Rioter Comments
Rioter Comments
: Alright, I'll give a *real* analysis. :P Passive: Needs pretty much a complete overhaul, as in its current state, it's purely a limiter and has no real effect other than a self destructive one. - *Suggested Change*: Naofumi cannot purchase items granting Attack Damage, Ability Power, or Adaptive Force (Attack Speed and Critical Strike chance are still ok) Naofumi grants the nearest 1/2/3/4 (upgrades with ult rank) allied champions within 500 units of him 10/20/30% (upgrades at lv 7/13) of his armor as bonus Adaptive Force (positioning is key, but he now has an aura-like effect to buff nearby allies. maximum amount of adaptive force per unit should still remain in double digits, I think.) Q: Let's try to condense all of this a bit, shall we? Make it less complicated, while still holding true to its use. - *Suggested Change*: (one cast only) Naofumi launches a 400x75 unit wide shield to a target area, up to 575 units away. Allied champions the shield passes through gain a small shield for the next 3s. Enemies the shield passes through are knocked back 200 units and take damage. Once the shield reaches its target location, it remains for up to 5s, acting as terrain and intercepting projectile attacks that would pass through it. Air-Strike shield is broken after 1/2/3/4/5 *champion* attacks connect with it. (shield's larger face will deploy outwards from Naofumi) W: Don't really think taunt is aesthetic, but from how Shield Prison works in the anime, this could be a unique opportunity. >:D - *Suggested Change*: (instead of taunt on self cast) Naofumi can move in Shield Prison 30% slower, and roll over enemies, dealing damage per second to all enemies underneath his sphere. (Think like Chen's Barrel Roll in HotS, but not as strong. This can give him a brief but potent period of invincibility as he happily rolls his way back out of the fight he picked) E and R: Good as is.
Are there any items that even have adaptive force?
Zaphrose (NA)
: I really like this anime. Here's the only changes I'd recommend. First his passive isn't true to his character. Rather than 30% of his Defences, He should benefit from the champion that is his "sword". To implement think, this can be done like Kalista. He targets a player and they are linked. This cannot be changed. He gains defence/attack based on his targets attack. This has to be a reasonable amount. OR if his linked champion is close... she does his auto attack... His ultimate is too strong. Needs to be toned down. His other skills are naturally awesome.
I think not being able to wield weapons is pretty thematic and the defense to attack represents surviving attacks to attack back , but I can change it to make it a bit more thematic.
Rioter Comments
Rioter Comments
: Big problem would be 5 man bot pushes, or top. Taking over a turret also secures a partial minion wave for the next tower. There'd be so much early game grouping to take 2-3 towers since damage dealt wouldn't matter, which was part of the reason behind adding turret plating.
then you're essentially giving up 2 lanes for one even if that one lane, but ok I've fixed it so that won't be an issue
Elf0491 (NA)
: So there are a couple of things I would say about this design, both centering on the affects he can have on turrets. I think having meaningful interaction with turrets is a cool idea, but this is definitely not the way to go about it. First, the kit itself has to balance the theme of 'hacking' turrets with actually dealing damage. And this leads to some problematic things. Check out that Q for example. Dealing 320 base damage, plus 80% AP, on someone who is probably building a lot of AP and CDR. That's kinda crazy damage. For reference, think damage on the level of Veigar's ult. Kinda crazy. But the kit is also very feast=or-famine. For example, if there are no turrets with 5 hack-stacks, he literally doesn't even have an E. Likewise, his ult could be absolutely nuts, or just meh. But the real problem is with the idea of hacking turrets. I see three possible scenarios, none of which are really good: 1) Nothing actually happens. He tries to start putting stacks on a turret, I punch him in the face, and suddenly, that entire aspect of his kit and design might as well not exist. And why would I just stand there and let him poke my turret? It's my turret, I'm quite safe under it, so I'm going to feel free to attack him at will, so I'm not sure how often he would even be getting stacks onto the frontline turrets. 2) Turrets still standing. Sure, hacking a turret would be very rewarding, but the risk is insanely high. If Eekiel fails to hack turrets, you could have an entire lane that still has all of it's turrets, even very late into the game! Failing to hack turrets is a huge setback that could literally swing the entire game. The problem being, his success would be even worse... 3) Cancer. Yeah, this is probably what would happen in an actual game. If I were playing this champ, I wouldn't even show up to lane. I wouldn't need to. I start Q, walk through the enemy jungle, and start hacking a turret, say the middle top lane turret. By the time anyone on the enemy team can actually get to the turret to defend it, it's mine. There you go, less than 2 minutes in and I just guaranteed that the toplaner completely loses lane, as we will have so many minions pushing that aren't countered by enemy counterparts. And it took me very little time and/or resources to ensure a massive advantage for my team. Wash, rinse, repeat. It's like Singed's proxy farming, but 10x worse because it's an entire turret. Not good.
1) fixed also there are plenty of ways to "juke" the laner to aquire stacks ie. let them push go "roam" then pull a U'y and go toward their turret 2) kind of the same with kindred you need them stacks it's not like you're expected to get all 11 turrets 3)completely missed that, fixed
Rioter Comments
Rioter Comments
: Change the passive mechanic to something more like Rek'Sai's. Say- A global "ping" every 20 seconds on everyone he has X stacks on. Also make it so that stacks decay over time. No matter how good your Intel is, your information will *always* become outdated.
That's what the last part is for he loses intel when an enemy champion kills him
lolKota (NA)
: He should not have vision on and off 5 seconds at a time. This champ clearly is being looked at as a jungler, because then all he would have to do is skirmish with the enemy jungle, use his 100*******% damage ratios(which is incredibly fucking broken not gonna lie) to trade, then use his BASIC COOLDOWN BLINK OR DASH OR INVISIBILITY to wlak away. All of this gives him "intel " on the enemy jungler, meaning he and his team could ALWAYS avoid ganks from the jungler due to just information. Reksai's burrow tremor sense is a close relative to this, and hers 1) doesnt have infinite range 2) doesnt give ACTUAL vision 3) Has a tick rate as well as the ability to be avoided / counterplayed(standing still) and even after all of that they still ended up nerfing it to oblivion shortly after release. I like the kit and the idea. It's super intuitive and nice. However, the numbers are too high(100% ad scaling is not okay on two abilities. This says "build one lethality item and one shot anyone") and his vision passive is ridiculous. He also should not have multiple invisibilities(every other champion has 1 at MAX), nor a blink + 2 dashes.(leblanc has *2* depending on R usage and Kassadin suffers from weak weak weak weak early game as well as no escapes until 6, but even then its still one ability and an ultimate at that.)
Okay fine his passive and ult has been nerfed again as well as his damage. Still sticking with his dash and blink. The dash can be used to engage or disengage but the blink is location dependent so if he's fighting say at raptors he has one spot to blink to two if he moves a little but in any case they can predict where he might go
cheex919 (NA)
: too strong, literally, the game officially starts at 1:00, when minions arrive in your lane. and the jg is literally unable to gank with his true vision passive, even twisted fate's ult has that and it has a 2 minute cd, also does ALOT of damage, like, able to delete a cho gath with 9 stacks kind of damage, especially since the tank meta is now gone. nerf his damage and mobility a bit, make it so that he doesn't have true vision cause no one likes that when playing against them, cough teemo and shaco, cough cough. anyways, cool champ, but way too OP
Nerfed his passive, damage, and his ult and changed his W a bit although I'm not seeing how his damage is OP. It does take time for him to build up his intel network also the less people he has under his passive the less effective his ult becomes. He definitely a late game assassin
Rioter Comments
: He can permakill enemy champs, his Q with Black Cleaver is insane, his E can give him 100% tenacity and 100% damage reduction frem everything for 5 seconds, his W can deal insane damage because of 100% bonus AD damage triggered twice with % true damage, and did I mention that if his Q is counted as an on-hit effect it would also be insane with Guinsoo's Rageblade?
Ah right by the "resurrected" part it was meant for things like guardian's angel or ziliean's ult not re spawns that would just be silly
Muxxik (NA)
: If the concept is to create the most busted champion in league of legends (and that's saying a lot) this is actually gonna do great
Care to elaborate on that it'd be helpful
Rioter Comments
Eltacito (NA)
: Seem fun to play but its pretty much thresh passive with a mundo ult. His w would be incredibly op. He could be incredibly tanky while building damage. Cause if a minion gives 1 armor, just think, 20 minutes into the game he will probably have around 170 free armor, if he farms decently well. Thats over 4k gold of armor just for csing. Then on top of being tanky, and do alot of damage he gets a massive shiled he can put on other people and crazy sustain and some cc. Maybe if the scaling was reduced it would work. Also how is it an alchemist champion? Like i would think it would be cool if as an alchemist he has to mix alot of chemicals, so his champion design was a completely different than any others. To use skils he would have to mix up combos using qwer. Instead of q being just a q skill if he press some random buttons than it would do it, this would give us a large list of possible combos we could use to preform special skills. It would allow for alot of mastery and allow people to show off their skill.
> [{quoted}](name=Eltacito,realm=NA,application-id=A8FQeEA8,discussion-id=mGL0gfKo,comment-id=0001,timestamp=2018-09-13T03:14:40.600+0000) > >Also how is it an alchemist champion? Like i would think it would be cool if as an alchemist he has to mix alot of chemicals, so his champion design was a completely different than any others. To use skils he would have to mix up combos using qwer. I was going for an FMA vibe, but I'll keep that in mind
: Generally; labeling something as no cost, and then giving it a cost in the ability description makes your design intent less clear; maybe consider listing the ki cost in the ability name line. passive; Imo this would be more interesting if it were a smaller pool with a more direct tie between how many points you have, and how strong the effects of his ki are. Also, giving a flat cdr from max mana is bad design, especially with current numbers; he only needs 700 mana before it takes 0 seconds to regain ki, and what happens when that time goes negative? The game will crash. I'd suggest a scaling % reduction instead, with mana over 400 granting diminishing returns and maybe a call-out that this doesn't stack with CDR items, or that CDR items don't affect the CD of this ability. Q: It's your passive again! Champions should have 5 different abilities including their passive. Active is maokai's q---maybe try giving him some of his own flavor. W: Very Lee Sin; still very passive with no real skill expression. E: So this is lee sin's e-w combo with some slight adjustments... At least it has skill expression. It is a generic 'dynamic entry' ability; maybe find a way to incorporate some more of your character's theme. R: It's kind of weird that minion deaths grant ki pre 6, but not champion kills; there's an opportunity here to clear up the direction of the kit. Generally this is really overpowered as-is (it's a much better lee sin ult), and has similarities to the q, which lessens the impact of your design. Maybe if they were meant to combo together or something. More general thoughts; 'half current ki' is unclear if you're at a negative value; if I have 5 ki and use an ability, does that cost 2 or 3? I think reworking the ki to be more like Rengar's rage mechanic would clarify things considerably; either with set costs for each ability, or working the same as rengar's, and granting an empowered effect at full stacks. I would shift the power focus on the abilities to the empowered form; they all have really low cooldowns (probably you should make the abilities have different cd amounts to promote skill expression, and also to better balance each ability); low cooldowns mean that the base ability is more powerful than normal, which is especially true in manaless champions. I think the idea of a ki champion is cool, but more work needs to go into differentiating it from energy champions, and rage champions. What is the goal of introducing the new mechanic? What makes it different from other, existing mechanics? What does it incentivize the player to do? To not do? The kit should reflect the answers to these questions. His playstyle currently is exactly Lee Sin's; dynamic entry -> auto twice, second ability -> auto twice, etc for 3 and 4, but unlike sin's, your abilities are all on the same cd, so your combo resets endlessly on a loop, with only a small opportunity for counterplay; this makes the kit very punishing to play against, and lowers the skill cap for the player of your character (they'll get bored with him faster). A more dynamic kit, where each player can think strategically would help with this. Currently, if you follow that gameplan, he will always be at or above 5 ki (depending on how you handle rounding), so he can always make use of all his empowered abilities/current passive/etc. It's always neat seeing someone taking a stab at champion creation; it'd be even better if we saw some more things you thought up instead of things which already exist in game.
> [{quoted}](name=1000110111011011,realm=NA,application-id=A8FQeEA8,discussion-id=oJxqATbh,comment-id=0001,timestamp=2018-09-12T08:36:10.676+0000) > > Generally; labeling something as no cost, and then giving it a cost in the ability description makes your design intent less clear; maybe consider listing the ki cost in the ability name line. > > passive; > > Imo this would be more interesting if it were a smaller pool with a more direct tie between how many points you have, and how strong the effects of his ki are. Also, giving a flat cdr from max mana is bad design, especially with current numbers; he only needs 700 mana before it takes 0 seconds to regain ki, and what happens when that time goes negative? The game will crash. I'd suggest a scaling % reduction instead, with mana over 400 granting diminishing returns and maybe a call-out that this doesn't stack with CDR items, or that CDR items don't affect the CD of this ability. > > Q: It's your passive again! Champions should have 5 different abilities including their passive. Active is maokai's q---maybe try giving him some of his own flavor. > > W: Very Lee Sin; still very passive with no real skill expression. > > E: So this is lee sin's e-w combo with some slight adjustments... At least it has skill expression. It is a generic 'dynamic entry' ability; maybe find a way to incorporate some more of your character's theme. > > R: It's kind of weird that minion deaths grant ki pre 6, but not champion kills; there's an opportunity here to clear up the direction of the kit. Generally this is really overpowered as-is (it's a much better lee sin ult), and has similarities to the q, which lessens the impact of your design. Maybe if they were meant to combo together or something. > > More general thoughts; 'half current ki' is unclear if you're at a negative value; if I have 5 ki and use an ability, does that cost 2 or 3? > > I think reworking the ki to be more like Rengar's rage mechanic would clarify things considerably; either with set costs for each ability, or working the same as rengar's, and granting an empowered effect at full stacks. > I would shift the power focus on the abilities to the empowered form; they all have really low cooldowns (probably you should make the abilities have different cd amounts to promote skill expression, and also to better balance each ability); low cooldowns mean that the base ability is more powerful than normal, which is especially true in manaless champions. > > I think the idea of a ki champion is cool, but more work needs to go into differentiating it from energy champions, and rage champions. What is the goal of introducing the new mechanic? What makes it different from other, existing mechanics? What does it incentivize the player to do? To not do? The kit should reflect the answers to these questions. > > His playstyle currently is exactly Lee Sin's; dynamic entry -> auto twice, second ability -> auto twice, etc for 3 and 4, but unlike sin's, your abilities are all on the same cd, so your combo resets endlessly on a loop, with only a small opportunity for counterplay; this makes the kit very punishing to play against, and lowers the skill cap for the player of your character (they'll get bored with him faster). A more dynamic kit, where each player can think strategically would help with this. Currently, if you follow that gameplan, he will always be at or above 5 ki (depending on how you handle rounding), so he can always make use of all his empowered abilities/current passive/etc. > > It's always neat seeing someone taking a stab at champion creation; it'd be even better if we saw some more things you thought up instead of things which already exist in game. I wasn't sure how to word the "cost" of his abilities, but I intended to make it so that no matter what it would always consume at most 5 ki points and have a bonus effect if he did. ie If he uses his E and only has 3 he will have none and still be able to cast it, but if he has 7 he would have 2 left. Changed to reducing the ki regen rate by a % instead based on MANA You're right about the Q I tweaked it a bit The minions granting ki was just a way so that he could get resource without having to trade. His ult in my opinion takes skill to aim it so that they collide with terrain to get the extra damage off it also doesn't deal damage to champions it collides with. It also leaves his with no Ki which after I added the draw back makes it really bad if he doesn't get a takedown. As for where this character is going it was meant to be a bruiser fighter who could go assassin or tank depending on the comp. The abilities overall did seem a little overwhelming so to make it more skill oriented I tweaked a few and added a drawback to using abilities in his Passive making it VERY important to micro manage his Ki Pool.
Rioter Comments
: I really enjoy this concept. It heavily reminds me of the monk archetype that I really wish league had. I'm not very good with balancing so I can lend no comment to the numbers. One thought I do have is how can you encourage players to spend ki rather than just hoard it? I feel like the rate at which you get ki lends to the idea that one can freely spend it. It sounds like it is a mix of a fighter/assassin. If it is an assassin, I would definitely limit the amount of ki that one can generate to make sure it is not too overpowered. Overall though I feel this is a very unique champion design. I enjoy the ki system.
The bonus effects encourage people to spend ki while the passive effects encourage people to stock up it's all about balancing hoarding and spending. Also you're right about the ki generation so I changed it to be basic attacks against enemy champions only as well as killing minions.
Rioter Comments
: Crowd control on the E and limiting the enemies effectiveness by stealing their items.
I figured entangling would be a phantom thief-like thing but disarm is probably more suited plus it's his only form of cc. The item stealing was also another phantom thief gimmick tough it may have been a bit much
: The concept is super cool of a Phantom Thief, but you seem to be bouncing between siege, assassin, and suppression. If you picked a path and worked on that solely, then I'd be much more excited about it. Go for another kit that rewards greedy, calculated playstyles and punishes risky, clumsy. That'd seem more thief-like to me and would make for a SUPER interesting kit!
What exactly do you mean by "suppression"
Rioter Comments
nasu010 (NA)
: Umm as for scaling I kinda left it out since I have not really understood how it works, there's most definitely supposed to be a scaling I just haven't gotten to it yet
It's actually pretty simple for each level of the skill increase the base damage and/or effect of the skill by a set amount ie. 80/120/150/180/210 (+100% Bonus AD)
nasu010 (NA)
: Xepal the soul deer of Ozhirim (WIP)
Seems fine although his abilities need some sort of scaling
: >Shion {{champion:14}}? Why would a guy like that even enter the military in the first place? I like that the stacks give different benefits, but so far Q proc seems far superior to any alternative, which makes the choice kinda meaningless. Having a damage reduction debuff on W only if you already applied 3 stacks on him sounds somewhat counterintuitive for an assassin.
I was kinda wingin' it on the lore as for the Q I fixed making it more of a debilitating strike rather than straight damage and for his W I figured it was thematic as well as giving him skirmish potential which I fell that most assassins should have.
Rioter Comments
Rioter Comments
Rioter Comments
Rioter Comments
: Not bad, but it feels like the passive effects are worth more than the active effects. Keeping your ki over 5 points means you deal massive extra basic attack damage from having 30 + 10% total AD magic damage and another 25% total AD physical damage, not to mention the boost to all healing sources which would give quite a bit of lifesteal power and lastly the free ghost effect. Using up your ki makes you weaker in the long run because if somebody survives your ability burst your basic attacks that follow up that burst come in short from losing their passive effects. An exception to this would be a full AD build but that still isn't too hard to handle.
still that would make you a less mobile yasuo who only uses aa's. Now if he was a ranged champ this yes completely OP, but being in melee is a little different. You have to know when and what abilities to empower and make sure you can regain the ki you just used. A whole new way to micro manage.
: Pretty cool concept you have created, reminds me a little bit of {{champion:64}} and {{champion:84}} . Only problems i see is that having a passive and active for every ability seems pretty strong, long as you have nearly full ki you have a mini garen passive healing you up, then when you are ready to trade he can use the active on the W to get more attack speed and lifesteal up to 25% lifesteal all, thats more lifesteal than ANY one item in league can give you. E passive is almost like {{champion:105}} passive only you get movement speed (instead of autoattack dmg reduction) and can run through minions. Between his passive and Q passive his autoattacks are doing a crap ton of magic and physical dmg whenever he has more than 6 Ki. I might just be stupid but I don't understand what you mean by "For the duration he may unleash a devastating punch against target enemy champion consuming up to 10 ki ... If at least 8 ki points are consumed they are all also dealt 15% of their missing health as magic damage." aren't you using all 10 Ki to use the punch, so every single time you use your ult punch you do an extra 15% of their missing health as magic dmg. Same question with Q "consumes up to 5 ki points and after a brief delay releases a small wave of ki in a line... If at least 5 ki points were spent they are all also knocked aside" it cost 5 ki to use the Q so that means ever single time you use Q and are hit by the Q they are knocked aside. Every ability has some effect where if you use like 5 Ki it does some extra effect which is cool, but you have to use 5 ki to get the original effect but then you always get the extra effect. Am i understanding this correctly? I personally would remove the passive on Q, the lifesteal on W, being able to move through Units on E passive, and ncreases all of his non-ki stats by 15 / 20 / 25% for 10 seconds. You already have extra dmg on autoattacks from passive so you dont need Q passive, having a mini garen passive means you most certainly dont need up to 25% lifesteal, you have a jump and extra movement speed so you don't need to be able to move through units you are already mobile enough, why do you need to increase all non ki stats for 10 seconds when your ult is doing 150 dmg + 100% AD, plus punching the enemy back more than 2 and a half lee sin ults plus doing 15% of their max health as magic dmg. If you remove those things then this seems like a pretty well balanced and fun to play champion.
> I might just be stupid but I don't understand what you mean by "For the duration he may unleash a devastating punch against target enemy champion consuming up to 10 ki ... If at least 8 ki points are consumed they are all also dealt 15% of their missing health as magic damage." aren't you using all 10 Ki to use the punch, so every single time you use your ult punch you do an extra 15% of their missing health as magic dmg. > Same question with Q "consumes up to 5 ki points and after a brief delay releases a small wave of ki in a line... If at least 5 ki points were spent they are all also knocked aside" it cost 5 ki to use the Q so that means ever single time you use Q and are hit by the Q they are knocked aside. > Every ability has some effect where if you use like 5 Ki it does some extra effect which is cool, but you have to use 5 ki to get the original effect but then you always get the extra effect. Am i understanding this correctly? For the ultimate it was intended to be kind of like riven where you can recast to preform another ability but only once while the duration lasts . It was probably poor wording on my part so I changed it up a bit, but it was meant as he will always consume half his maximum ki points (All remaining for his ult) no matter how much he has and only if 5 (8 for ult) were consumed would the empowered effect happen. Like in the description the abilities DO NOT cost anything. (ie you use your E with only 3 ki points - result: all ki points are consumed, but no empowered effect) Also the reason the passives exist is to reward players for player more conservatively; they are balanced in that when you are actually fighting can't just camp all your ki and rely on aa's lest you want them to dominate you. Your ki amount will always be changing especially in team fights so it's very hard to maintain all your passives. You have to choose which abilities you want to empower and when to do it. The the intention was for a a decent early game and a powerful late game.
Rioter Comments
ninjahX (NA)
: A Fifth Ninja Concept
: {{champion:33}} We already have 5
> [{quoted}](name=Kiritootirik,realm=NA,application-id=A8FQeEA8,discussion-id=erBQuRBO,comment-id=0000,timestamp=2016-10-27T01:19:58.461+0000) > > {{champion:33}} We already have 5 I'm going to ignore that comment
Rioter Comments
: I do like this idea myself however the one thing I am noticing is that late game having 500 ad (highest I have seen on anyone other than jhin is the high 400's) your getting about 200 ish ap...where as building full ap which can get to 1000 provided proper use of masteries you would get 250 bonus ad putting you at 300ish ad. Good idea though, just needs some work done for the math to make it balanced. The backstory does not seem exactly plausible itself though. The passive kind of op. It is still a great deal stronger than malzahars new passive where he reduces damage to himself by 90% for a second every 30ish seconds out of combat. I would say make ad do half and magic damage do 75 percent...Making him immune to ad makes any ad champ useless as some of them don't have an ability that does magic damage. I would personally build him as a tank...I could get him about 300 ap giving him around 130 extra ad putting me at around 180 ad, an ability that would do about 480 damage looking at standard squishys with about 50 mr late game and an abysal scepters reducing that mr by 25 I would do about 310 ish damage and then I get some long ranged attacks for the q. With a decent magic/tank build you could accomplish taking out squishy backlines and getting out without dying fairly well. I mean 310 damage is like a fifth of a late game squishies hp. Hit them with a basic then the w blocking about 130ish and reflecting some damage while it is active. Your E would do 420(blaze it) minus restances of the squishy putting the overall damage about 280-290, then the ult which would do about 270 magic damage reduced by magic resist to about 190 ish, and the ad doing about 300 reduced by armor to about 180 ish so a full combo of 310+285+190+180 then that auto attack I threw in there which would do about 100 ish damage if you have a iceborn gauntlet add another 100 damage so in total the combo I laid out would do 1165 damage assuming your target did not build any mr or magic resist. Thats with a build of the current items of rod of ages, frozen heart, abysal scepter, frostborn gauntlet, warmogs, and your choice of boots...However I would suggest replacing that warmogs perhaps with a voidstaff for more damage. Also sorry for that long mechanical implications of the current ratios...
Well lore was rushed a bit I'm sure someone else could do better I wanted his passive to have a cool interaction with his W
Rioter Comments
: I like this idea tbh. I think its great that we have people making fan champions for the league. I just wish i knew how he looked
> [{quoted}](name=Mega Gear Solid,realm=NA,application-id=A8FQeEA8,discussion-id=BwrtutuA,comment-id=0000,timestamp=2015-12-24T21:25:32.738+0000) > > I like this idea tbh. I think its great that we have people making fan champions for the league. I just wish i knew how he looked IK sorry not much of an artist tho if anyone has any ideas feel free to post
Rioter Comments
Rioter Comments
: The ult concept is really good actually, however it'd be difficult to get resets in a mid-lane team fight for example. Perhaps there should be more options to where he can ult, and/or extended time for the reset. I think his e, which is basically an empowered alkali ultimate, should either have drastically reduced damage (if any at all), and should have a higher cool down. 1.0AD scaling on the Q is a bit much. End game, you can be dealing 600+ damage every 4 seconds in an AOE. That's like a fizz ultimate every 4 seconds. No, lower that.
> [{quoted}](name=Magniloquence,realm=NA,application-id=A8FQeEA8,discussion-id=AtnQTZiA,comment-id=0002,timestamp=2015-01-22T01:31:30.887+0000) > > The ult concept is really good actually, however it'd be difficult to get resets in a mid-lane team fight for example. Perhaps there should be more options to where he can ult, and/or extended time for the reset. > > I think his e, which is basically an empowered alkali ultimate, should either have drastically reduced damage (if any at all), and should have a higher cool down. > > 1.0AD scaling on the Q is a bit much. End game, you can be dealing 600+ damage every 4 seconds in an AOE. That's like a fizz ultimate every 4 seconds. > No, lower that. Thank at least someone thinks so I made his ult slightly better, nerfed his E btw E is a skillshot so a little harder to land than akali's ult, and as for his Q it's bonus AD scaling so it's not THAT strong think of it like talon's W but no slow, but I did up the cooldown a bit.
GreenLore (EUW)
: yeah but none of the ninjas have actual shadow powers except for zed. And the void champs are all connected to the void,but they have a different base for each of them {{champion:38}} looks a bit like a cthulu-humanoid,he is a rift-walker,has elements of an anti-mage and he is more or less the guy warning everyone about the apocalypse that doesn't get any attention {{champion:90}} is a cult leader and a prophet {{champion:31}} is a godzilla like giant monster {{champion:121}} is an insectoid monster {{champion:421}} is a tunneler(has also elements of a sand worm) {{champion:161}} is a beholder {{champion:96}} is a monster puppy and basically a giant larva
> [{quoted}](name=GreenLore,realm=EUW,application-id=A8FQeEA8,discussion-id=AtnQTZiA,comment-id=00010000000000000000,timestamp=2015-01-21T08:28:35.028+0000) > > yeah but none of the ninjas have actual shadow powers except for zed. > > And the void champs are all connected to the void,but they have a different base for each of them > {{champion:38}} looks a bit like a cthulu-humanoid,he is a rift-walker,has elements of an anti-mage and he is more or less the guy warning everyone about the apocalypse that doesn't get any attention > > {{champion:90}} is a cult leader and a prophet > > {{champion:31}} is a godzilla like giant monster > > {{champion:121}} is an insectoid monster > > {{champion:421}} is a tunneler(has also elements of a sand worm) > > {{champion:161}} is a beholder > > {{champion:96}} is a monster puppy and basically a giant larva true but zed stole the shadow powers this champ was intended to be the original holder of these powers. Also a little off topic 3 of the 4 ninjas have the word shadow in one of there abilites
GreenLore (EUW)
: The thing is that you should try to give your champs a more unique theme to them. I mean yes he has different abilities,but if that was enough to make a unique champ then they could simply add 50 more shadow ninjas with different abilities and be done with. Thematic diversity is a big factor for champions and should be one of the core aspects of the concept.
> [{quoted}](name=GreenLore,realm=EUW,application-id=A8FQeEA8,discussion-id=AtnQTZiA,comment-id=000100000000,timestamp=2015-01-20T19:43:31.551+0000) > > The thing is that you should try to give your champs a more unique theme to them. > > I mean yes he has different abilities,but if that was enough to make a unique champ then they could simply add 50 more shadow ninjas with different abilities and be done with. > Thematic diversity is a big factor for champions and should be one of the core aspects of the concept. ok to be fair every ninja has atleast one move with the word "shadow" in it excluding kennen and dont get me stared on the void champs
GreenLore (EUW)
: Overall I think thematically he should be more different from zed. I mean we already have 4 ninjas,so it'd be hard for a 5th ninja to stick out,but he even has shadow powers like zed,making him basically "zed with different abilities and he's a good guy now". I think his story is also a bit weird,I mean he suddenly develops shadow powers out of nowhere and becomes immortal?Not to mention that there doesn't seem to be a connection between him and the box with the shadows,which sounds like a big coincidence that he just happens to be another ninja with shadow powers.
> [{quoted}](name=GreenLore,realm=EUW,application-id=A8FQeEA8,discussion-id=AtnQTZiA,comment-id=0001,timestamp=2015-01-19T23:01:33.915+0000) > > Overall I think thematically he should be more different from zed. > I mean we already have 4 ninjas,so it'd be hard for a 5th ninja to stick out,but he even has shadow powers like zed,making him basically "zed with different abilities and he's a good guy now". > > I think his story is also a bit weird,I mean he suddenly develops shadow powers out of nowhere and becomes immortal?Not to mention that there doesn't seem to be a connection between him and the box with the shadows,which sounds like a big coincidence that he just happens to be another ninja with shadow powers. Yeah I was trying to come up with something. For now lets just say he's the one who created the box. Also it's the same with void themed champs he may have "shadow powers" but they're completely different than zed's. Also we have a mid,top,supp,and adc ninja so I tried to make a jungler ninja hence his ult and E.
: Hmm so he is kind of like Zed's except this guy is a good guy. The kit is very similar to Akali mixed with Zed and the damage here is kind of insane. I have a few questions and observations. For the Q is the .5 second cool down only once or is there no limit to how many times he reduces its cool down? Like can he just spam Q over and over again to opponents below 50% health? I would recommend removing the bonus damage on the auto attack, it looks like it was stuck on for no reason. Also 4 seconds is kind of low for an ability that can be reduced to .5 seconds. The W is just... way too overloaded. It makes him invisible, deals damage, removes slows, shields him, and gives him a movement speed steroid. It is way to similar to Akali's Twilight Shroud but way way way better. The shield gains more shield depending on the amount of enemies hit below 50% by the shockwave right? Not just whenever he hits enemies with any ability that are below 50% while the shield is up? The E is like Lee Sins Sonic Wave/Resonating Strike but can stick to terrain? The ult seems kind of out of place on this kit. I think you wanted to make him into a ninja so you used the abilities of the other ninjas as templates, which is totally fine, but you could definitely have deviated a bit more to make him more unique, rather then just having various abilities from other champions.
> [{quoted}](name=Stephenizgod,realm=NA,application-id=A8FQeEA8,discussion-id=AtnQTZiA,comment-id=0000,timestamp=2015-01-19T21:21:25.212+0000) > > Hmm so he is kind of like Zed's except this guy is a good guy. > > The kit is very similar to Akali mixed with Zed and the damage here is kind of insane. I have a few questions and observations. > > For the Q is the .5 second cool down only once or is there no limit to how many times he reduces its cool down? Like can he just spam Q over and over again to opponents below 50% health? I would recommend removing the bonus damage on the auto attack, it looks like it was stuck on for no reason. Also 4 seconds is kind of low for an ability that can be reduced to .5 seconds. > > The W is just... way too overloaded. It makes him invisible, deals damage, removes slows, shields him, and gives him a movement speed steroid. It is way to similar to Akali's Twilight Shroud but way way way better. The shield gains more shield depending on the amount of enemies hit below 50% by the shockwave right? Not just whenever he hits enemies with any ability that are below 50% while the shield is up? > > The E is like Lee Sins Sonic Wave/Resonating Strike but can stick to terrain? > > The ult seems kind of out of place on this kit. > > I think you wanted to make him into a ninja so you used the abilities of the other ninjas as templates, which is totally fine, but you could definitely have deviated a bit more to make him more unique, rather then just having various abilities from other champions. His Q I've changed and is unique. W changed also I will admit I did base some of it off Akali but is still unique in it's own way (stealth for only 1 second) also to be fair i thought of the MS buff before they changed it its on the original boards. E, yes based off lee sin but tweeked for more tactical uses note the terrain part. R, when making him I wanted to make him more of a jungler his ult was designed to make him a global threat with his E and R this guy could really be anywhere. tho because his ult doesn't deal damage is why his damage is rather high.
Rioter Comments
ninjahX (NA)
: Natsu, The Fire Dragon Slayer
Ok forget the name pretend that he a champ with a completely different name now what of his abilities?
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ninjahX

Level 75 (NA)
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