD single target physical damage and double damage and stun if the target collided with terrain Knock-back distance decreased to 500 from 600 units, but is now an area knock-back No longer can stun targets Range to 700 skill shot from 550 point-and-click Radius of explosion is 350 from 0 units Cooldown to 14/13/12/11/10 from 16/15/14/13/12 seconds Cost to 75/80/85/90/95 from 90 mana **Final Hour:** Included "or damaging ability" to note that you can modify Blast Bolt's damage if the player so chooses, also adds clarity that Power Bolt gets modified as well if that was used (though it already says it is a basic attack) Silver Bolt damage is always included with the modified execution damage (if the target struck had the Silver Bolt on him) ****
: The E needs a complete rework not a copy paste
I thought people like Vayne with her Condemn. It is changed, it is just very similar to how it is now. More one-point wonder with weak rank up power. It would be replaced with some other defensive / team-utility spell, probably something that goes a lot better with positioning and get correct angles on the target. The only problem with replacing Condemn is what takes its place?
Rioter Comments
Stacona (NA)
: Magi, the Dream of the Stars
# **UPDATE NOTES (4):** **Other:** Bonk attack range increased to 1000 from 850 units _(This places on par with other marksmen like Sivir and Xayah that essentially can double their range. Since she needs to get close up and personal now to get the bonking mini-game (again, can only hit closest target as well) this should not feel oppressive. Only worried about tower taking since you can out range towers, but should not be that big of a deal since you have to get in a short range at first.)_ **Galactic Paddle Bonk:** Bonus attack damage increased to 50% from 45% New mechanic added that increases the damage of Magical Orbs based on how fast they are moving, up to a cap (but they keep moving faster and faster still) At 1000 units per second the Magical Orb deals +125% base AD, +100% bonus AD, +60%AP (showcase scaling) At 1500+ units per second the Magical Orb deals +150% base AD, +150% bonus AD, +90%AP (max damage; triple base speed) Ratio form for easier time balancing in the future, rather than an increased damage value which would effect everything equally. **** _(After the last change list, Magi was feeling a lot on the weak side and lacking satisfying elements for the amount of work she needs to put in for her damage. So this is a great way to buff up her damage directly, while keeping her as a sustain damage dealer and encourage the unique gameplay that I want. Very high damage is perfectly fine in a game, especially as a dedicated damage dealer, as long as the opponent feels non-cheated to their death and felt that there was something they could have done to prevent dying (back-ended damage like this naturally has that feeling).)_ ****
Stacona (NA)
: Alternate Universe Teemo Concept Kit
# **UPDATE NOTES:** **Tactical Warfare:** Clarified that Teemo does not attack a location when wanting to move to a location that is within the same brush as he is currently invisible in. He will attack a brush location if it is a different brush entirely (i.e. the lane brushes, etc.). Only applies if he is actually invisible in a brush. Changed poisonous clouds from only one in play at a time to enemies can only be damaged by one poisonous cloud at a time, the highest damage poisonous cloud takes priority (only applies if it critically strikes). This is so that Glowing Mushrooms do not screw Teemo over if an enemy steps on one since all of his damage is reliant on poisonous cloud placement, and it would be weird where your ultimate actually nerfs your damage output. **Glowing Mushroom:** Detonation damage lowered to 8/10/12% +1.5% per 100AP from 9/11/13% +2% per 100AP missing health magic damage ****
: I love it.
Something I want to change with marksmen is make their basic attack more interesting by introducing something more than just right-clicking to win. This makes them more unique to each other and more enjoyable to play as, also more of a reason to pick each one and just picking whoever is the strongest. (Also for a Teemo rework, his only gameplay health is invisible mushrooms chunking you out with a Liandry's Torment. Turning them into execution only shrooms without Teemo's help or one of his allies nearby helps resolve this frustrating point, while leaving in the watch yourself mini-game when low on health and against Teemo. Everything else just involves him being brought up to par.)
Rioter Comments
Rioter Comments
Rioter Comments
Lo4ding (EUNE)
: (Character Concept) Ligar, The Swordsman of the Piltover
It should just be The Swordsman of Piltover not Of The Piltover since Piltover is the name of the city. Also why would there only be one swordsman in an entire city? That is not very champion sounding at all.
: Do you believe that Riot is enfocing a 50% winrate by intentionally matching you with bad teams?
If you climb up that means the games will be naturally harder and you can carry less, so naturally your high win rate will go down because you will lose more games innately. All match making does is match you in games with players around your skill level, but it can only match off the information given to it, there is no possible way a machine can know if someone deserves to be that rank or not. Reversely, if you lose a bunch of games and have a low winrate, then naturally it will rise up since you are playing worse players on average. There is no conspiracy theory scheme going on here, it is literally the logic of matchmaking systems and harder games are the better skilled games and the easier games are the lower skilled games. Pretty simple and straight forward.
Stacona (NA)
: New Customization System Concept: Masteries, Keystones, and Summoner Pets
# **UPDATE NOTES (1):** **** # SUMMONER PETS: **Dog:** Stated the range of the heal and adjusted its value to 3 - 25 to 12 - 100 based on both level and distance ran Active can now affect self Active heal reduced to 40 - 240 from 40 - 270 Active cooldown increased to 210 from 180 seconds Active range increased to 700 from 500 units **Cat:** Passively removed the effect where the cat will become impatient and attack you every 15 seconds if she had nothing to attack. Active radius (around the cat) increased to 425 from 350 units **Penguin:** Slow reduced to 10% - 35% from 15% - 50% Duration increased to 2 from 1.5 seconds Active unchanged **** **Fire:** Passive grievous wounds duration lowered to 1 from 1.5 seconds Active duration unchanged **Water:** No longer amplifies slows Now will knock back the affected target by 125 / 450 units respectively **Electricity:** Stated Poro recovers from his injuries 50% faster (since he does not run around like the other pets) **Wind:** No longer knock backs the target Now reveals the affected target and the area around it by 800 units for 2 / 7.5 seconds respectively Still can affect targets inside brush when nearby with Wind element on the pet **** _(Really, I needed to change the elements so that they properly work with all of the pets and can function on any champion no matter what. This way no matter the champion pick, you have a real choice and what pet and element you want to take.)_ ****
Rioter Comments
Stacona (NA)
: Magi, the Dream of the Stars
# **UPDATE NOTES (3):** **Other:** Attack range reduced to 500 from 750 units Bonk attack range increased to 850 from 750 units Attack speed increased to 0.725 from 0.550 Bonus attack speed per level decreased to 2% from 5% _(Her attack range was so high that despite having a low base attack speed, she would not bother using the fun bouncing mechanic to deal damage that offers a very interactive gameplay for a marksman. So by splitting up her point-and-click attack range and bonk attack range better supports the unique gameplay and have her attack the closest thing to her to launch the magical orbs and then back off and keep them in play at a longer range, balanced around the idea that bonk attack range can only hit the closest thing to her. Also allows for a smoother experience for bonking the magical orbs with the increased range.)_ _(The other part is allow for a much higher base attack speed to help her get out multiple orbs at once while keeping older orbs in play with the low attack range (if her bonk range was this low she would be impossible to play as).)_ **** **Galactic Paddle Bonk:** Just some slight rewording changes to go with the above change. Increased ratio damage to +45%bAD +30%AP from +40%bAD +25%AP; to go with the attack range nerf Increased missile speed per bounce increased to 10% +50% per 100% attack speed from 10% +30% per 100% attack speed; just better reward for building damage items, especially since her bonus attack speed per level went down which means this ratio can go up **Playful Flutter:** Cost lowered to 1/7/13/19/25 from 5/10/15/20/25 mana **Playmates:** Cost lowered to 0/5/10/15/20 from 4/8/12/16/20 mana per second _(Playful Flutter and Playmates power does not come into effect until later ranks, so they should feel like resourceless abilities early on and helps go with the attack range nerf to survive the early game. This helps smooth out her gold reliant build as well with not being mana hungry until mid to late game when she can actually acquire the mana items since she will be playing like a short range marksman in the early game and less like a mage-marksman until her abilities gain some power to them and she can have multiple magical orbs in play at one time.)_ ****
Stacona (NA)
: Gogo, the Booming Florence
# **UPDATE NOTES (1):** **Blast Bulb:** Cost increased by 10 mana for each rank **Boom-Boom Seed:** Removed +75%AP ratio from the first seed explosion Now the first seed has its fuse time reduced by -0.1 per 100AP (minimum 0 seconds obviously) to help quickened the burst process, while decreasing the damage of the spell, getting the player to land the multiple seeds rather than going for the one seed **Helipetals:** Removed the second cast that would be a short radius area stun and percentile max health magic damage. _(It was added in for more player choice, but the spell already has player choice since you can fly over terrain with it in addition of turning you into a long range mage. So all the second cast was doing was giving unneeded bonus power, especially since Stink Bomb is already there to set up her spells to do well (directly aiding Boom-Boom Seed).)_ ****
Rioter Comments
Stacona (NA)
: Magi, the Dream of the Stars
# **UPDATE NOTES (2):** **Playful Flutter:** Clarified that the movement of the dash is current movement speed instead of total movement speed, no change took place, just making it more obvious that slows will affect the speed of the dash. **Joy of Juggling:** Cooldown increased to 130/100/70 from 130/90/50 seconds _(Cooldown might have been a little too low considering the potential power a true trap can have, especially in the late game where damage is much higher. This just brings it more in line with the power that it offers.)_ ****
Gilgayu (NA)
: Yeah this champion seems very fun. But can she still auto attack? or she can only control the orbs. I think the former will make her a marksman, while the later will make her a support(due to her e). Her q and ult also seems to be really strong. She can just spam q once she got {{item:3003}}. Her ult is also really strong considering the speed the orbs bounces at increase quite dramatically late game.
Going past the limit destroys the oldest orb, the highest damage output is ponging your attacks at the closest enemy, losing control over who you can hit, but dealing the most possible damage overall since the speed of the shots get faster and faster (which makes it harder to keep them in play - QWR to help keep you dealing high damage). You can always normally attack, which the damage is how much is indicated by your passive no matter what (crits just double that damage). **** Your ultimate really guarantees 3 seconds of damage, while keeping all enemies contained in a small arena. Great for offense or defense use, player choice. **** Your entire base kit is a mana dump kit, which is why the AP build is recommended since you get the mana items needed for late game, and still have Nashor's Tooth for attack speed.
Psyrix (NA)
: seems like a really fun champ to play
After the big set of changes to focus her power a lot better and go more in line of what I initially wanted, yes. Probably will end up having more changes over time, but we will see on that one. Overall, treating marksmen attacks like a spell I think will be good for the game, with the kit to support that gameplay instead of having the basic attack process all be the same and the kit just being added fluff. The current marksmen in the game definitely could be reworked to be more interesting, making them unique like the different mages in the game (and no, "ammo" for basic attacks is never a solution since attack speed is the ammo system for league of legends already #derpdesign).
Stacona (NA)
: Magi, the Dream of the Stars
# **UPDATE NOTES (1):** **Other:** Attack speed increased to 0.550 from 0.475 Bonus attack speed per level lowered to +5% from +8% Projectile initial missile speed increased to 500 from 400 units per second Base attack damage lowered from average through out the entire leveling process to average to very low, means level 18 attack damage is far below every other marksman in the game **Galactic Paddle Bonk:** Named the orb to Magical Orb(s) Magical Orb damage lowered to +100% total AD +45% AP to +100% base AD +40% bonus AD +25% AP Magical Orb now travels up to 1250 from 1000 units on its return Increased missile speed with every bounce changed to 10% +30% per 100% bonus attack speed from 50% increase per bounce **Playful Flutter:** Removed the random element of ability power increase, maybe something else will come at a later date, but I was not feeling something that was just an invisible increase in power and not something fun for the player to enjoy **Playmates:** Renamed from Double The Fun Completely reworked to be more of a fun ability with a train of Magi on delayed movement following you around! No more dice roll random buffs Now requires better skill than an automatic function to help catch the Magical Orb Allied champions can now interact with the playmates if they have abilities and/or spells that can interact with allied units **Sweetness Overdose:** Renamed from Sweetness Overload Reworked the ability to be more interesting Cooldown to 1 from 8 seconds Cost lowered to 35/40/45/50/55 from 50/60/70/80/90 mana Healing radius reduced to 250 from 600 units Now you throw a star candy to the target location up to 1200 range away from 600 range instantly all around you Healing lowered to 20/35/50/65/80 +50%AP from 30/70/110/150/190 +80%AP Now punishment for quick consecutive casts within 6 seconds will have a chance to blind and apply grievous wounds against you instead of healing for 2 seconds, negative chance is 20% after the 1st cast, up to 90% chance of the negative effect occurring. **Joy of Juggling:** Renamed from Trickster Mirrors Completely reworked the ability to something completely new Passively now allows for 2/3/4 Magical Orbs to be in play at one time to allow for more chaotic fun for the player! Active creates an inescapable octagon box of mirrors for all enemy units trapped inside that also will bonk Magical Orbs trapped inside as well off the walls to create a true play pin (for Magi, but a torture chamber for the enemy team) for the duration! **** _(I wanted to change things to be more fun for the player and go harder on the no-burst, but very high damage over time aspect since she is a marksman. The one thing I love is the gameplay of firing off attacks and trying to keep them in play, makes the gameplay of a marksman a lot more interesting rather than right-click-to-win. So I gave more fun and playful tools to keep the Magical Orb in play and make it more crazy with a lot more Magical Orbs and reduce the damage of everyone to create this fun juggling gameplay rather than only worrying about the one orb to keep in play.)_ _(With her heal, I wanted to emphasis the idea better of a low impact heal, but the impact is the potential of a lot of heals over time, with the risk of preventing you from dealing damage instead of healing. It creates a thrill for the player of "should I risk hurting myself for more healing output, or just wait out the longer downtime for the guaranteed heals with no risk". Also she has a heal to allow for a mage build since life steal is core for marksmen, this makes up for life steal.)_ ****
Rioter Comments
Stacona (NA)
: Rocco, the Rolling Justice
# **UPDATE NOTES (1):** **Rolling Attack:** Stated that this action is his basic attack, but no change took place. Removed his quills growing in size by 0 +25%AP units, it just added unneeded fluff Range increased to 750 from 600 units, from a target to start rolling towards it (just more thought process needed to go into the decision of attack or not to attack, also helps if he would end up jungling since this is the only way he can close the gap, outside of walling someone off) Lock-out time reduced to 1.5 from 2.5 seconds to unroll and regain normal movement again if you so desire, instead of being forced to auto path to your attack target (when in the rolling animation) **Poke Stop:** Large quill duration lowered to 1.25 from 1.5 seconds, just time it better ****
Gilgayu (NA)
: Can you give a more detailed description of his passive down here at the comments section? It is a cool mechanic for sure, but I'm just a little confused to how it works. It sounds like Rocco can target one enemy and roll to them, damaging all units on his way to the target, but he can't change the direction or anything? >Each enemy can only be damaged 0.625 times per second This is the part that I honestly just don't get (maybe I'm just dumb lol). I think it would make more sense if you state "each enemy can only be damaged once every __x__ second." Just a thought. >Pricked: Minions and monsters can be damaged 20%(+5% per 100AP)(+1% per 100 bonus health) faster. Currently I don't think it is possible (nor reasonable) for Rocco to go for attack speed build, so I think increased damage will probably be slightly more helpful since that "faster damage taking" won't be benefitial if Rocco can't even attack that fast. If I'm imaging this champion in the wrong way, I'm sincerely sorry. ________ His w seems to be designed to help his passive hit more enemy. It certainly would be helpful in a lot of cases. It is a really cool ability :D ___________ His r is a bit too strong. Suppression is _the_ strongest cc in the whole game, and applying it to all enemies is just... too much. If you want to give his ultimate some sort of big cc, what about creating a whole circle (with a radius of 650 or so) centered around himself? and perhaps grant Rocco 40-ish% movement speed buff? A closed "arena" will be where Rocco truly shines, and I think creating one around himself is just cool af. Of course, this is your concept, I'm just giving suggestions. Hope you find my comment helpful :D {{sticker:sg-lulu}}
Once you select a target to attack, he is locked into auto movement, his basic attack is always an AoE value since anyone he touches while rolling is damaged (for his attack damage). He gains control again after either 2.5 seconds (can be adjusted) where he can move to somewhere else or when he reaches his target or his target dies before he gets there. He has auto move / auto pathing during Rolling Attack is in effect. Rocco has no actual basic attack, whatever touches him when he rolls is when he can damage enemies, so when you are already in melee range to a target then you are basically just attacking like a normal melee attacker, except that the attack timer applies per target rather than for the user allowing for aoe attacks. So if he is melee range already, then he can have really strong wave clear for a tank. So hitting minions/monsters faster is really just to help him jungle without making him stronger against champion dueling. Pricked is basically just giving him bonus attack speed from normal AP-tank items for minions and monsters. If he is right next to his target already, the only restriction is the attack speed rate against targets, so he can attack that fast (this would mean he can over cap his attack speed against minions/monsters). The attack speed timer reads the same as attack speed, easier for players this way since it follows the same rules and has the same cap. 0.625 to 2.5 attacks per second or attacking each target once every 1.850~ to 0.4 second is the same thing, one is just more recognizable by players (this is why Jhin is severely overpowered, 2 seconds down time is just a 0.500 attack speed, basically is Annie's attack speed all the time - plus he get bonus damage, insane damage per attack, and free movement speed for no reason whatsoever). **** Suppression is a stun with an always true duration. People place its power way higher than what it actually is, end of the day, it is no stronger than Malphite's ultimate which is a long range dash with an aoe knock-up - this is a line skill shot suppression and instead of a dash, you can pull targets along, but not to the same level or duration as Skarner's ultimate (which Skarner's cannot miss). It is balance under being a line skill shot and as a long cooldown ultimate, plus it is a short range skill shot as well, and you cannot attack targets skewered which is fine as a tank design since you need to be reliant more on your team anyways because the targets remain the same fixed distance away from you which means you can never roll into them - you just can drag them along while they are suppressed. **** W - wall is meant to cut off their escape so he can actually reach his target, lock-in mechanic works for a tank where it makes it less risky and still willing to do it while making a normally mindless mechanic of basic attacking into something that feels like an active ability (I have learned to make my marksmen concepts where their basic attack is like a spell rather than give it a slightly different steroid). Wall is cutting people off, also can rail grind if you combo it with your Q (which is locked behind your passive since League has infinite turn speeds, so if you cannot control your movement, then it turns it into an unique skill shot rather than an AoE around him).
Rioter Comments
Stacona (NA)
: Vulcian, the Bombardier of the Skies
# **UPDATE NOTES (2):** **Free Shot:** Range increased to 900/975/1050/1125/1200 from 900/950/1000/1050/1100 units **Suction Arrow:** Reworked and renamed from Exploding Arrow Exploding Arrow worked similarly, but dealt 65/70/75/80/85% +10% per 100AP increased damage rather than vacuum up nearby enemies No longer deals damage Increased explosion radius lowered to 10/20/30/40/50% from 20/40/60/80/100% (30/60/90/120/150 bonus radius from 60/120/180/240/300) To add player choice, now leaves behind a flare for 4 seconds that reveals a large area around it. **Night Flight:** Reworked slightly to compensate for the added utility of Suction Arrow, more emphasis on offensive play rather than using it defensively Cooldown increased to 25 from 20/19/18/17/16 seconds Dash range lowered to 300 from 500 units Invisible duration lowered to 1.4/1.55/1.7/1.85/2 from 1.5/2/2.5/3/3.5 seconds Now grants 100% +10% per 100AP total movement speed while invisible Now passive reduces the cooldown of Night Flight for simply detonating Bomb Arrows for every one detonated (does not include using Suction Arrow) with a significantly larger reduction for every Bomb Arrow that damages an enemy champion **Detonate:** Cooldown lowered to 6/4.35/2.7/1.05 from 6/4.5/3/1.5 seconds (Per rank reduction increased to 1.65 from 1.5 seconds) **** _(This reduces his damage output, but can increase his area damage some more with a great Suction Arrow to pull nearby enemies to your Bomb Arrows and then detonate them for big damages to the entire team!)_ _(Overall goal here is rather than increase his damage output, I went with reducing it and offered him team utility with the vacuum so that he is more useful earlier on in the game and not make him crazy overpowered with damages on top of the newly added team utility. Now, I did tone back his Detonate's cooldown further at later ranks to off-set the fact that he has less damage with no Exploding Arrow to deal damage during the downtime.)_ _(With more utility added, I toned back defensive use with Night Flight a tad and made it better for repositioning and getting good angles to combo with his bomb arrows and suction arrow so that there is more player choice for the spell rather than only saving it to get to safety and not make him impossible to kill when you dive him.)_ _(Finally, the vacuum has no other crowd control associated with it, it is just a vacuum and enemy units receive full control after they are finished getting sucked in.)_ ****
Gilgayu (NA)
: > [{quoted}](name=Stacona,realm=NA,application-id=A8FQeEA8,discussion-id=YluMnNAW,comment-id=0001,timestamp=2019-01-22T17:08:04.032+0000) Clarified that the damage is based on total attack damage, should have been obvious anyways His bombs each do 100% AD damage? So theoretically he can do 600% of his AD for every ult cast if he doesn't have hurricane. This honestly just makes him weak: when you trade you can't farm. I suggest making his autos against non-champion/epic monsters delayed damage so farming doesn't become a nightmare. The mechanism itself is extremely hard to play against. Vulcian has a sad early game, but after first back, lane phase is basically done. He can auto caster minions three time, and suddenly he has more effective zoning power than any early mage. He will have roughly 2 seconds to auto enemy champions (before the bombs on the minions expire), and he can instant denotate the bombs if he hit the enemy champions because he will get the reset from the minions. I don't know, he has a decent lane phase past 7 minutes, but his team fight just sucks before late game... I suppose going crit will allow his w to have a very short cd, but it kind of contradicts his r's purpose. Tbh, how many games these days go to late game. Like, half the games end when people are level 14. By the way nothing is obvious when you don't mention it anywhere...
If you have 100 attack damage and the ratio is 120% then you deal 120 damage and if it is 50% then you deal 50 damage. I have a cooldown refund for executes to help you farm. His strengths are his range and area damage, also deals magic damage. His weakness is playing around Detonate's cooldown, though relieved more as the game goes on, still is always higher than his attack speed - also positioning since he can only hit the closest target in his attacks' path. W is only one super bomb arrow, so the second arrow is not enhanced if he crits. He still has bomb arrows to detonate regardless, Exploding Arrow will only never have a cooldown at 100% crit chance which is both a rare and very late game scenario, so he will always have to detonate his attacks to deal damage. Exploding Arrow is best used after you detonate your bombs so during the cooldown you can deal another small burst of damage. Bomb Arrows have an unlimited duration, they just fall off of enemy champions after a few seconds, detonation range is also global - only restriction is a cap of 6 out at a single time. The cap is in play so that he cannot have true one-shots, but still feels like a bursty marksman, using his range and area damage to deal damage, but is very weak when being dove especially during Detonate's cooldown giving an obvious window of when to attack Vulcian and especially when E is on cooldown. **** Maybe to off-set his late game damage and reduce it for better utility so that he is more useful earlier on in the game without having insane damage output would be for the best. Something like replacing W with a vacuuming bomb to go with his area damage, vacuums everyone into one location and then detonate the bombs - makes for a better combo and synergies with everything nicely. Of course doing this just means his E's power would need to be toned back as well to not make him a super safe and frustrating champion to go against, he would then use E more offensively rather than save it for defensive use.
Stacona (NA)
: Vulcian, the Bombardier of the Skies
# **UPDATE NOTES (1):** **Free Shot:** Just to add in for clarity, using this spell consumes the attack timer, so he cannot attack immediately after using it until his attack is available again or use the spell if he recently basic attacked normally. It is literally his basic attack in skill shot form, remove reliability for potentially more range and cool tricks you can do with the bomb arrows. **Night Flight:** Cooldown increased to 20/19/18/17/16 from 18/17/16/15/14 seconds Changed some wording to make more sense that this is a stealth flight and not make it sound like he is a jet engine taking off _(Being a long range marksman, this makes him safe less often and leaves a larger window to be jump on and killed, especially with misuse of detonating his bomb arrows which is the only way he can deal damage, outside of a one-time shot from Exploding Arrow.)_ **Detonate:** Area damage fall off decreased to 5/15/25/35% +5% per 100AP from 16/24/32/40% +4% per 100AP; to reduce his early game wave clear and make detonation misuse more punishing where the cooldown is at its longest point Clarified how on hit damage works where only the most central target takes on hit damage from each blast (so one target can be struck by 6 on hits in a single instance, reminder that he needs to fire out his attacks so this is no stronger than any other marksman with on hit items) Clarified that the damage is based on total attack damage, should have been obvious anyways ****
Gilgayu (NA)
: I won't go too in-depth, so I'll point out a few obvious points 1. "Attack Range: 700 units" So... caitlyn is 625, and that's what makes her a lane bully (one of the things anyway). Vulcian's aoe damage will be way too strong for him to have that range. 2. "Free Shot (Q): Cooldown: None" I suggest you to give the mana cost for abilities for your concepts, as they are almost as important as the cooldown. What do you mean when you said "Vulcian consumes his attack timer"? Auto-reset? If yes then this got to be at least 3 seconds cooldown. 1100 range is ezreal's q, might not seem far, but it keeps you very safe during fights. 3. Why are the damage for his ult based on %? What are the % of?
Caitlyn is 650 range first of all. Secondly, it is balanced because of how he deals his damage, he cannot simply detonate his attacks whenever he wants since there is a cooldown, no detonation = no damage. His detonation is most restrictive early on to balance out the range, when he uses it, that is the moment the opponent has to attack him, I reserve my E ability on my concepts for the defensive spell. Also his attacks stop at the first enemy in their path and stick to them and he cannot attack past terrain since they get stuck against the wall closest to him. So he cannot simply auto you down behind your means like what Caitlyn or any other marksman can do, his positioning is a lot more vital than any other. Again, his attacks do not deal damage directly. **** He has no mana costs, he is a resourceless champion, he is balanced through other means like with cooldowns. Q consumes the attack timer, that is the restriction that it offers, makes it where you choose between the guaranteed attack or the skill shot attack to do cool tricks with it, avoiding double-up of damage (it is your basic attack in a true skill shot form). **** He is a standard marksman, everything scales with attack damage, he has AP scaling since at minimum he will be buying Void Staff since he can only deal magic damage. **** Also his AoE has damage fall-off for not the main target / non-central shots for bomb arrows stuck on the ground or the outside of terrain.
Rioter Comments
: That's even worse than he is now...
Describes absolutely nothing and helps no one. Saying Yasuo exists says more than your comment.
Rioter Comments
Rioter Comments
Reksee (NA)
: > [{quoted}](name=Stacona,realm=NA,application-id=A8FQeEA8,discussion-id=5gZ0eFcv,comment-id=00000000,timestamp=2019-01-21T04:25:48.712+0000) > > Does not heal yourself, only can heal an ally. It's more powerful than Soraka heal, and Soraka damages herself to heal, she is also unable to heal herself. Here you are untargetable and do not damage yourself in the process of healing.
Take cooldowns in consideration. Soraka also needs a majour rework.
Stacona (NA)
: Filia, the Oceanic Goo
# **UPDATE NOTES (1):** **Unbreakable Bubble:** Cost increased to 70/85/100/115/130 from 80/90/100/110/120 mana Normal Cast clarified that the expansion shield immobilizes Filia, no actual change took place Absorb Cast now heals self for 75% of the ally heal Ally heal reduced to 80/120/160/200/240 +80%AP from 90/120/150/180/210 +100%AP **Burst:** Cost lowered to 65/70/75/80/85 from 75/80/85/90/95 mana Clarified that casting Burst will take you out of Absorb if you were currently surrounding an allied champion **Bouncing Blorb:** Cooldown increased to 120/105/90 from 120/100/80 seconds Base damage increased to 60/95/130 from 60/90/120 **** _(Just some balance adjustments, decided to give some kind of self-heal due to her short range mage kit, granted she can only heal with an ally around.)_ ****
Reksee (NA)
: I feel like the absorb cast of w is way too powerful. 100% ap heal ratio while untargetable sounds way to powerful.
Does not heal yourself, only can heal an ally.
Rioter Comments
Stacona (NA)
: Quanae, the Beeliever of Justice
# **UPDATE NOTES (1):** **Other:** Base attack speed lowered to 0.685 from 0.694 **Right of Royalty:** Mark damage lowered to 1% +0.25% per 100AP from 2% +0.5% per 100AP for every Right of Royalty the champion has **Nullifying Buzz:** Now also grants 60/70/80/90/100% +5% per 100AP TOTAL movement speed for 2 seconds Damage lowered to 60/90/120/150/180 +70%AP from 80/120/160/200/240 +80%AP over the duration **Gathering Nectar:** Reworked this ability. Cooldown removed Range to 650 from 900 units since it is now an area heal from single target Now is split up into two passives instead of a passive and active (the second passive is done in an active manner however) No longer grants up to 80/160/240/320/400 +100%AP health based on amount of Nectar consumed to the target champion and healing an allied champion grants Quanae 20/30/40/50/60 +40%AP bonus magic damage on hit for 4 seconds and reduces the cooldown by 75%, gathering Nectar worked in a similar fashion to statikk shiv's charge with significantly more emphasis on attacking marked enemies **Death's Sting:** Cooldown lowered to 140/100/60 from 150/110/70 seconds Range increased to 800 from 650 units Is now a single target skill shot from a single target point-and-click ability Now is a dash for Quanae making it more like a final resort type of ability with its close-combat risk to it as a squishy marksman Suppression duration increased to 2.5 from 2 seconds **** _(Some straight up nerfs here just because damage would be a little too good, especially on her passive which is an infinitely scaling value, so its power should be valued with the stacking and late game power that it offers. Runaan's Hurricane attacks do detonate the marks as well.)_ _(I granted mobility spells to the kit and tried to make Quanae more of a high-risk type of heroic utility-marksman, this makes more sense with her defensive abilities with a risky close-combat encouraged kit. Now there is a better combo with her ultimate where you attack and then dash with R to collect the droplets efficiently, W can be used as either to increase the gap again or gathering droplets while R is on cooldown.)_ ****
Rioter Comments
Stacona (NA)
: Pally, the Endless Energy
# **UPDATE NOTES (1):** **Running at the Speed of Sound:** Maximum knock-back ratio lowered to +90%AP from +100%AP Stated that the target cannot go through terrain **Eye Poke:** Cost lowered to 80/85/90/95/100 from 80/90/100/110/120 mana Damage lowered to 30/55/80/105/130 +30%AP from 40/60/80/100/120 +40%AP for each dash Blind duration lowered to 2 from 1.5/1.75/2/2.25/2.5 seconds Added in that Pally cannot basic attack while dashing (unchanged) **Silencing Run:** Silence duration lowered to +0.25 from +0.3 seconds per 100 current movement speed **Extra Spring to Her Step:** Reworked ability to be more focused power and less generally great to use. Cooldown lowered to 90/60/30 from 30/100/70 seconds Cost removed from 100 mana No longer has anything to do with range so now has none Active now only grants 100 Momentum and no longer also heals herself and nearby allies for 150/250/350 +150%AP health (100 Momentum regardless of being in combat or not, her passive is being treated like her ultimate for the record.) Now passively heals Pally only for 100/175/250 +100%AP health whenever she acquires a kill or assist from enemy champions ****
: While admittedly I basically hate all Yordles, I am setting that aside to say... This champ is broken af. If you reach end-game or just get 500 AP. You will knock back enemies for 800 units at max momentum. End-game would be 1,300 units. Why is this broken? Imagine getting hit by her from behind. You instantly get knocked into tower range/the entire enemy team, and not even from a skill-shot. Her Q is essentially a BETTER Zoe R. You don't exactly teleport, but you make her unstoppable so it doesn't matter and effectively works like a teleport. Zoe goes 575 units with her R, this is a NON-ultimate that makes her go 1,000 units. Q combined with passive(if you can attack during Q, since you can cast other abilities) makes a SUPER easy combo. Dash behind them and knock them toward your team. Not to mention you can throw in your W for a quick stun since you can knock them into it. And E lets you dash and stop them from flashing away or anything before knocking them toward your team/tower. And your "nearby" are ranges 500 and 600. These are basically ranged champion attack ranges, which isn't very close. She isn't an assassin, she is a god support.
500 AP is an end-game value. And it is meant to be a majour knock-back with ability power, your choice to go around and knock someone into your team or use it as a peel tool. Knocking someone into your team is your assassination tool, so scaling with AP grants it that much higher of a kill potential. Dashes and blinks operate differently, you can still be damaged while dashing so it is a lot more risky and involves going through the team, Zoe has a blink and skirts the outside of the fight so the two do not correlate at all. Also Zoe R has a tiny cooldown. Her Q is on par with Sivir's Q, dealing less damage for the duo-blind. It is literally impossible to attack during a spell's dash, any spell's dash, the only way it is possible is by adding it directly into the dash's effect like with Irelia (and I think Jax leap has it too), you immediately dash again when the first one finishes. It would be a cool synergy with her passive, but rather have the dashes just charge the passive that way going for the aggressive play to kill your target remains risky because of her squishiness. **** Pally is a melee champion treated like a range-mage. So a squishy ranged mage having a melee basic attack will have a powerful passive and effect on her basic attacks. You can play her as either, make the enemy team useless or be more of an assassin role and set up a target to be killed with your crowd control. I may tune some numbers a bit and perhaps focus her power a little bit better and be less overall good.
Stacona (NA)
: Wukong Rework Concept
# **UPDATE NOTES (2):** **Nimbus Strike:** Delay before Wukong drops down for the stun to 1.25 from 1.5 seconds (if he does not cast it again) Area for the stun reduced to 250+ from a static 400 units Damage changed to 40/60/80/100/120 +20%AD +75%AP PHYSICAL damage from 60/85/110/135/160 +50%AP MAGICAL damage The animation is now a sweeping pole attack around Wukong, a slight nod to his current ultimate. _(Monkey King's range increase now increases the radius of the stun, most cases this is a nerf so less delay time to help him actually land his stun. Physical damage attack to make more sense with him hitting targets physically with his pole.)_ ****
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Stacona

Level 66 (NA)
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