: Discussion: Void Lore Concerns
I stopped playing this bloody game a while ago, and I left the lore as well because I was getting tired that nothing seemed to be advancing. I still haunt these forums from time to time though, and I just wanted to say you're doing fantastic write-ups for how to develop the Void (my favorite region as you might be able to tell from my username; also, sorry for taking this if you wanted it Void Kaiju XD). On this post specifically, I wholeheartedly agree. As a fan of "monsters" or "creatures" in general, there are quite a few interesting angles to take the Voidborn champions from that would give them distinct personalities. Just off the top of my head, some ideas I had: {{champion:31}}: An old, ancient Voidborn, monstrously powerful but also incredibly sinister. The same as his old lore suggested that the Summoners didn't really control him and he simply tolerated them for the time being, I think that should be transferred over to his relationship with the Watchers. He could arguably be the strongest Voidborn active on Runeterra; however, he's also the most mentally-distant. He's no longer really under the Watcher's influence but is still using the powers they granted him to his own ends. A weapon with a mind of his own, who could just as very well end Runeterra as he can the Void & his former masters. {{champion:96}}: I think little Kog'Maw is most prominently defined by him being an alien child who's exploring the world. His character should most likely be one where he's simply curious, but the way he explores just happens to be antithetical to our way of life. If he ever gets a VO update, I would like to hear him grow more mature as he levels up, where he starts just gurgling and uttering simple phrases before forming more complex thoughts. From there, he might be the most "native" Voidborn; he's alien, but he sees Runeterra as his home, and so doesn't have nearly the same disregard for it that Vel or Cho may have. He's cute in an eldritch way. On another extreme, he could flip the entire "Lovecraftian" trope on its head - instead of us mortals going mad from the grand view of the cosmos, it is the cosmic entity that goes mad from us. Maybe Koggles acts as the outsider, constantly puzzled by this world. {{champion:121}}: I honestly like Kha'Zix's characterization as it is - the personification of an alien apex predator. He's ravenous and cunning and efficient and bloodthirsty simply because he is. In terms of his relationship to the Watchers/the Void as a whole, I think he could be a representative of the Void literally evolving, becoming something greater than what it was intended for. Kha'Zix isn't adapting for some ulterior purpose, he's doing it for himself. Just mainly wanted to drop by to say you're doing a fantastic job theorizing about how the Void can be developed in an actually compelling way. Keep up the great work.
: The three stages of playing Kayle
Forsaken Kayle skin incoming.
: When neither side wants to make the first move in a teamfight
What I love about this GIF is that all the orange-headed ones are in it, yet only half the yellow-headed ones are doing anything. The ones in the back are just kind of hanging out. Also, the fully green one next to the camera just watching; I can relate to it.
: Life From Nothing: Entities from the Void
Excellent write-up and speculation about the Void.
SEKAI (OCE)
: > [{quoted}](name=Karn Bishop,realm=NA,application-id=6kFXY1kR,discussion-id=04znAA6o,comment-id=0002,timestamp=2018-11-21T05:25:55.457+0000) > > Remember when company's were actually intelligent enough to know that virtue signaling was a bad idea and then attacking their customers once they react badly to it was an even worse idea. Like do you guys not have phones? > > Companys need to be financially punished whenever they dip their hat into the political ring, 1/6th of their total profits for each offense. You do realise that politics is what actually makes any story or other work of art intelligent, right? If everything were to avoid politics altogether, say for example in the context of writing stories, all we are left is road trip stories, revenge stories, romance story, or in other words stories with nonexistent stake of any sort. Hell, revenge story is often to do with a political stake outside of the lowest bottom feeder ones that goes "he kills my dad, and Imma going to kill him", and road trip stories can very easily be made as a form of social commentary, so I'd take them off the shelf too. You see where this is going? Any story with any sort of nuance would employ either or both internal (restricted to its own universe) or external politics (relevant for current irl issues). Fiction are made as a reflection of reality to make certain points. And to this end, a great deal amount of them have to be political, or rather, that's often kind of the point with human expression, to make statements regarding their experiences and opinion on certain objects, ie political statements. To ask for a total removal of any politics is to simply ask all human creation to involve 0 stake and intellectual challenge to the audience, which is to say, you want to dumb everything to the level of kindies. Politics is nuance and the challenge. If you actually reject politics in artworks and whatnot, it just means you're rejecting their complexity. ..... But I know what you're actually using the term "political ring" for. You just use it as a blanket scapegoat term that arbitrarily cover the things you don't personally like nor want to remotely understand, where you want to condemn something but don't have a real reason for it and so you sub it with a term that seems to have a meaning but not in actuality; it's just a way to say "it's bad because it's bad".
Don't have much to add to this comment, but I just wanted to say thank you for writing this up. It brings up this issue of "politics-phobia" that a lot of people seem to be using simply try to avoid certain topics they personally don't like.
: K/DA Evelynn is the Diva :^)
Truly, the queen of pop.
: [Champion Fan Rework Concept] Wukong, the Monkey King
Really cool rework concept, and probably the best rework concept I've seen for {{champion:62}} thus far. I like how it plays to both his styles as a burst assassin and durable fighter without having them overlap. The passive sounds especially neat, being based off of items and (I assume) a permanent transformation, like a combination of {{champion:145}} and {{champion:141}}.
: I had recently did a quick write-up with a list of augments for some of my favorite Champions as well. For context, I did an overview of the augments, and all them are divided as: 2 per passive, 3 per basic ability, 2 per ult, and 1 (as I just call it) "specialty". There's also the innate to allow the Champion to better function in this horde-based gamemode and a reward augment that seems to be automatically granted once you've earned them all for a character. I also made the augments based on the Odyssey: Extraction gamemode in mind. Also noted that all the augment names are just one word. So, here's what I had noted so far. {{champion:121}} Somewhat tricky since his kit doesn't really lend itself to a mass PvE mode, but still, I thought his role as an extremely mobile character that can pick off priority targets could be dialed to 11. > > **Innate: The Hunter:** > - Becomes invisible after not dealing or taking damage for 3 seconds. > - +10% bonus healing for all damage dealt (33% effectiveness for AoE) > - +50% ultimate cooldown > - +10% bonus movement speed > > **Passive: Unseen Threat:** > - Agile: Proccing the bonus damage instantly refreshes a charge of _Warp_. > - Menace: Bonus damage increased by +50% and fears the target for 1.5 seconds. > > **Q: Taste Their Fear:** > - Threatening: Always deals Isolation damage and applies on-hit effects, including those of _Unseen Threat_. Evolving _Reaper Claws_ will always grant the cooldown refund as well. > - Vicious: Deals triple damage to enemies below half-health and removes the mana cost. > - Serrated: Using _Taste Their Fear_ grants Kha’Zix +10 attack damage for 10 seconds. Bonus AD can stack up to 10 times. > > **W: Void Spike:** > - Pressurized: Range and explosion radius increased by 50%. Nearby allies will also be healed as well, and the healing is doubled. > - Flesher: Marks targets hit for 5 seconds. First proc of _Unseen Threat_ or _Taste Their Fear_ will consume the mark to deal 20% of target’s missing health as bonus true damage and heal Kha’Zix for 10% of his missing health. > - Impaler: Now stuns targets for 2 seconds. Evolving _Spike Racks_ increases the stun duration to 4 seconds and applies before the slow. > > **E: Leap:** > - Needler: Upon landing, automatically fire 6 _Void Spikes_ around Kha’Zix. > - Evade: Instantly become invisible upon activation. > - Lithe: No longer costs mana and reduces the cooldown by 50%. Evolving _Wings _ will entirely remove the cooldown (cause lmao). > > **R: Void Assault:** > - Obscure: Using _Void Assault_ will allow Kha’Zix to ignore terrain collision for its duration. Kha’Zix will also take 50% reduced damage while invisible. > - Unseeable: Attacks and abilities will not break stealth, and instead increase the duration of the invisibility by 0.5 second. Timer of _Void Assault_ is paused while still invisible. > > **Specialty:** > - Predator: Kha’Zix gains 1 bonus attack damage for every 5 bonus movement speed, and 1 bonus movement speed for every 10 bonus attack damage. Does not stack with itself. > > **Reward for Completed Set: Apex:** > Kha’Zix immediately starts with an Evolution Point, allowing him to gain all 4 evolutions for his abilities. {{champion:31}} Focused on a highly sustainable tank with massive area of effect capabilities. > **Innate: The Jaws:** > - _Carnivore _ activates for every enemy that dies that Cho’Gath has recently damaged, regardless of if he dealt the killing blow or not. > - +5% bonus healing for all damage dealt (33% effectiveness for AoE) > - +50% ultimate cooldown > - +5% maximum health increase > - +15 bonus mana regeneration per second > - +50 base attack damage and +50 bonus ability power > > **Passive: Carnivore:** > - Insatiable: Health and mana restoration activates for each enemy Cho’Gath hits with his abilities. > - Carapace: Whenever _Carnivore_ procs, Cho’Gath will also gain +50 bonus physical armor and magic resist for 3 seconds as well. > > **Q: Rupture:** > - Fissure: 2 more _Ruptures_ will move out beyond the first in a line, hitting for a total of 3 times. Multiple hits on a target deal 50% damage. > - Fragmentation: Spikes will remain in the ground for 3 more seconds, applying the slow and dealing the same damage over the duration. > - Spiked: Every enemy hit by _Rupture_ will also release _Vorpal Spikes_ around them. > > **W: Feral Scream:** > - Deafening: Upon activation Cho’Gath will continue to roar for 1.5 more seconds, applying the damage & effects to enemies in front of him. > - Monstrous: +50% bonus damage and fears all targets instead for double the duration. > - Bellow: +50% bonus width and destroys all projectiles it hits. > > **E: Vorpal Spikes:** > - Skewer: Spikes impale themselves in enemies they pass through for 3 seconds. Cho’Gath and his allies that attack enemies with Spikes in them will gain the restoration effects of _Carnivore_. > - Debilitate: +50% range, and reduce enemy’s attack speed by 50% as well. > - Spines: Becomes a toggled effect, with each attack costing a third of the original mana cost. > > **R: Feast:** > - Banquet: Yields a stack of Feast even if it doesn’t kill the target. Successfully killing the target will yield 3 stacks of Feast and refund 50% of the mana cost & cooldown. > - Digest: Each Feast stack also grants +10 bonus attack damage, ability power, physical armor, and magic resist. > > **Specialty:** > - Titan: Cho’Gath ignores unit collision and deals magic damage equal to 100 plus 5% of his bonus health per second to enemies he walks over. > > **Reward for Completed Set: Devourer:** > For every 250 bonus health, gain 1% bonus ability damage. {{champion:161}} Focus on making him a long-ranged mage that deals damage to enemies that are lined up rather than gathered in a ball like for Ziggs. > **Innate: The Brains:** > - Deconstruction damage is doubled and whenever an enemy is Deconstructed all of Vel’Koz’s abilities are reduced by 5%. > - +10% bonus healing for all damage dealt (33% effectiveness for AoE) > - +50% ultimate cooldown reduction > - +10% ability power increase > - +15 bonus mana regeneration per second > > **Passive: Organic Deconstruction:** > - Learned: Each ability applies 2 stacks of Deconstruction. > - Knowledge: Allies will also apply Deconstruction stacks with their abilities, though only Vel’Koz can apply the final stack. > > **Q: Plasma Fission:** > - Division: Each bolt of _Plasma Fission_ will split in two upon hitting a target. This can happen indefinitely. > - Phase: No longer stops on the first target hit, but will still split for each enemy it passes through. Deals +25% damage. > - Geometry: Will also split upon hitting terrain or an ally. Hitting allies will grant them +50% attack speed and 80% of Vel’Koz’s ability power for 4 seconds. > > **W: Void Rift:** > - Innervate: Upon activating Vel’Koz gains +50% bonus movement speed that decays over 2.5 seconds. Recharge rate is reduced by 50%. > - Sinkhole: +30% damage, and second detonation also applies the displacement of _Tectonic Disruption_. > - Abyss: +50% width, and trail will keep detonating as long as enemies are over it (let the hilarity ensue). > > **E: Tectonic Disruption:** > - Quake: Now carries 3 charges and they recharge 33% faster. > - Destabilize: Area of effect is 50% bigger and destabilizes the ground for 2.5 seconds, slowing enemies over it by 50%. > - Disaster: When targets land, they’ll release a secondary _Tectonic Disruption_ beneath them, dealing the same damage & effects. Can only occur once per cast. > > **R: Lifeform Disintegration Ray:** > - Power: Now has unlimited range, doubled the width, and lasts for 5 seconds. While channeling Vel’Koz is immune to crowd control and takes 80% reduced damage. > - Overwhelming: _Lifeform Disintegration Ray_ leaves a _Void Rift_ in its wake, and for each enemy it passes through it’ll split a bolt of _Plasma Fission_ every second. > > **Specialty:** > - Sustain: Whenever an enemy dies after being recently affected by his abilities, Vel’Koz will restore 1% of his missing mana. > > **Reward for Completed Set: Studied:** > Vel’Koz will permanently gain +1 ability power for each unique enemy he hits with his abilities.
Sorry, couldn't help myself. Here's a few more I made. {{champion:56}} For when you're tired of fearing the horde, and want the horde to fear you. > **Innate: The Dark:** > - _Umbra Blades_ gains 150 bonus range and its damage & healing are doubled. > - +10% bonus healing for all damage dealt (33% effectiveness for AoE) > - +50% ultimate cooldown reduction > - +10% bonus movement speed > > **Passive: Umbra Blades:** > - Phantom: Enemies hit by _Umbra Blades_ will echo it from them after a 1.5 second delay, dealing its damage and healing Nocturne again. Any unit can be damaged at most twice by a single use. > - Umbrawarp: Using _Umbra Blades_ reduces the cooldown of Warp by 20%. > > **Q: Duskbringer:** > - Torment: Dusk Trail lasts until all its targets have been killed. > - Nightbringer: No longer needs to be aimed and instead auto-locks onto all nearby enemies. However, each one now stops on the first enemy hit. > - Penumbra: While on a Dusk Trail all of Nocturne’s attacks will use _Umbra Blades_. > > **W: Shroud of Darkness:** > - Ravage: Passive bonus attack speed is doubled. Attack speed gained from active automatically occurs and is quadrupled from its normal amount. Nocturne can exceed the attack speed cap during this time. > - Lament: Now lasts for 3 seconds and blocks all attacks as well. Enemies that attack the shield will be feared for 1 second. > - Lightless: All of Nocturne's allies will also gain a _Shroud of Darkness_. Cooldown is reduced by half. > > **E: Unspeakable Horror:** > - Terrifying: Gains 25% bonus range and also affects all units in a small radius around the target. > - Despair: While feared enemies will take 100% increased damage. Fear duration increased by 0.5 second whenever Nocturne attacks the target. > - Dreaded: Instantly fears and deals the full damage to the target. > > **R: Paranoia:** > - Insomnia: Upon activation all enemies are instantly feared for 1 second and Nocturne will refresh all his basic ability cooldowns. For the duration enemies will not be able to use ranged attacks or abilities. > - Midnight: Duration lasts for 4 more seconds and the dash component has unlimited range. While _Paranoia_ is still active Nocturne can continue to recast the dash. > > **Specialty:** > - Shade: After using an ability a shade of Nocturne will be conjured that will cast the ability again on enemies near it. Can occur once every 10 seconds, reduced by 1 second whenever Nocturne lands an attack. > > **Reward for Completed Set: Killer:** > Gain 1% bonus attack speed for every 5 bonus attack damage. {{champion:136}} Extra booping power. Focus on making him this persistent damage-dealer that could devastate entire armies at will. > **Innate: The Omnipotent:** > - Six Stars will orbit Aurelion Sol and their damage is doubled. > - +10% bonus healing for all damage dealt (33% effectiveness for AoE) > - +50% ultimate cooldown reduction > - +10% ability power increase > - +15 bonus mana regeneration per second > > **Passive: Center of the Universe:** > - Persistent: No longer becomes disabled when under ability-inhibiting crowd control affects and continues to be active even after Aurelion Sol has taken fatal damage. Damage increased by 50%. > - Starstruck: Whenever a Star hits an enemy Aurelion Sol will gain +10 bonus movement speed and slow immunity for 2 seconds. The bonus movement speed can stack up to 10 times. > > **Q: Starsurge:** > - Supernova: Gains global range and no longer has to remain within the Outer Limit. +100% damage & stun duration, and increases in size drastically faster. > - Starfire: When _Starsurge_ detonates it’ll ignite the area for 3 seconds, dealing the damage to enemies over it. > - Cataclysm: Each of Aurelion Sol’s Stars will also release a _Starsurge_ away from him. > > **W: Celestial Expansion:** > - Repulsion: Upon activation pushes all enemies back to Aurelion Sol’s Outer Limit. While active the damage of each Star is increased to 150%. > - Constellation: While active, when the Stars pass through an ally three Stars will also orbit them for 5 seconds (at normal orbit). Duration refreshes when another one of Aurelion Sol’s Stars passes through them. > - Stellar: A second set of Stars will be created to go to the Outer Limit, keeping Stars orbiting in their original positions. > > **E: Comet of Legend:** > - Flight: Upon activation cleanses Aurelion Sol of any debuffs. He then becomes untargetable while in flight. > - Cosmic: No longer deactivates Stars. Can change direction of flight by following the cursor, though Aurelion Sol’s turning rate is reduced. > - Impact: Upon landing Aurelion Sol will instantly unleash a _Starsurge_ around him within his Outer Limit. > > **R: Voice of Light:** > - Untouchable: Deals 100% bonus damage, affects all enemies within Aurelion Sol’s Outer Limit, and pushes them back until they collide with terrain. > - Grand: After using _Voice of Light_ Aurelion Sol can recast this ability 2 more times at no additional cost within 5 seconds. > > **Specialty:** > - Celerity: Aurelion Sol gains 25% of his bonus movement speed as ability power, and 5% of his ability power as bonus movement speed. Does not stack with itself. > > **Reward for Completed Set: Amusing:** > Whenever Aurelion Sol damages an enemy his damage output is increased by 5% for 1.5 seconds. Damage increase can stack up to 20 times. {{champion:45}} For when you feel like you just aren't quite getting enough AP. Move aside Kayn, the REAL master of evil is here. > **Innate: The Master:** > - Attacks against large monsters will also yield a stack of Phenomenal Evil, and deal bonus magic damage equal to 50 plus 25% of Veigar’s ability power. > - +10% bonus healing for all damage dealt (33% effectiveness for AoE) > - +50% ultimate cooldown reduction > - +10% ability power increase > - +15 bonus mana regeneration per second > > **Passive: Phenomenal Evil Power:** > - Minions: Veigar will gain a stack of Phenomenal Evil whenever his allies also land their abilities. > - Big: Each stack of Phenomenal Evil now grants 5 ability power. > > **Q: Baleful Strike:** > - Malevolent: Each of Veigar’s attacks will now also launch a _Baleful Strike_ at no cost. > - Wicked: Gains 50% increased range and now passes through all enemies, rather than just the first two. > - Antagonistic: Fires 2 additional bolts in a spread shot. Multiple hits on a target deal 50% damage. > > **W: Dark Matter:** > - Hail: Calls down 8 _Dark Matter_ strikes in a circle around Veigar. > - Destroy: When _Dark Matter_ lands it’ll unleash 4 _Baleful Strikes_ around it. > - Meteor: 50% increased radius, and stuns all targets hit for 1 second. > > **E: Event Horizon:** > - Caged: Stuns all enemies within the cage as well. While enemies are stunned by _Event Horizon_ they’ll take 50% increased damage. > - Liege: Veigar and allies that move through the cage walls will gain 50% ability power and 50% bonus movement speed for 8 seconds. Gains +50% cast range. > - Lockdown: Cage now lasts for double the duration and will keep enemies stunned so long as they’re in its effect. > > **R: Primordial Burst:** > - Apocalypse: Gains 100% bonus range, always deals maximum damage, and deals its damage in a large area around the target. Cooldown is reset if the initial target is killed. > - Overpower: For 5 seconds after casting _Primordial Burst_, all of Veigar’s basic abilities will cooldown 100% faster and automatically fire additional _Primordial Bursts_ at targets hit at no cost. > > **Specialty:** > - Tome: Gain double the ability power from items that grant it. > > **Reward for Completed Set: Overlord:** > Whenever a stage is completed Veigar’s total ability power is increased by 5%.
: Post augment ideas for your favorite champs!
I had recently did a quick write-up with a list of augments for some of my favorite Champions as well. For context, I did an overview of the augments, and all them are divided as: 2 per passive, 3 per basic ability, 2 per ult, and 1 (as I just call it) "specialty". There's also the innate to allow the Champion to better function in this horde-based gamemode and a reward augment that seems to be automatically granted once you've earned them all for a character. I also made the augments based on the Odyssey: Extraction gamemode in mind. Also noted that all the augment names are just one word. So, here's what I had noted so far. {{champion:121}} Somewhat tricky since his kit doesn't really lend itself to a mass PvE mode, but still, I thought his role as an extremely mobile character that can pick off priority targets could be dialed to 11. > > **Innate: The Hunter:** > - Becomes invisible after not dealing or taking damage for 3 seconds. > - +10% bonus healing for all damage dealt (33% effectiveness for AoE) > - +50% ultimate cooldown > - +10% bonus movement speed > > **Passive: Unseen Threat:** > - Agile: Proccing the bonus damage instantly refreshes a charge of _Warp_. > - Menace: Bonus damage increased by +50% and fears the target for 1.5 seconds. > > **Q: Taste Their Fear:** > - Threatening: Always deals Isolation damage and applies on-hit effects, including those of _Unseen Threat_. Evolving _Reaper Claws_ will always grant the cooldown refund as well. > - Vicious: Deals triple damage to enemies below half-health and removes the mana cost. > - Serrated: Using _Taste Their Fear_ grants Kha’Zix +10 attack damage for 10 seconds. Bonus AD can stack up to 10 times. > > **W: Void Spike:** > - Pressurized: Range and explosion radius increased by 50%. Nearby allies will also be healed as well, and the healing is doubled. > - Flesher: Marks targets hit for 5 seconds. First proc of _Unseen Threat_ or _Taste Their Fear_ will consume the mark to deal 20% of target’s missing health as bonus true damage and heal Kha’Zix for 10% of his missing health. > - Impaler: Now stuns targets for 2 seconds. Evolving _Spike Racks_ increases the stun duration to 4 seconds and applies before the slow. > > **E: Leap:** > - Needler: Upon landing, automatically fire 6 _Void Spikes_ around Kha’Zix. > - Evade: Instantly become invisible upon activation. > - Lithe: No longer costs mana and reduces the cooldown by 50%. Evolving _Wings _ will entirely remove the cooldown (cause lmao). > > **R: Void Assault:** > - Obscure: Using _Void Assault_ will allow Kha’Zix to ignore terrain collision for its duration. Kha’Zix will also take 50% reduced damage while invisible. > - Unseeable: Attacks and abilities will not break stealth, and instead increase the duration of the invisibility by 0.5 second. Timer of _Void Assault_ is paused while still invisible. > > **Specialty:** > - Predator: Kha’Zix gains 1 bonus attack damage for every 5 bonus movement speed, and 1 bonus movement speed for every 10 bonus attack damage. Does not stack with itself. > > **Reward for Completed Set: Apex:** > Kha’Zix immediately starts with an Evolution Point, allowing him to gain all 4 evolutions for his abilities. {{champion:31}} Focused on a highly sustainable tank with massive area of effect capabilities. > **Innate: The Jaws:** > - _Carnivore _ activates for every enemy that dies that Cho’Gath has recently damaged, regardless of if he dealt the killing blow or not. > - +5% bonus healing for all damage dealt (33% effectiveness for AoE) > - +50% ultimate cooldown > - +5% maximum health increase > - +15 bonus mana regeneration per second > - +50 base attack damage and +50 bonus ability power > > **Passive: Carnivore:** > - Insatiable: Health and mana restoration activates for each enemy Cho’Gath hits with his abilities. > - Carapace: Whenever _Carnivore_ procs, Cho’Gath will also gain +50 bonus physical armor and magic resist for 3 seconds as well. > > **Q: Rupture:** > - Fissure: 2 more _Ruptures_ will move out beyond the first in a line, hitting for a total of 3 times. Multiple hits on a target deal 50% damage. > - Fragmentation: Spikes will remain in the ground for 3 more seconds, applying the slow and dealing the same damage over the duration. > - Spiked: Every enemy hit by _Rupture_ will also release _Vorpal Spikes_ around them. > > **W: Feral Scream:** > - Deafening: Upon activation Cho’Gath will continue to roar for 1.5 more seconds, applying the damage & effects to enemies in front of him. > - Monstrous: +50% bonus damage and fears all targets instead for double the duration. > - Bellow: +50% bonus width and destroys all projectiles it hits. > > **E: Vorpal Spikes:** > - Skewer: Spikes impale themselves in enemies they pass through for 3 seconds. Cho’Gath and his allies that attack enemies with Spikes in them will gain the restoration effects of _Carnivore_. > - Debilitate: +50% range, and reduce enemy’s attack speed by 50% as well. > - Spines: Becomes a toggled effect, with each attack costing a third of the original mana cost. > > **R: Feast:** > - Banquet: Yields a stack of Feast even if it doesn’t kill the target. Successfully killing the target will yield 3 stacks of Feast and refund 50% of the mana cost & cooldown. > - Digest: Each Feast stack also grants +10 bonus attack damage, ability power, physical armor, and magic resist. > > **Specialty:** > - Titan: Cho’Gath ignores unit collision and deals magic damage equal to 100 plus 5% of his bonus health per second to enemies he walks over. > > **Reward for Completed Set: Devourer:** > For every 250 bonus health, gain 1% bonus ability damage. {{champion:161}} Focus on making him a long-ranged mage that deals damage to enemies that are lined up rather than gathered in a ball like for Ziggs. > **Innate: The Brains:** > - Deconstruction damage is doubled and whenever an enemy is Deconstructed all of Vel’Koz’s abilities are reduced by 5%. > - +10% bonus healing for all damage dealt (33% effectiveness for AoE) > - +50% ultimate cooldown reduction > - +10% ability power increase > - +15 bonus mana regeneration per second > > **Passive: Organic Deconstruction:** > - Learned: Each ability applies 2 stacks of Deconstruction. > - Knowledge: Allies will also apply Deconstruction stacks with their abilities, though only Vel’Koz can apply the final stack. > > **Q: Plasma Fission:** > - Division: Each bolt of _Plasma Fission_ will split in two upon hitting a target. This can happen indefinitely. > - Phase: No longer stops on the first target hit, but will still split for each enemy it passes through. Deals +25% damage. > - Geometry: Will also split upon hitting terrain or an ally. Hitting allies will grant them +50% attack speed and 80% of Vel’Koz’s ability power for 4 seconds. > > **W: Void Rift:** > - Innervate: Upon activating Vel’Koz gains +50% bonus movement speed that decays over 2.5 seconds. Recharge rate is reduced by 50%. > - Sinkhole: +30% damage, and second detonation also applies the displacement of _Tectonic Disruption_. > - Abyss: +50% width, and trail will keep detonating as long as enemies are over it (let the hilarity ensue). > > **E: Tectonic Disruption:** > - Quake: Now carries 3 charges and they recharge 33% faster. > - Destabilize: Area of effect is 50% bigger and destabilizes the ground for 2.5 seconds, slowing enemies over it by 50%. > - Disaster: When targets land, they’ll release a secondary _Tectonic Disruption_ beneath them, dealing the same damage & effects. Can only occur once per cast. > > **R: Lifeform Disintegration Ray:** > - Power: Now has unlimited range, doubled the width, and lasts for 5 seconds. While channeling Vel’Koz is immune to crowd control and takes 80% reduced damage. > - Overwhelming: _Lifeform Disintegration Ray_ leaves a _Void Rift_ in its wake, and for each enemy it passes through it’ll split a bolt of _Plasma Fission_ every second. > > **Specialty:** > - Sustain: Whenever an enemy dies after being recently affected by his abilities, Vel’Koz will restore 1% of his missing mana. > > **Reward for Completed Set: Studied:** > Vel’Koz will permanently gain +1 ability power for each unique enemy he hits with his abilities.
: Husk - The Hive Commander (cancelled League of Legends champion)
She looks really look. Even if "Husk" was only a concept Champion, I'd like to see Riot revisit this design with a Chemtch {{champion:145}} skin.
: Thanos got sick of the balance of League and decided to fix it himself.
I don't know whether I should rejoice now that {{champion:107}} is no more. Or be upset because I was denied the ultimate hunt {{champion:121}}. You never realize how much you need something until it's taken away...
: Bringing Cho'Gath into league's lore.
Really compelling ideas for {{champion:31}}. I like that idea of how he consumes - he doesn't just devour the physical form, but he's a living prison for those he gets to. It puts a rather unique spin on the whole "great devourer" theme. The bio also gives him a place in the larger world because, yeah, he just kind of "there" instead of actually being some influential figure. The only thing though is that, even with this short bio, he still is lacking in a personality. He has a goal and a purpose, sure, but he still comes off as just a mindless animal when it's generally considered he's supposed to be a sort of "general" of the Void legions. Two of the quotes I think can be worked off of are "Your races are a scourge upon the world!" and "You are such... hideous creatures!". Building off those lines, I would like to see a Cho'Gath who doesn't just destroy and kill because he's made for that purpose by some other entities. He does it because he thinks anything not like him is disgusting and inferior, especially Runeterrans, and that they need to be purged from existence. An extreme form of "social darwinism" or "eugenics", an alien being who knows he's biologically superior to us and has a right to slaughter us like how we may exterminate a termite colony. Also, perhaps Cho'Gath isn't, and never has been, fully under the Watcher's influence. Yes, he's a natural Voidborn, and yes he's working with the Void; however, it's for his own benefit. Cho'Gath could be the first Voidborn where, instead of the Watchers using him to their ends, he's using them to his. Though a product of the Watchers, unlike the others he's always been self-aware and had a strong sense of self, so he consciously uses the Void's strength and his creators' magics to fulfill his own personal goals. This would make {{champion:31}} stand as his own character and could lead to future stories, such as him outright usurping the Watchers once he no longer has a use for their "gifts", or his regards to other Voidborn like {{champion:121}} who have actually mingled with the "repulsive genes". Although this may put him in a similar vein as {{champion:161}}, I think the difference could be Vel'Koz is actually working for the Watchers (whether knowingly or unknowingly) while Cho'Gath is just using them as a means to an end. A tool that can surpass his masters.
: Someone was kind enough to properly update Noxus on the map.
If this is the case the entire map should just be labeled "KLED". {{champion:240}} "There ain't no land that ain't mine. Just land I ain't got around to claiming."
: Why is it that if a woman sleeps with 10 men she is a "hoe"
: I feel a bit sad for Aatrox...
When we only saw his interaction-lines, it made him seem like just a mindless, rage-induced meathead. Now, hearing his other lines, it really contextualizes his rage and gives it more meaning. He has several great lines. One of my favorite interactions now is with {{champion:142}}, and it's such a simple one: "Aspect of Change! Now you die!" Considering the context behind that in relation to his other quotes, it really conveys the pain and anger Zoe (or at least the Aspect) has caused him, and is actually just as heart-wrenching as it is terrifying. Great work from Riot's art/sound team, both to the writers and voice actors.
: Warmog's Armor Replacement for ARAM
I like these concepts, especially passive 2 and 3. I do hope ARAM gets an equivalent of {{item:3083}} back, and these versions sound like they'd be great replacements.
: Black Market Brawlers
I loved Black Market Brawlers, and hope just about as much as almost everyone here that it'll return. However, I do agree with the reasoning of why they don't plan to bring it back, at least in its last iteration. BMB was fun because of its wacky new items and customization of minion waves, but at the same time it didn't feel that different from normal SR simply because, with normal's myriad of own rules and strategies, both the new items and brawlers felt heavily watered down to what they could've been. The new items were competing with the normal, staple ones, while the brawlers felt a little lackluster unless you got them in mass. That's why I think they should reiterate Black Market Brawlers into two separate modes like what was proposed. One could be "Mercenary Brawlers" or whatever, a mode designed solely around the customization of your minion waves. In it it could have more emphasis on what types of brawlers you invest in, giving them bigger impact and making them more central to the overall objective. They could even inject some more RTS-style gameplay in it, such as having to gather resources to upgrade your brawlers and structures. The other could be "Black Market Mayhem", where a larger plethora of new, crazy items could be chosen from and experimented with. It could have adjusted gold income or new ways to gain money to buy said items. I'd even go so far as to say most if not all of the normal items should be removed and instead you'd only have access to these brand new ones, so as you don't have to worry about choosing whether to stay with what you know is good and just go balls-to-the-walls. So yes, I'd love them to bring back Black Market Brawlers, but I'd rather they heavily reiterate it than just give us what we got before.
: Wishlist?
This seriously needs to happen. It could even be integrated into the Hextech Crafting/My Shop features, where there's a higher chance something from your wishlist can drop with those.
: Sybille by Anastasia Mardumova
Badass artwork for sure. But I have to agree that she currently looks just a tad too similar to existing Champions. In terms of head and body she looks like a Chemtech {{champion:102}} skin. I think giving her a cowl like in one of the concept arts would help remedy that. The other is that the thin scythe arm, especially how it's positioned, looks an awful lot like a piece of a Chemtech {{champion:121}} skin. It's totally awesome and I'd love to see it in-game, but it just needs something more to give it a different enough silhouette from our resident murder mantis. Maybe simply reversing the blade so it points forward could do the trick, or making it a sort of "backwards" mantis forelimb ala the spearer variety of mantis shrimps. The artist certainly put a lot of work into making an extremely cool concept, but the current design just looks too similar to existing characters in the game. Then again, it's not like Riot themselves hasn't released official Champions that look strikingly similar to one another ({{champion:429}} looking like Spectral {{champion:76}} or {{champion:122}} & {{champion:86}} looking like color swaps of each other with different weapons)...
: Feeding a Poro in ARAM should give 1 bonus XP at the end of the game.
I always advocated that not feeding the poro should be reportable or that you get a very sad poro picture instead of the Victory/Defeat sign, but this is a nice suggestion as well.
Almo (NA)
: ARAM BALANCE CHANGES AND QUALITY OF LIFE IMPROVEMENTS + THE RETURN TO BUTCHER’S BRIDGE MAP
I was so super stoked to hear about these changes. Thank you Riot for finally giving ARAM some love outside of slight number changes.
: Twisted Fate [Rework Concept]
Very interesting rework. I like the change to his W, and passive is definitely way better than just "snowball slightly more". This is also a great way you preserve Twisted Fate as a marksman-mage hybrid. Nicely thought out.
: Elemental Nocturne
Wicked cool. Could be like GGMF where he could change elements.
: Community Lore Survey: If you were a champion...
**Who Would You Serve** The Void consumes all, the Void claims all. Our victory is not just a possibility, it's an inevitability, for not even the strongest Noxian warlord or Targonian aspect can escape the demise of their dimension. I'd be a living gateway to the Void. My very body siphons energy from the surrounding area and expels the Voidborn wherever I may be. **Three Connected Champions** {{champion:161}} His knowledge has proved invaluable. His studies of this world has allowed me and the Voidborn to be better suited when we crossed over. Of all the Voidborn so far, he perhaps has the greatest knowledge of Runeterra, and often times that is the most dangerous weapon. {{champion:31}} A paragon of Voidborn strength, if Vel'Koz is the seer of this world's demise, Cho'Gath is the hammer that will break it. Both a frontline bulwark and cunning leader to the Voidborn I allow through, I bring the rain and he guides the thunder. {{champion:90}} He's weakened the barriers between worlds, and for that he has served the Void well. But soon, this puppet will become obsolete... **Role** Mage-disruptor. Someone who claims areas of the map by summoning a personal army. **Weapon of Choice** As a living gateway, the Voidborn I bring through act as my claws and spines and teeth. However, if a more direct approach is necessary, I could tear apart an encroaching Voidborn before they fully make it through, turning their body into a small antimatter bomb to blast at an area. **Gender** Male
Darkrown (EUNE)
: Voidbringer Ivern
I like the concept. Never expected a Void Ivern skin, but you make it work.
Capi974 (EUW)
: Risen Karthus skin concept!
Excellent idea for a Karthus skin. Could have the same scarab motif as Risen Fiddlesticks. I've been enjoying Karthus lately, and yet I don't find any of his current skins all that appealing; this would definitely be a cosmetic I'd strive for.
: Kindred's favorite movie is "The Room" and here is why!
Kindred legendary/ultimate skin confirmed. Lamb as Tommy Wiseau and Wolf as Greg Sestero. And yes, not just in appearance, but actual VOs done by them. Or better yet, have Wiseau do the voices for both. Ez money, Rito pls.
: Mica and Ivaara - Darkin Whip/Support Concept
Very cool concept. Really like the work the artist put into this.
: Void region update
Been waiting for a Void lore update for a long time. And I must say, this is a great start to a larger unfolding of the Void. I was a complete subscriber to the theory that the Frozen Watchers were in some way connected to the Voidborn since they were first mentioned (a big reason why I sided with the Frostguard during the Freljord event way back then). It's kind of cathartic to finally get this confirmation. It's been speculated that the Watchers/Howling Abyss were always connected to the Void (with their crest looking suspiciously like {{champion:161}} and the banner having a resemblance to {{champion:38}}'s armor), so it's nice that it's finally confirmed that they are indeed related. That still leaves open what the Watchers really are, and how they relate to {{champion:127}} & the Iceborn. I also _love _ the concept art of the Voidborn. It really hits that they are in truth abstract creatures with barely-recognizable forms, and perhaps the Voidborn Champions we see are merely one of countless forms they could've adapted for Runeterra. It's even said that no two Voidborn are entirely similar, which I like since it's leaning more towards Lovecraft/eldritch horror rather than another Zerg/sci-fi alien insect swarm. I now kind of want to see a Void Champion more along the lines of the concept art - amorphous shape, pale sinewy flesh interlaced with black carapace, constantly shifting & hardly keeping a solid shape. Over the course of the game it could solidify its body and perhaps end up as one of several different forms depending on how it was played. Anyway, lovely artwork that helps define "Void-geometry/anatomy" and separates them from your typical alien-bugs. **Where Icathia Stood** Goddamn, this story sent chills through me. The scale & scope, the actual events of the fall of Icathia, just how montrous the Void is - this was a fine addition to the lore. I take particular interest in just how Icathians viewed the Shuriman empire. Before this, Shurima has been mostly portrayed as this great city, almost like a utopia or, at least, a relic of glories past. The Ascended were said to be these heroic figures that everyone looked up to or worshipped. I like how we finally got a different perspective, where Shuriman empire is seen as a complete menace and the Ascended as monsters. Really does wonders for worldbuilding to include this. I also love the narrative. Axamuk's arc was deliciously tragic - both from the macro sense of how he gradually lost his mind and the micro in just how he personally perceived the world around him. Again, it made for a unique view of Shurima and the Void's incursion. Also, we're finally getting a {{champion:24}} with actual character and personality. {{champion:38}} - Overall, he's fine. I like how his name derives from a slurred Shuriman title, and his lore of being a skilled traveler connects to his playstyle. I'm a little disappointed there was no mention of his gauntlet; in Ezreal's bio, I believe it stated he has one of two gauntlets that aids his magical capabilities. Considering both these Champions make frequent use of short-ranged flashes, it's been speculated Kassadin has the other gauntlet. It also provides a nice symmetry - Kass has the bladed gauntlet while Ez has the bow-cast one. I'm also a little disappointed Kass's bio didn't have him meeting Malzahar, but seeing as this is a sort of first step in introducing the characters, I can see how the writers are saving that encounter for a future piece. {{champion:90}} - Still basically the same - a seer who was beckoned by the Void to become their prophet/puppet. I like how they added a little more meat to his story, him having been a lowly pauper before becoming this powerful cult leader. I also like that reference to the unofficial Malz blip that was in a dev article (the one where he could predict where thrown daggers would land). Again, as a first step in character update, it's reassuring to see he's still the mad oracle. Kai'Sa - She's...Kai'Sa. The fact that she wasn't _actually _ in the Void itself, but rather just near an entrance, is reassuring. It's an excuse to explain why she doesn't look fully corrupted, and still leaves hope that we could see a proper Human-Voidborn hybrid one day. Honestly, there still isn't anything remarkable about her bio and color story. I wish it went more in depth with just how her suit affects her, instead of just the repeated mentioning of a tingling sensation. Something more bodily, like whether it feels like it's digging into her flesh or puncturing her spinal cord. As it stands, everything about Kai'Sa is still only skin-deep. All in all, a great step in Void lore. Although I wanted to see bio updates on the actual Voidborn - {{champion:31}}, {{champion:121}}, {{champion:96}}, and {{champion:161}} - I think it's appropriate that we start with the Runeterrans that encountered the Void before getting to know its denizens. Can't wait for more Void lore and how it affects the world.
: RIOT Art Contest. Cho'gath Visual Update
Damn those are cool. Cho'Gath truly looks like a monstrous kaiju in these concepts. Love how the artist made the mouth extend down the entire neck, and I adore their take on the formation of the scythe-arms. The way the shoulder joints connecting them jut out from the body gives a very unique shape to Cho. And I'm totally a fan of those small, t-rex esque arms; it retains his six-limbed design but plays to the fact that Cho's current pincers don't really do anything. In fact, the new way the scythes are positioned do pay homage to Cho's original pincers. I also like the alternate concept where Cho'Gath has four scythe-arms that also resemble jaws (sixth picture down, bottom-center). I could see that being a skin, perhaps for Nightmare Cho'Gath. Seriously badass work. This gets me hyped for Cho'Gath's eventual VGU.
AMOUN (NA)
: Quick Kai'Sa Redesign Concept
Lovely redesign. Digging the muscle fibers and how her feet have clawed toes. This definitely looks more like someone who's been in the Void for years yet still has managed to retain her humanity.
Rioter Comments
: Kai'Sa concept art from Riot BravoRay
Honestly, these concepts look so much better than the current Kai'Sa model: https://media.lolusercontent.com/api/embedly/1/image/resize?url=https%3A%2F%2Fpre00.deviantart.net%2F1342%2Fth%2Fpre%2Ff%2F2018%2F051%2F9%2F6%2Fvoid_adc__v04_by_the_bravo_ray-dc3s8xy.jpg&key=a45e967db0914c7fb472fd4381e6c85b&width=425 Unlike the current one, which doesn't even really look like organic bio-armor/second skin, these ones actually convey some sort of physical mutation. I especially like the organic gun-arm. It looks wicked, especially compared to...whatever she attacks with (Little energy bolts from palms? Crystal - for some reason - pistols?). If Kai'Sa looked more like one of these, I would be _far _ more satisfied with her appearance.
: I geniunely wish that the new void champion wasn't a human. We need more monsters.
I love the Void. I'm always super excited when anything related to it is mentioned in this game/universe. I'm also really excited that this is (most likely) {{champion:38}}'s daughter at long last. But... For all the hype I had, this is a little...disappointing. I was totally expecting a Void-corrupted human, but her current appearance seems so conservative. The designers could've really made a creepy looking human to really show off the corruption of the Void. Some hybrid human-insectoid ala Sarah Kerrigan: https://assets.tentonhammer.com/guides/attached_images/000/010/896/medium/KerriganHero.jpg?1468381074 Or since we're going with this "symbiote-suit" thing Venom/Carnage: http://wallpaper-gallery.net/images/venom-vs-carnage-wallpaper/venom-vs-carnage-wallpaper-3.jpg Or even just something akin to the preexisting Void-corrupted like Malzahar, Kassadin, & Rasho. https://pre00.deviantart.net/a737/th/pre/f/2018/007/1/c/1cdbb44d718d36a8dbdded52469080c8-dbz8htq.jpg Kai'Sa just looks like another slim woman but this time she has shoulder cannons. It's kind of banal and uninspired. The Void is an opportunity for Riot's art team to really show off their ability to make a cool, monstrous being. Instead, we got yet another basic humanoid. Hopefully her VO will make up for this lackluster visual.
nelogis (EUW)
: (Champion concept: Joke) RNGesus the lord of dice!
This right here is the standard that all Champions should be designed around - both fan-made and official concepts. I see absolutely no flaws with this, as this is as perfect a Champion - no - _any _ MOBA character gets. Visually, thematically, and gameplay-ly a 10/10. Plus that lore. So engaging, so nuanced, so many questions answered about League lore yet still leaves much to be excited about. My biggest take away is that Runeterra does indeed have roast beef sandwiches. I've been wondering about that since this game was released. You should send this as part of your portfolio to Riot. I'm sure they'll hire you right away to create masterpieces like this. Also, is that picture of what looks like Shrek RNGesus's release skin? If so, then I'm 92.88-289% (random) sold on this idea.
: I'm going to be honest. This is a story we've seen before and I really don't get Riot's reasoning for making every single character grimdark and have some sort of tragic backstory. Just like they just killed off Zac's parents.
I think what MM is trying to say is that: Since he's almost always talking about {{champion:82}}, what MM wants from his update is that Morde be turned into a happy little kid that likes to wear a bucket over his head and a suit made of tinfoil. This new Morde has loving parents that are immortal and so cannot be killed, or even harmed, in anyway. These parents have raised Morde to be the kindest, gentlest soul in existence, and in return Morde knows the definition of true love. He is well-liked by everyone around him, but is also humble, placing the needs of good-spirited people above even his own. On weekends he runs a soup kitchen in the Glade alongside his parents, uncles, aunts, pet gerbil, and bestest friend some happy-go-lucky ~~sickeningly~~ positive yordle named Grizmo. Morde dreams of bringing peace, love, and positivity to all of Runeterra with the support of his completely kind and caring friends & family. Also, his color stories should be his innocuous adventures with Grizmo, who'll be the next Champion after this VGU, and like Morde has a totally safe and gleeful history. Sorry, couldn't help myself. In all seriousness though, I think it's fine that {{champion:122}}'s origins be grimdark (she is "The Dark Child" after all). Although I agree with you on the {{champion:154}}-point - RIP his parents - it's not like Riot's narrative has made _everyone_ some tragic figure. {{champion:267}}, {{champion:62}}, {{champion:498}}, {{champion:497}}, {{champion:245}}, and {{champion:142}} aren't all that "grimdark". I certainly hope that narrative doesn't make every other character some orphaned, walking PTSD case for the sake of making a character "interesting" or "relatable", but so long as it suits the Champion it's fine.
: ROADMAP
Stoked for a new Void Champ, and if the recent indications towards {{champion:38}} are true, we may finally be seeing his daughter at long last! The only thing that worries me more is that they say it'll be a marksman ala {{champion:67}} - a Champion I abhor just due to the fact that she's either so frustratingly strong she's nigh-impossible to counterplay, or stupidly weak with little in the way to actually contribute to her team other than being a 2-second distraction. Hopefully it'll come out good. Been wanting a new Void champ for a while, and the fact that it might be Kassadin's daughter has me super excited.
Reiizm (NA)
: Stuck in Campaign mode. How to get to Piltover?
I see your problem. DO NOT GO TO THE GRASSY AREA. It's a trap; the bandits, magical creatures (especially those f*cking Gromps), and Rakkorian warriors will tear you apart before you even make it halfway across, unless you're like level 50 or higher. Though that's the shortest route to Piltover, for level pre-50, you're going to want to head north towards the Freljord. Yeah, it'll take about double the time and you'll run into some pretty nasty things, but I found it's a helluva lot easier than the grass plains. Plus, you'll get a lot of opportunity for exp, gold, and, yes, those AP items. The quests "Awakening the Colossus" and "A Troll's Gamble" have some really good rewards; I already have access to {{item:3285}} and {{item:3116}} just from them (too bad I'm {{champion:121}}, though I guess I could try some off-build). Plus, they're fun as hell! Of course, I did start from the Void and took the mission "Infiltrating the Past", so I began the Demacia part a little to the north already. Plus, playing as a Voidborn already gives me the AP-affinity stat, boosting my AP gain rates by, I think, about 15% currently. But to fix your current predicament, I think the town you're in is Glorft. Demacian ~~prey~~ tend to be taken there after being captured by bandits. In Glorft, there's a couple of Void cultists lurking around - they tend to move around the southeast areas. Get a {{item:3401}} to see the Void traces ({{item:3513}} or {{item:3001}} are preferable, but if you're low level Remnant of the Equinox is cheap as hell and will suffice). Do whatever missions they have for you and submit a piece of your essence to the Void. That should give you a pretty significant exp- and AP gain rates-boost to get out of there. Hope that helps. Oh, and be sure to put my username when they ask who led you to them. I need the stat-boost to get that {{item:3147}}. ;)
: #Give Swain a Haircut
I've been supportive of most of the latest VGUs, but this time... Kit-wise I'm fine. Visually though...seriously, the cane and the limp and the mouth-cover could go (they would've been nice to retain, but they weren't necessary), but why remove the awesome demon bird transformation? Instead of just growing wings and having his eyes glow red to look like discount-Aatrox, there could've at least been a giant ethereal, somewhat transparent crow head over his own (like the one that appears for a second upon activation). And of course, the hair. Just...why? Long hair just raises concerns and further alienates fans of the old appearance, while retaining short hair would've been perfectly fine. Overall, this is the first time in a while (since {{champion:48}} and {{champion:43}}) that I've actually been disappointed with the visual aspect of a VGU. I suppose this is what Galio and Sion players must've felt like, but even then: Old {{champion:3}} didn't really have anything going for him aesthetically, if I'm going to be honest. He was just a generic gargoyle with a hideous blue-and-yellow color palette. Old {{champion:14}} was a mess. He was a goofy green dead weightlifter that looked more appropriate for a game like Plants vs. Zombies. Both those characters didn't have much going for them from a visual-standpoint, but {{champion:50}}? He had his raven motif and Beatrice perched on his shoulder. He had his cane and limp that gave him a unique animation. He had his demonic transformation (that actually turned him into a demon). There was plenty worth retaining. But instead this seems more like a Blood Lord Vladimir VU or Malfoy/wizened-Legolas entering League. My first concern regarding VGUs in a long time, I do hope the team behind Swain's updated look seriously considers editing his model to make him more recognizable as...well...Swain. As the OP mentioned, just cutting his hair would be good. Making him appear more as a monstrous raven demon instead of just a dude with wings during ult would be fantastic. #GiveSwainAHaircut
: Somebody once told me the world is gonna roll me
https://www.youtube.com/watch?v=hxUR45Tze9I
: Chocolate vs Vastayans
So it's possible that {{champion:121}} can evolve chocolate to some part of him and undoubtedly triumph over {{champion:107}}?
Kr1sys (NA)
: How it feels leveling up and owning all champions
GenoXx (NA)
: Zoe's champion interactions are underwhelming......
I agree that it's a little disappointing the lack of interactions Zoe has. There were so many possibilities to enrich both her character and her region. And I get that, maybe, as a happy-go-lucky child she may not care about the other Aspects/Champions that much, but there couldn't at least have been _something_? Maybe just even little comments like Against {{champion:80}}: "Oh, it's Mr. Grumpy Grump." Or {{champion:117}}: *gasp* "You like sparkles?! I like sparkles! Let's be best friends!" Or {{champion:432}}: "It's so _fluffy_!" Or even {{champion:31}} with: "No... There's no such thing as the monster in the closet! There's no such thing as the monster in the closest!!!" Part of the fun of this game is imagining all these different characters coming together and encountering each other. The interactions, as "needless" as they may be, helped with that fun. I wonder why they didn't or couldn't add some more variety to who Zoe (or quite a few of these new Champions honestly) addressed.
: Scuttle Crab Kench - Quick Sketch
Fantastic image. I'm sold on the idea.
mkyner (NA)
: ...On Summoner's Rift; ....On Summoner's Rift; ....On Summoner's Rift.
Can't wait for missions like: - Win a game of ARAM...on Summoner's Rift. - Kill Vilemaw 5 times...on Summoner's Rift. - Become Ascended 3 times in one game...on Summoner's Rift. Obligatory must equip a specific icon and only available in a 10-man premade (yes, your entire team plus the enemy team). Although I understand these current missions being targeted at SR because that's where Worlds takes place, or event-based ones like the Star Guardian missions, as an avid ARAM player it's a little disappointing to see the majority of missions only available on a certain map (even when it was said they don't want to force players to play a certain map...). But rather than making every single mission neutral, I'd like to see missions that can be completed in alternate ways. Maybe something like: - Win 3 SR games OR 15 HA/TT games. It still slightly promotes SR since it requires less wins, but it allows the players who enjoy the other maps a chance to participate as well. Warmly, a fellow member of Team ARAM.
Eggbread (NA)
: (Champion Concept) Shivrix, the Arch-Engineer of Gadgets
An odd concept for sure. A dragon who rules over Piltover of all places and is an expert engineer is a...peculiar story. Gameplay-wise, his abilities seem kind of scattered and don't seem to have that much power attached to them. However, I do like the concept. A Champion that focuses on active items is definitely a unique and interesting playstyle. I would like to see a similar Champion implemented into the game some day.
: Does anyone else think that Riot should've prioritize other champions for a rework before Irelia?
Might also be the factor that they know what they want to do with Irelia in terms of kit and lore, whereas, comparatively, they haven't quite nailed what to do for guys like Volibear or Udyr. I doubt Riot just chooses big VGUs on a whim and forces something out (at least not since the Juggernaut Update). They were probably analyzing the ones they want to do a big rework for and choosing the ones they have a solid plan for.
Sukishoo (NA)
: Dark Star Soraka.
Looks epic. Love how it looks like the corrupted version of Cosmic Blade Yi (to which I think the Dark Stars are the actual antitheses of, rather than those Star Guardians).
: Real talk: Which one would win in a fight?
A short movie of this needs to be made.
: I know it has been used a lot recently (Xin, Sejuani and rengar)
Out of all the Champions in the game, {{champion:72}} fits that recent skillshot paradigm perfectly. Wouldn't mind seeing it on his reworked kit, maybe something like: "Skarner slashes with his claws, dealing physical damage (and maybe slowing or dealing increased damage to minions/small monsters) before lashing out with his stinger, dealing magic damage and stunning the first enemy hit." This two-part ability not only incorporates all of Skarner's weapons, but can retain his hybrid-scaling damage. I love this idea!
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Voidzilla

Level 95 (NA)
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