: My only problem, which I forgot to mention in my original reply, is that your ultimate is WAAAAAAAY overloaded. You're going to need to take out some bits like either the anti dash or the heal, because right now it is basically a guaranteed pentakill if it's casted in a team fight with 2 ghosts already up.
> [{quoted}](name=Adam79,realm=NA,application-id=A8FQeEA8,discussion-id=Rix5XUXT,comment-id=000000000000,timestamp=2016-11-20T01:20:25.121+0000) > > My only problem, which I forgot to mention in my original reply, is that your ultimate is WAAAAAAAY overloaded. You're going to need to take out some bits like either the anti dash or the heal, because right now it is basically a guaranteed pentakill if it's casted in a team fight with 2 ghosts already up. I was thinking about that but decided to move forward with it just to see what people thought. Because he already has healing from his Q, I will remove the healing and drop the damage some.
: Theme: {{champion:83}} Passive: {{champion:83}} Passive Q: {{champion:83}} E W: {{champion:33}} W E: Pretty original ability, but from the sound of it very OP (since it is a dash with CC and controllable displacement) R: {{champion:9}} R + {{champion:78}} W + 2 minions and Spellvamp Might sound harsh, but apart from the E and maybe the R, the abilities feel very similiar to existing abilities and his theme clashes heavily with Yorick.
> [{quoted}](name=FloRaider42,realm=EUW,application-id=A8FQeEA8,discussion-id=Rix5XUXT,comment-id=0001,timestamp=2016-11-20T00:50:55.544+0000) > > Theme: {{champion:83}} > Passive: {{champion:83}} Passive > Q: {{champion:83}} E > W: {{champion:33}} W > > E: Pretty original ability, but from the sound of it very OP > (since it is a dash with CC and controllable displacement) > R: {{champion:9}} R + {{champion:78}} W + 2 minions and Spellvamp > > Might sound harsh, but apart from the E and maybe the R, the abilities feel very similiar to existing abilities and his theme clashes heavily with Yorick. I understand where you are coming from a bit here; the E is basically a Thresh Q in near melee range with more damage. I am honestly not famailar with the new yorrick in any way, other then the fact he an autoable Jarvan ult that allies can leave and enter at will, but if I am not mistaken Yorrick Ghouls are much more squishy, and much more focused on dealing straight damage over their short duration. I see the point with Rammus W, but for me it was actually a version of one of Kayles very old passives where she would deal the vast majority of any damage around her in an AoE.
: I love the idea; it's very similar to a champion I tried to make once that used souls as mana, but I like the way you went with the necromancy kit. Feel free to check out my most recent champion concept, [Krok, Ruler of the Skies](http://boards.na.leagueoflegends.com/en/c/skin-champion-concepts/obV22J4y-krok-ruler-of-the-skies), or the necromancer I mentioned, [Cecilia, the Shadow Caller](http://boards.na.leagueoflegends.com/en/c/skin-champion-concepts/Zmchydhj-cecilia-the-shadow-caller-mage-that-uses-souls-as-mana-champion-concept)!
> [{quoted}](name=Adam79,realm=NA,application-id=A8FQeEA8,discussion-id=Rix5XUXT,comment-id=0000,timestamp=2016-11-20T00:42:00.737+0000) > > I love the idea; it's very similar to a champion I tried to make once that used souls as mana, but I like the way you went with the necromancy kit. > > > Feel free to check out my most recent champion concept, [Krok, Ruler of the Skies](http://boards.na.leagueoflegends.com/en/c/skin-champion-concepts/obV22J4y-krok-ruler-of-the-skies), or the necromancer I mentioned, [Cecilia, the Shadow Caller](http://boards.na.leagueoflegends.com/en/c/skin-champion-concepts/Zmchydhj-cecilia-the-shadow-caller-mage-that-uses-souls-as-mana-champion-concept)! Thank you Adam! I will take a look at one/both of your champions ASAP :)
Rioter Comments
Echoing (NA)
: There's no real opportunity cost to leaving your concept in. Are you sure about this?
> [{quoted}](name=Echoing,realm=NA,application-id=A8FQeEA8,discussion-id=mvzIUqHs,comment-id=00280001,timestamp=2016-10-10T03:46:55.137+0000) > > There's no real opportunity cost to leaving your concept in. Are you sure about this? I am sure. Deleted it for now, want to work on it more and if I leave it in for this one I won't be able to improve for future CCOSes
Echoing (NA)
: [CCOS] October CCOS Entry Time! Enter Here!
: The ultimate weapon against a tree
You'd find more cheer in a grave yard....
TigerNox (EUW)
: Hey, uhm... I am pretty sure I posted a concet on the forums (It's been a long time though) and I just cannot find it... Guess I will have to revamp it? Or does anybody know if I can get it back somehow?{{champion:26}}
> [{quoted}](name=TigerNox,realm=EUW,application-id=A8FQeEA8,discussion-id=mvzIUqHs,comment-id=0027,timestamp=2016-10-09T13:57:58.196+0000) > > Hey, uhm... I am pretty sure I posted a concet on the forums (It's been a long time though) and I just cannot find it... Guess I will have to revamp it? Or does anybody know if I can get it back somehow?{{champion:26}} If you don't remember the name you will have to remake it, otherwise you can search it.
: Armor Pen Adcs
They nerffed the build pretty heavily, but MF and Lucian do quite well with armor pen.
Echoing (NA)
: [CCOS] October CCOS Entry Time! Enter Here!
I present my attempt to revitalize an older concept of mine; Keshun, the Warlord of Vengeance! http://boards.na.leagueoflegends.com/en/c/skin-champion-concepts/wIMQYREt-keshun-the-warlord-of-vengeance
Echoing (NA)
: [CCOS] October CCOS Entry Time! Enter Here!
Woah lots of people this month. Best of luck everyone!
DHZ (EUW)
: Suppose it's too long to read, huh? x) I found the passive to be quite interesting, if I do say so myself :)
> [{quoted}](name=DHZ Dragonhunter,realm=EUW,application-id=A8FQeEA8,discussion-id=zI7KsYjY,comment-id=0000,timestamp=2016-10-08T15:33:34.851+0000) > > Suppose it's too long to read, huh? x) > > I found the passive to be quite interesting, if I do say so myself :) Abilities shouldn't need more then a paragraph MAYBE two to know what it is doing; otherwise there is way too much going on int he ability.
Mozhu (NA)
: How.. I would actually like to know this.. xD
> [{quoted}](name=Onastacia,realm=NA,application-id=3ErqAdtq,discussion-id=y8zEaoEm,comment-id=000200000000,timestamp=2016-09-30T01:34:39.236+0000) > > How.. I would actually like to know this.. xD Anivia wall, azir wall. _Any wall._
: Pantheon's Aegis of Zeonia
It was a change made back when pantheon was an extremely good jungler to try and limit his ability to just be the _ jack of all trades and master of some _ early game jungler that he was. He could solo dragons at about five minutes, and that might be not giving him enough credit.
Sciela (NA)
: Can we put a cap on lifesteal?
{{item:3165}} {{item:3123}} {{item:3033}}
Lysejack (NA)
: The Purist
Passive: Improved version of Corki's passive. Runic itself is a rather lack luster passive if I am to be honest, under the assumption it is only taking from bonus AD. I like the concept of the passive; and similar passives(IE Bonus Heath into AP) are much easier to stack, while giving a lot more benefit then being forced into a pure offensive build to make use of the passive. Q: Scales too well for the AP ratio it has; right now you have made a spell that is insanely good without any ratios involved, and given it a full AP ratio, tone down the ratio or damage based on whether you see this as a late game or early game champion. Nothing really else to say here. W: This ability has way too much going on in my opinion. Abilities shouldn't need to give you information on that many scalings at a time, and if they do, it is generally considered to be a overloaded spell. The durability makes no sense whatsoever. On what it does, the duration is WAY too long for the type of game League is(think of a five second Karma shield....), I would say all duration should be the same at the turret duration, and the fact that you can more or less negate a few champions entire source of turret damage for a few seconds is dangerous at best. It should be the damage is absorbed by the shield, not just removing it entirely. E: Duration should be around 5-7 second at all ranks in my opinion, should have the lowest mana cost at all ranks, and overall it feels lack luster; the ability just doesn't do much. The rest of his kit feels like the kit of a mage, and now he has an auto attack empowerment? Overall: The kit feels disjointed, his Q is that of burst mage, his W is the ability that is common on control mages, and his E just doesn't fit on anyone but an AP marksman akin to Azir. He doesn't have a fit theme at all, he is a joint of kits and ideas that shouldn't be together. Sorry Lyse, nothing too great to say on this concept.
Echoing (NA)
: Remember: Just because there's no bonus for it doesn't mean you should avoid giving feedback to other people. We're in it to have fun and/or make the best champion possible, every bit helps.
> [{quoted}](name=Echoing,realm=NA,application-id=A8FQeEA8,discussion-id=QlLon0g3,comment-id=000b,timestamp=2016-09-09T01:09:21.915+0000) > > Remember: Just because there's no bonus for it doesn't mean you should avoid giving feedback to other people. We're in it to have fun and/or make the best champion possible, every bit helps. When I have time to spare I will review concepts and give my -2 cents for what it's worth.
: [CCOS] September CCOS Entry Time! Enter Here!
-Ben you put 8 instead of 9 at the end of the schedule-
Ralanr (NA)
: Because people want more damage. They want a bigger rock to break the armored knight rather than use a dagger to aim for the joints.
> [{quoted}](name=Ralanr,realm=NA,application-id=3ErqAdtq,discussion-id=3ma8aA4A,comment-id=0002,timestamp=2016-09-07T16:32:29.886+0000) > > Because people want more damage. They want a bigger rock to break the armored knight rather than use a dagger to aim for the joints. Well....a big blunt object is better against armor.....
: Right then. I'll share my thoughts. **Kit** ~~OP Bleed Damage OP Bleed Damage OP Bleed Damage OP Bleed Damage OP Bleed Damage OP Bleed Damage OP Bleed Damage OP Bleed Damage OP Bleed Damage OP Bleed Damage~~ Oh, sorry, I couldn't share much else, a testament as to how much I liked most of the Abilities, but the bleed damage on *Impale* was too much. People find Darius and Lee Sin somewhat overwhelming with their stacking passive DOTs, and Kilbracht shames them pretty hard. **Lore** Aside from me feeling like Fiora was out of place and a rushed late game add in to the lore, I don't have much to say, because it was solid all around. Stellar themes that made me want to stick around. Perhaps toning the lore down would've made for a better score overall though; it still seemed long, and a short form would help. Still an impressive showing overall, with few standout issues from my view point. **Originality** Juggernauts are hard to make original, but I think you worked out nicely with Kilbracht. Garen expy aside aesthetically, his entire play style is quite unique, as few other fighters have reliable combos in their setup to use extensive and flowing setups that feel good. **Effort** Amazing effort. While there are some things that could be done better here, top marks all around for what there is. Don't be afraid to make more awesome extra content outside of Lore and Kit. **Overall Observations** No real observations, as I liked what I saw here very well. Focus on improving the bonus content, and paying attention to damage values on whatever you design. Kilbracht was otherwise amazing, and only lost out on scoring from me because of lengthy lore and some critical oversights. Now win the next one! Kilbracht showed me amazing potential!
> [{quoted}](name=BigBenClockTower,realm=NA,application-id=A8FQeEA8,discussion-id=Lt6vF029,comment-id=00050000,timestamp=2016-09-05T08:01:24.697+0000) > > Right then. I'll share my thoughts. > > **Kit** > ~~OP Bleed Damage OP Bleed Damage OP Bleed Damage OP Bleed Damage OP Bleed Damage OP Bleed Damage OP Bleed Damage OP Bleed Damage OP Bleed Damage OP Bleed Damage~~ > > Oh, sorry, I couldn't share much else, a testament as to how much I liked most of the Abilities, but the bleed damage on *Impale* was too much. People find Darius and Lee Sin somewhat overwhelming with their stacking passive DOTs, and Kilbracht shames them pretty hard. > > **Lore** > Aside from me feeling like Fiora was out of place and a rushed late game add in to the lore, I don't have much to say, because it was solid all around. Stellar themes that made me want to stick around. Perhaps toning the lore down would've made for a better score overall though; it still seemed long, and a short form would help. Still an impressive showing overall, with few standout issues from my view point. > > **Originality** > Juggernauts are hard to make original, but I think you worked out nicely with Kilbracht. Garen expy aside aesthetically, his entire play style is quite unique, as few other fighters have reliable combos in their setup to use extensive and flowing setups that feel good. > > **Effort** > Amazing effort. While there are some things that could be done better here, top marks all around for what there is. Don't be afraid to make more awesome extra content outside of Lore and Kit. > > **Overall Observations** > No real observations, as I liked what I saw here very well. Focus on improving the bonus content, and paying attention to damage values on whatever you design. Kilbracht was otherwise amazing, and only lost out on scoring from me because of lengthy lore and some critical oversights. > > Now win the next one! Kilbracht showed me amazing potential! Thank you Ben! Yeah, his E was a point MUCH worse then that. I will likely to take a break for month as I want to try and remake one of my older champions, and need time to come up with an effective lore and kit.
: [CCOS] August CCOS Results Here!
I prolly kind of broke your rule of don't use other champions in your lore, Echoing. Kind of forced Fiora into mine :P
: [CCOS] August CCOS Results Here!
IT GOT THIRD! WHAT! YAAAAY! Congrats to everyone who made the leader boards, and best of luck to everyone who did not make it this time! Ben, if I could get your feedback that would be awesome, want to know how I can improve on things for my next champion as much as possible.
Echoing (NA)
: That's a lame excuse. Post it anyways. Even if it's a mechanically complex-yet-underpowered monstrosity like He Who Must Not Be Named, you still have something to improve on. Just make sure you slap some numbers on it. I've seen your recent stuff, and the whole "fancy picture with word-only description" looks like it'd be a pain for anyone to actually grade.
> [{quoted}](name=Echoing,realm=NA,application-id=A8FQeEA8,discussion-id=12MyTPBL,comment-id=001b00010000,timestamp=2016-08-30T22:53:02.367+0000) > > That's a lame excuse. Post it anyways. Even if it's a mechanically complex-yet-underpowered monstrosity like He Who Must Not Be Named, you still have something to improve on. > > Just make sure you slap some numbers on it. I've seen your recent stuff, and the whole "fancy picture with word-only description" looks like it'd be a pain for anyone to actually grade. I mean I over word mine...sooo....
: [Champion Concept] Kilbracht, the Greatsword
: Ashe w/ Runaans -vs- Rammus Defensive Ball Curl
: What items would you always build when you started playing league
: [Champion Concept] Kilbracht, the Greatsword
: Why Aren't All Ultimates 100 Mana?
{{champion:42}} 100 mana rockets...............
: Kled and Invisibility/Stealth abilities
Cait ult reveals stealth. Not sure how Kled's abilities act.
Vorazun (OCE)
: [Champion Concept] Rei, the Will of the Divine
Hey! Thank you for the review on Kilbracht! I have no idea why I am being so obnoxious with defending all of his abilities, normally I am not, but, what ever. To your concept! To start, I am kind of confused, do you control Kami and Rei separately and have to keep them within a certain range, or they follow one another and stay within a certain range like Kindred? I have one worry with Kami being able to pick up Rei: One; it makes it difficult for newer players to understand as if they misclick it, and don't know how to dismount, they will have a problem, and at level 18, you gain 104 movement speed from it; not counting boots she gets nearly 440 movement speed, not decreasing when in combat, and 385, basically free boots, at level one. This is before anything like MS quints or basic boots comes into the picture. I like that Kami ignores unit collision, but she could be impossible to chase with the high movement speed buff granted by mounting, and yes, you do lose access to abilities, but none of her abilities are useful for escaping as it is, so she mounts, and becomes a transformed nidalee/riven without dashes but significantly more more movement speed. **Q:** Having this scale up is worrisome to me. If they get shackled, they are more or less, to put it lightly, fucked. There are some abilities you cannot dodge in that 400 unit radius, and some that become incredibly difficult. Even at level 1, the utility this ability provides is insane, even for it's low damage; the rest of her kit does enough damage to make up for it's lack, easily. To keep someone in a locked area for three seconds, is basically a big middle finger to anyone that isn't Orianna, or have teleports(So, Zed could get out flash could get you out, but there isn't much else--if anything else. **W:** The passive on this is very powerful. Might want to make it scale up to that AP/AD scaling, and not just give them that for leveling the ability once, on top of providing a chance at true damage and energy restoration. In total, the active makes her autos deal 160% damage, with additional on hit damage, although I do really like the way you work around over loading this with reduced effects on other on-hit effects, but honestly, if you keep energy regen going during this, you can just briefly back off after autos and they effectively have no cost in lane. Really only a factor in team fights. **E: **Nothing much to say here, but giving a blink-mount for the massive movement speed buff seems a bit more then slightly dangerous to me. **RQ:** Solid, I like it, encourages fast paced play. **RW:** That is an insane amount of true damage to put on a 4 second cooldown. Yes there is a delay for reaction, but if any source of CC hits someone trying to get out of this, say, with just your core completed, and say, level 12, it is 96(10+60(12x5)+26(130 x .2)+8% of a target's max health as true damage, while it's scaling is low, it gets to over 100 true damage before the max health damage comes into the picture, and we all know how much the community loves true damage. **RE:** I don't like the idea of gaining untargetability while still being able to use abilties. Fizz sacrifices all but the second activation of his E, Elise loses access to everything but it's descent, and Hourglass cuts off everything for it's duration. It would not be hard to get to full stacks, and once you do, you have an ability that is a Kayle ult that could be available before level six, and it better until late game. At three attacks you 2 second of time where you can cast abilities and not receive any return damage, that could be used at level one. Careful. This utility combined with her basic Q's, and we have the next damage dealing tank to us to replace Ekko, Fizz, and Yasuo. **Overall:** I like the concept, I like idea, I like the effort, but some things are over-tuned and has too much utility put into the kit for it's damage.
Vorazun (OCE)
: Hi. Passive: This is generally fine, but there is a very large problem which I think has not been addressed here. The problem I'm trying to address here is how your attack speed stops you from CSing properly, especially under tower. Furthermore, its crippling because you will have very little bonus health early on maening that you are unable to compensate with enough damage to outweigh your penalty. The combination of both being a passive laner while simultaneously being unable to farm would render the champion almost unplayable as a result. Q: Nothing much except that you should normalise the stun to either 0.5 or 0.75 seconds. It's a little jarring to see it just switch suddenly. Also this is a dash, which scales off your health which slows,, which can stun, and deals damage based on their health. This is a lot for an ability to do, and it has 700 range! J4's EQ is 800 and he gives up two abilities to do it. I would recommend cutting down on excess elements, and nerfing the range because it does too much W: I'd prefer this get a movement speed slow instead because this is just reducing your damage further for...not a lot. There isn't a reason for this to be turned off in a fight because you are encouraged to build tank and your ult passive makes your CDs ludicrously low and scales off AS. In almost all dueling cases the damage reduction is far more impactful than the little damage you lose. E: This feels like another overloaded ability. Let's just go through all the factors. It's a dash, AA empowerment, AoE attack, that also happens to cut their healing and acts as an execute. You see how many things that does? It's kinda ridiculous to be honest because you already have mobility on the kit. (Also an AA reset on a greatsword champion does not sit well thematically, at least with me) R: Honestly given how much power is in the rest of the kit yoou'd be perfectly fine with just the passive. But I digress. To get to the point: I don't like it. Mainly because it's a steroid ultimate. And those are pretty boring because you activate it and it does stuff which the enemy can't do a thing about. Singed for example, is a big offender of this. Riven is slightly better because you can play around her Shockwave. JAx is similar tho a bit closer to Singeed that Riven in this case. I mean there is so much you could have done with this ability, like a Great Cleave where you smack the ground and a wall emerges in a line from your sword. It'd synergise with your Q as well. Just...anything but a steroid ultimate because they don't feel that good to use, your opponent feels bad because they can't outplay you, and it generallly leads to a fairly binary champion. My concept: [Rei, the Will of the Divine](http://boards.na.leagueoflegends.com/en/c/skin-champion-concepts/ANI2Ahza-champion-concept-rei-the-will-of-the-divine)
> [{quoted}](name=Vorazun,realm=OCE,application-id=A8FQeEA8,discussion-id=d0b3FXH2,comment-id=0011,timestamp=2016-08-13T11:06:21.154+0000) > > Hi. > > Passive: This is generally fine, but there is a very large problem which I think has not been addressed here. The problem I'm trying to address here is how your attack speed stops you from CSing properly, especially under tower. Furthermore, its crippling because you will have very little bonus health early on maening that you are unable to compensate with enough damage to outweigh your penalty. The combination of both being a passive laner while simultaneously being unable to farm would render the champion almost unplayable as a result. > > Q: Nothing much except that you should normalise the stun to either 0.5 or 0.75 seconds. It's a little jarring to see it just switch suddenly. Also this is a dash, which scales off your health which slows,, which can stun, and deals damage based on their health. This is a lot for an ability to do, and it has 700 range! J4's EQ is 800 and he gives up two abilities to do it. I would recommend cutting down on excess elements, and nerfing the range because it does too much > > W: I'd prefer this get a movement speed slow instead because this is just reducing your damage further for...not a lot. There isn't a reason for this to be turned off in a fight because you are encouraged to build tank and your ult passive makes your CDs ludicrously low and scales off AS. In almost all dueling cases the damage reduction is far more impactful than the little damage you lose. > > E: This feels like another overloaded ability. Let's just go through all the factors. It's a dash, AA empowerment, AoE attack, that also happens to cut their healing and acts as an execute. You see how many things that does? It's kinda ridiculous to be honest because you already have mobility on the kit. (Also an AA reset on a greatsword champion does not sit well thematically, at least with me) > > R: Honestly given how much power is in the rest of the kit yoou'd be perfectly fine with just the passive. But I digress. To get to the point: I don't like it. Mainly because it's a steroid ultimate. And those are pretty boring because you activate it and it does stuff which the enemy can't do a thing about. Singed for example, is a big offender of this. Riven is slightly better because you can play around her Shockwave. JAx is similar tho a bit closer to Singeed that Riven in this case. I mean there is so much you could have done with this ability, like a Great Cleave where you smack the ground and a wall emerges in a line from your sword. It'd synergise with your Q as well. Just...anything but a steroid ultimate because they don't feel that good to use, your opponent feels bad because they can't outplay you, and it generallly leads to a fairly binary champion. > > My concept: [Rei, the Will of the Divine](http://boards.na.leagueoflegends.com/en/c/skin-champion-concepts/ANI2Ahza-champion-concept-rei-the-will-of-the-divine) I have gone..through,..insane amount of ultimates. The problem I ma having is that I don't want him to have anything that could 'equated' to magic, and the ultimate I would like to give him conflict's with Gnar's quite a bit. Anywho, thank you very much for the review! I have more of a target on this character being a jungler then a laner, mostly due to his passive. I want there to be champions that actually give/take for their choice of weaponry like they would in the real world. Yes you can use a massive sword, but it going to be slower, but deal more damage; yes you can use a short sword, you will be able to attack faster but have significantly less range, that sort of thing. Anywho on the Q, got it reduce the range, remember that it does get reduce ranged when any source of slow besides the slow on his W are on him. I would normalize to the lesser amount. On the W: It already does slow him by 35% for having it toggled on. E: Thank for the details on this, I had gotten comments on it but they had focused more on single aspects then the ability as a whole. R: Yeah. Struggling heavily on this ability. More problem is that I enjoy a champion that's ult is a steroid(Renekton), and in general don't find them that hard to play against, nor do I find them typically binary outside of Singed's and Jax's. Thank you!
: Fiora Skin idea
Pirates used a cutlass(Smaller, more Sabre like) weapon, choosing it over the rapier because rapiers were terrible in closed in spaces/places with a ship mast to only 'mildly' hinder use of the weapon. Rapiers are thin and long, cutlasses and thick and short. I think having a damaged, dull grey sword would fit the pirate theme better. I like it overall, but her kit doesn't really fit a pirate nor her theme. She would fit better in a line of Pirate Hunters(the mercenaries hired to hunt them down) in my opinion, so looking more like an English Captain then a pirate. Just my thoughts.
Émiil (NA)
: Pretty muh 98% of the champ roster can cancel some of its animations...
> [{quoted}](name=Galacticamaru,realm=NA,application-id=3ErqAdtq,discussion-id=M5EE9tnl,comment-id=0002,timestamp=2016-08-12T22:30:26.353+0000) > > Pretty muh 98% of the champ roster can cancel some of its animations... I mean on Karthus I always cancel my auto animation by pressing Q.
: No man, yordle, rock monster, space god or demon could resist someone like this: http://i.imgur.com/geMVOUq.jpg League girls are all pretty sexy, there's no denying that. ... Also if you bring up the old Poppy I swear to god ....
> [{quoted}](name=CaramelxFrappe,realm=NA,application-id=Ir7ZrJjF,discussion-id=YggAbwqz,comment-id=0005,timestamp=2016-08-12T20:40:01.351+0000) > > No man, yordle, rock monster, space god or demon could resist someone like this: > > http://i.imgur.com/geMVOUq.jpg > > League girls are all pretty sexy, there's no denying that. > ... Also if you bring up the old Poppy I swear to god .... https://i.ytimg.com/vi/CwTQVSWMBTA/maxresdefault.jpg
: please take what i say into consideration jarven gets away with such high range on his gap closer becasue it needs a two part set up, all this guy needs to do its hit Q and he charges farther than most mages can fire from. There can't be power for the sake of power, there needs to be jusifiable skill to it or it just makes people mad. E. I don't care if its only effects one target, its 30% of their missing health over the duration. the only thing with that high scaling is garen's ultimate. my issue with teh previous ult was that it seemed set up to enable getting your allies killed to become more powerful, which is very selfish. i'm glad you changed it out for the new one, it works much better. please just nerf the Q range and the E miising health component and i'll be happy with it.
> [{quoted}](name=python 159,realm=EUW,application-id=A8FQeEA8,discussion-id=d0b3FXH2,comment-id=000f00000000,timestamp=2016-08-12T19:29:46.897+0000) > > please take what i say into consideration > > jarven gets away with such high range on his gap closer becasue it needs a two part set up, all this guy needs to do its hit Q and he charges farther than most mages can fire from. There can't be power for the sake of power, there needs to be jusifiable skill to it or it just makes people mad. > > E. I don't care if its only effects one target, its 30% of their missing health over the duration. the only thing with that high scaling is garen's ultimate. > > my issue with teh previous ult was that it seemed set up to enable getting your allies killed to become more powerful, which is very selfish. > > i'm glad you changed it out for the new one, it works much better. please just nerf the Q range and the E miising health component and i'll be happy with it. Sorry, I don't know why I was so defensive before. The Q range is now the same as Vi's, might consider lowering it further. I want the E to be noticed with it's dot, and again it has no other scaling, no base damage. And he will probally have to use it to get to a target more then be able to use it one someone who is already low. Garen's ult has a base damage that is increased by a % based on their missing health. Elise's Spider form Q does 8%, with a flat amount, and has AP scaling. Kilbracht's is a straight 10% with a targeted dash that a blind, shen W, or Jax W would straight up prevent.
: [Champion Concept] Kilbracht, the Greatsword
CDs slightly increased across the board, E % Missing HP damage decreased. Ultimate changes....again....
: Why SHOULD they get rewarded for it though? Don't get me wrong, you need all the farm you can get, but when you have an obligation to do something you generally end up doing it. One time, our team ended up losing because our Ekko or whoever decided to farm top when his team was constantly pinging him...that was a deciding teamfight and we lost a few towers easily. Or Nasus. His kit depends on it but his team depends on him to be a part of fights as well. You have those matches where your Nasus or Veigar wouldn't leave lane to help because they were too busy farming? Rewarding for high CS is like giving your dog a treat because he can backflip on command: it's a pretty cool thing, but it's REALLY unnecessary and gets everyone in a habit of giving him treats simply so he can backflip. Sooner or later people get tired of the backflips and the dog will be boring for them.
> [{quoted}](name=Milodic Mellodi,realm=NA,application-id=3ErqAdtq,discussion-id=1Wqpig4s,comment-id=000800000000,timestamp=2016-08-12T06:24:49.644+0000) > > Why SHOULD they get rewarded for it though? Don't get me wrong, you need all the farm you can get, but when you have an obligation to do something you generally end up doing it. One time, our team ended up losing because our Ekko or whoever decided to farm top when his team was constantly pinging him...that was a deciding teamfight and we lost a few towers easily. > Or Nasus. His kit depends on it but his team depends on him to be a part of fights as well. You have those matches where your Nasus or Veigar wouldn't leave lane to help because they were too busy farming? > Rewarding for high CS is like giving your dog a treat because he can backflip on command: it's a pretty cool thing, but it's REALLY unnecessary and gets everyone in a habit of giving him treats simply so he can backflip. Sooner or later people get tired of the backflips and the dog will be boring for them. Because CSing is significantly more important then getting kills, simply put. CSing well gives you more gold then attempting to one vs one and overextending mid, more important then brawling top lane for kills, and much more important bot lane then constantly fighting where a jungler islikely to be.
: The enemy is gonna have an annoying game champion list.
Back When Kalista was Viable: {{champion:81}} {{champion:429}} {{champion:150}} {{champion:54}} {{champion:77}}
: "Oh, we're having a teamfight that could determine the result of this match? Sorry, I have to farm because the amount of time we've been here won't give me S with the CS I have." Seriously though, why should it even calculate your CS for match grade? You already need to last-hit minions to get items, and most competitive games are decided on LEAVING YOUR LANE, so why should it matter if you don't get so many minions? You're being a good team member, not a fed Nasus.
> [{quoted}](name=Milodic Mellodi,realm=NA,application-id=3ErqAdtq,discussion-id=1Wqpig4s,comment-id=0008,timestamp=2016-08-12T00:17:20.597+0000) > > "Oh, we're having a teamfight that could determine the result of this match? Sorry, I have to farm because the amount of time we've been here won't give me S with the CS I have." > Seriously though, why should it even calculate your CS for match grade? You already need to last-hit minions to get items, and most competitive games are decided on LEAVING YOUR LANE, so why should it matter if you don't get so many minions? You're being a good team member, not a fed Nasus. Because good players can get high CS while still roaming and they should be rewarded for it.
: hello python here. sorry in advance if this seems cruel but i just want this to get better Firstly i'd like to say that classifying him as a juggernaut and a diver isn't a good idea, like you said to me juggernauts are suppsoed to be slow short ranged divers so no offence but this makes you look like a hypocrite. Where is the mana? passive: Permanently reducing attack speed does not work and he has enough health scaling in his abilites. When i think zewihander i think multi hit. Maybe make basic attack strike enemeis a cone to better illustrate just how big this thing is. Q: 750 range? are you shitting me? only lb can dash that far and that is with her ultimate thrown in as well. This just sounds like a poppy E cranked up to 11. You really need to reduce the range on this. as an inprovement, maybe make it so he cna onyl carry one champion and if he hits another, or a wall, then they both stop and he deals damage to and slows both but he deals bouns damage to the one he was carrying, since they are getting crushed between him adn their ally. W: this can work, but you need to make last for only a few seconds. The fact he has no mana measn there is no reason to hold off on using this onc he gets in. he should really be using this to soften the blow of the big attacks. E: Overall this works okay but 12% of missing heath per second and max rank? that is just stupid R: you give him an on hit effect but kill his attack speed along with a damage buff that rewards getting you're team killed? This will never work. Sure there are abilties that reward getting hit, being at low health or going ham but never getting killed, that is wrong. There is no Slavaging this ability, best scrap it and try again. I like the backstory of this champion but the doesn't reach the same level. I'd like to see some quotes to paint a picture of WHO this guy is as a person.
> [{quoted}](name=python 159,realm=EUW,application-id=A8FQeEA8,discussion-id=d0b3FXH2,comment-id=000f,timestamp=2016-08-11T22:13:45.062+0000) > > hello python here. sorry in advance if this seems cruel but i just want this to get better > > Firstly i'd like to say that classifying him as a juggernaut and a diver isn't a good idea, like you said to me juggernauts are suppsoed to be slow short ranged divers so no offence but this makes you look like a hypocrite. > > Where is the mana? > > passive: Permanently reducing attack speed does not work and he has enough health scaling in his abilites. When i think zewihander i think multi hit. Maybe make basic attack strike enemeis a cone to better illustrate just how big this thing is. > > Q: 750 range? are you shitting me? only lb can dash that far and that is with her ultimate thrown in as well. This just sounds like a poppy E cranked up to 11. You really need to reduce the range on this. as an inprovement, maybe make it so he cna onyl carry one champion and if he hits another, or a wall, then they both stop and he deals damage to and slows both but he deals bouns damage to the one he was carrying, since they are getting crushed between him adn their ally. > > W: this can work, but you need to make last for only a few seconds. The fact he has no mana measn there is no reason to hold off on using this onc he gets in. he should really be using this to soften the blow of the big attacks. > > E: Overall this works okay but 12% of missing heath per second and max rank? that is just stupid > > R: you give him an on hit effect but kill his attack speed along with a damage buff that rewards getting you're team killed? This will never work. Sure there are abilties that reward getting hit, being at low health or going ham but never getting killed, that is wrong. There is no Slavaging this ability, best scrap it and try again. > > I like the backstory of this champion but the doesn't reach the same level. > > I'd like to see some quotes to paint a picture of WHO this guy is as a person. Thank you Python! For the Juggarnaut/Diver combo; this champion is to attempt to bridge the gap. I overall, am terrible at mana costs and move to other systems or other systems, renekton's style of fury being the only actual cost system I like, anywho, on the rest. Big, massive weapon are slow, and giving him a free tiamat, seems like a much more overpowered system. A Zweihander is a strength based weapon, that is used to power through armor, then deal with multiple skilled opponents. Yes, you can tear through regiments with other large units of people with them. Q: 750 range is Jarvan's E-Q combo range. Used that. The reason I have it going through people is it because the ONLY source of CC he has. He has no other form of slow, no other crowd control whatsoever, and is the only thing that would make his ganks effective, at all. W: I don't want a more or less direct copy of Garen's W. Remember, he is slowed while using this, it isn't free for him. He harms his ability to chase and get into a fight by keeping it active, and can not sit there and change which he is using. There is a three second period where is locked into slowly himself, or locked into taking more damage, making it risky in a team fight. Going to add damage himself dealing being reduced. E: There is no other scaling on it. No base damage what so ever, is it high? Yes. But it only effects one target, and he doesn't gain much range when using it. R: Again, Yes, I force him to have reduced attack speed, but the cooldown reduction still rewards for using his main source of damage. And overall, he is _barely_ rewarded for his allies dying. Overall, his allies dying is still a heavy decrease on overall damage unless it is a tank support. Explain more why this wouldn't work. Yes, your allies dying does seem 'rewarding', it isn't as overall the teams damage is still decreased, and if he dies, instantly, the buff is reduced to 2.5 seconds or less.
: http://img09.deviantart.net/5952/i/2014/269/2/6/cho_gath_walppaper__netbook___notbook__by_battleguyartgamer-d80nwwa.jpg Oh nothing major, just the thing of your nightmares.
> [{quoted}](name=Lord Boltrix,realm=NA,application-id=Ir7ZrJjF,discussion-id=JEwrkarN,comment-id=000200010000,timestamp=2016-08-11T02:42:11.854+0000) > > https://s-media-cache-ak0.pinimg.com/736x/e0/74/8d/e0748dcd644e9b3803e55261c372c0cb.jpg > > Oh nothing major, just the thing of your nightmares. http://vignette2.wikia.nocookie.net/warhammer40k/images/6/67/Carnifex_Attacks.jpg/revision/latest?cb=20111216163639
: [CCOS] August CCOS Entry Time! Enter Here!
So, how are reviews going everyone?
: thanks for the review, if you want me to do yours just leave a link your in here. i'd bemore than willing to. i'll see about removing the juggernaut tag asap, just but it there due to his higher than average damage output compaired to other vanguards like naut and malph. i can certainly lower the CD on his E and maybe remove the self slow from his Q. i'd rather not increase the range since its already as large as malphite's E.
> [{quoted}](name=python 159,realm=EUW,application-id=A8FQeEA8,discussion-id=PFOiAQe6,comment-id=00050000,timestamp=2016-08-10T18:38:32.297+0000) > > thanks for the review, if you want me to do yours just leave a link your in here. i'd bemore than willing to. > > i'll see about removing the juggernaut tag asap, just but it there due to his higher than average damage output compaired to other vanguards like naut and malph. > > i can certainly lower the CD on his E and maybe remove the self slow from his Q. i'd rather not increase the range since its already as large as malphite's E. For what the ability does, Maplhite's E range is quite lack luster. Think about it, he has to channel for three seconds to get full use, and it has almost no range. Malphite's E range is quite small, and all you are getting out of using it is a basic slow. If you like to, my concept is here: http://boards.na.leagueoflegends.com/en/c/skin-champion-concepts/d0b3FXH2-champion-concept-kilbracht-the-greatsword
: Champion concept kal'mar the runeborn
Hello Python! Best of luck in the CCOS! I will skip the pleasantries for now and get straight to the review. Passive; I like it, benefits him for fulfilling the Vanguard role. On a side note, a Vanguard and a Juggarnaut would never been classified at the same thing. Vanguards are basically the replacement for 'engagers'(IE, Malphite, Leona, Sejuani(etc), basically the big tanks that want to charge in and have built in mobility, Juggarnauts are basically classified as being immobile, short range, cannons. When they get to you they will punish you, but may not be able to get to to punish you because of slows/cc. Q: Solid ability, gives him some soft cc, and the ability to force an enemy reaction. Seems to somewhat step on the toes of Sion Q, but this overall provides less utility for an area all around him compared to the threatening cone of death from Sion.I feel you will want to give this a larger range. Right now he has to be point blank to do anything with it, on top of slowing himself. W: You might want to make this ability more punishing to use with out hunger. Right now, for five percent of his health, he is dealing heavily increased damage from his passive, on top of the tether damage. Like it overall. E: I would say give this more damage in the AoE, possibly even leave it at 100% of the damage taken for those around him at the stopping point. Remeber, he can barely use this to it's full potential because of the 20 second CD. If you want to Keep the damage the same as now, you really have to the lower that cooldown, because currently, he has to wait 20 second, then get to full momentum to get the full use of it. R: I really like this ability, nothing to really say here. Seems solid enough, and I like that he can't just run around with his boulders at all times by retrieving them. Steps a little bit on Mega Gnar's toe though. Overall: I like the champion, seems like a solid design, but could use some looking into for CDs. A few similarities with other champions, but I would over look that for the overall! Best of luck!
Echoing (NA)
: On that, I'm not sure. You should be leaving reviews on other people anyways, out of the kindness of your heart and a desire to see true competition. Or is that just me?
> [{quoted}](name=Echoing,realm=NA,application-id=A8FQeEA8,discussion-id=12MyTPBL,comment-id=0016000000000000,timestamp=2016-08-10T14:34:31.898+0000) > > On that, I'm not sure. You should be leaving reviews on other people anyways, out of the kindness of your heart and a desire to see true competition. > > Or is that just me? Helping people.....What is that? I know of murdering, and spilling blood for Khorne.....What is this 'helping' you speak of?
: [Champion Concept] Kilbracht, the Greatsword
Echoing (NA)
: But see, the illusion doesn't work if you immediately reply to my posts.
> [{quoted}](name=Echoing,realm=NA,application-id=A8FQeEA8,discussion-id=12MyTPBL,comment-id=0011000000000000,timestamp=2016-08-08T15:53:52.334+0000) > > But see, the illusion doesn't work if you immediately reply to my posts. Ah, but it does, increases the illusion of activity as people see more new messages appearing....
: [Champion Concept] Kilbracht, the Greatsword
*Whisperes* Bump NO ONE HEARD THAT
Echoing (NA)
: Agreed. I'm spacing out my bumps so they look like logical replies.
> [{quoted}](name=Echoing,realm=NA,application-id=A8FQeEA8,discussion-id=12MyTPBL,comment-id=00110000,timestamp=2016-08-08T01:27:12.854+0000) > > Agreed. I'm spacing out my bumps so they look like logical replies. Creative way to bump xD
: [Champion Concept] Kilbracht, the Greatsword
Ultimate changed from _Undeniable Challenge_ to _Only in Death Do We Part_. I feel Undeniable Challenge would have been a monster to attempt to fix, and Only in Death Do We Part as an ability fits his theme as a great warrior, inspiring his allies to greater deeds, then as a battlefield challenge.
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The HeraId

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