Marcvs (NA)
: Ajuna, the Hextech Bandit (Splash, Kit, and Voiceover)
Well this is interesting, plus a very good VO perfermance, that would perfectly match with the visuals. Great job on both of those fronts. > **(P) Kid Bandit's Collection:** > Ajuna can re-place pilfered wards and plants anywhere on the map or deposit them back at base for allies to pick up and take with them. Ajuna has the extra space for these, but allies do not. Granted its not mentioned that all allies get this extra item slot space, so where would it go? would it act like Rift Herald and take over their current item in slot 4? or only be able to use if they have the space in non 4th slot inventory? > (Q) Magnetic Yo-Yo > Ajuna tosses his yo-yo in a target direction, stealing attack speed and rooting enemies it passes through. If *Magnetic Yo-Yo* hits a champion, it can be cast a second time on an ally to grant them the stolen attack speed and giving them a small heal. > > Magnetic Yo-Yo can be used to pilfer wards and plants. Exactly how the second part is casted will make a big difference to me. Unit targeted would be the easy route. I actually think having this ability chain to another target within the same range would be cool. If its hits an ally first, its a heal than damage to enemy. If it hits a enemy, then damage, and a buff to allies. This could allow for some counter play if you really need that heal - Or make it very fustration to heal and make him feel less support like in lane skirmishes. I kind of see this heal gate similar to Rakan's Q, gotta hit then be next to them before time runs out. Maybe a cool idea that makes the Magnetic part of the name come into play. > (W) Unstable Hex-Cloak - 2 charges. > Passive: Ajuna haphazardly phases in and out of camouflage. Moving, casting, and landing abilities grants stacks, up to 100. At 100 stacks, Ajuna is camouflaged and granted increased movement speed until the stacks go back to 0. Ajuna does not lose his stacks if he stands still. My concern here is that you can be very Temmo Passive like with an ability on the fact that he wont lose stacks standing still. I would change this to losing stacks 2x slowly if standing still. It also makes it seem somewhat 'stable' for a unstable cloak if standing still grants this interaction. > Active: Ajuna instantly activates his Hex-Cloak, camouflaging himself and granting him and nearby allies increased movement speed. His passive will not stack while this ability is on cooldown. I kind of like this, since a observant player will know that the Caitlin has a MS increase and no one else was around to grant it to her, so a Ajuna should be close by, while still being camo'ed. i also like it that only the active grants allies MS buff, and not the passive. > (E) Inconspicuous Escape > Ajuna leaps backwards with a large blast of energy, knocking back all nearby enemies in a cone in front of him. A little added mobility and escape, with the funny condition of facing backwards to leap over certain walls on the Rift. Nice combo to W to catch up to a caught out ADC and then use this to peel. > (R) Thieves' Run: > After a brief channel, Ajuna makes his great escape; Fully activating his Hexcloak and running towards base. Allies can click on the trail left in his wake to be pulled to safety along with him. Allies within the slipstream cannot deal or take damage. First thought would be how would this interact with Poppy's ult. Second thought is that this should have a passive where successfully pilfering an item with the passive should give this either a bonus, or cooldown reduction of a small fraction to encourage the passive even more. Another idea (that's probably less useful but thematic) is to automatically pilfer items within a small radius as he runs, and drops them all at base in the end (and just pair this with my suggestive passive and look, cool interaction). I would also include that you avoid unit collision until you are interrupted or successfully return to fountain, since that would make sense. Lastly, good cool to make such a ability like this rely on a channel to allow for some interruptions and allow the bandit to get... caught. Good job overall.
: [Champion Concept] Logax, the Undesirable
##Patch Notes ##Version 2.2 - 05/19/2018 **Abilities** * **W: Poisonous Tonic** ***Passive*** Logax’s auto attacks **and abilities** against poisoned enemy units ~~and neutral monsters~~ will deal and additional 2% / 3% / 4% / 5% / 6% of the target’s missing health in physical damage. *Cleared up wording in the description, and now the effect to damaging spells.* ***Active*** ~~Ground Targeted Linear Collision Skill Shot | Area of Effect Debuff~~ **Stocked | Auto Attack Modifier | Spell Modifier |** Poison **Stock Amount: 4** **Stock Recharge Rate: 12 / 11 / 10 / 9 / 8 seconds** ~~Range: 800~~ ~~Projectile Width: 60~~ ~~Radius: 400 / 100~~ ~~Projectile Speed: 1700~~ Interrupts Movement: ~~Yes~~ **No** ~~Logax throws a fragile vial of enchanted venom at a target location, traveling in a line. It shatters upon hitting the first enemy unit, dealing 60 / 85 / 110 / 140 / 190 (+65% AD) in physical damage. The vial then explodes, poising all enemy units in a small area dealing 20 / 40 / 60 / 80 / 100 in true damage to over 4.0 seconds and slowing them for 40% / 45% / 50% / 55% / 60% that rapidly decays over 2.0 seconds.~~ ~~If no enemy unit is struck by the vial, it will shatter on the ground at its maximum distance, dealing only the poison damage and slowing all enemy units in the area of a reduced radius (of 100 units).~~ **Logax coats both of his war daggers in the Enchanted Vial of Poison he has, applying this potent poison to the all enemy units damaged within the next 4.0 seconds on his next damaging auto attack or spell, dealing 20 / 40 / 60 / 80 / 100 in true damage to over 4.0 seconds.** *Complete Rework of the ability, allowing for more use and player determined use of the passive against a small stock of the ability.* * **R: Misery Procession** Channeled Cursor Guided Conic Area of Effect | On Takedown Spell ~~Damage Modifier~~ | Applies on Hit Effects Cooldown: ~~25 / 20 / 15~~ **30 / 25 / 20** Killing an enemy champion ~~increases the base damage of the following strikes by 10% / 12.5% / 15%, stacking additively up to a maximum of 3 times.~~ **grants an additional strike after the last strike, dealing the same damage in the same conic area. These can repeat indefinitely.** **These strikes will proc the additional missing health damage from **Poisonous Tonic** if the enemy unit is poisoned.** *Changed on kill enhancement to additional strike to aide with assassin role fulfillment. Updated cooldowns to feel less of a spamable of ability. Made it clear of its interaction with* ***Poisonous Tonic.***
Hairzo (EUW)
: > [{quoted}](name=Echoing,realm=NA,application-id=A8FQeEA8,discussion-id=NUX0E8qE,comment-id=00000001,timestamp=2016-01-27T14:01:41.670+0000) > > Damn it. You said everything I wanted to say. Now I have to wait until he takes your advice into account to give a properly useful critique. ^^^^^^^^
After a looonng time, i made some changes to the champ, so you can now see how you feel about the changes.
Echoing (NA)
: > [{quoted}](name=Raptamei,realm=NA,application-id=A8FQeEA8,discussion-id=NUX0E8qE,comment-id=0000,timestamp=2016-01-27T03:26:56.774+0000) > > # CCOS review > > I came for the name and stayed for the picture. :P First thought: Mary Sue character, but that isn't a bad thing - so is Syndra... > > **Passive** > This is good until you get the ult upgrade: you will never hit 6 charges without expending them during actual combat, but now you feel compelled to farm 18 creeps or clear an entire side of the jungle between every engagement. This is *just fine* with 3 charges. Speaking of which, there should be a way to replenish more charges in the jungle or else you can't gank. > > **Q** > This should not take 14 bullet points to explain. It should be (and really is) as simple as "It is a cone. A segment of the cone at a distance of [cursor distance +- 100 units] takes damage, and the first 200 units of the cone also takes damage. This may overlap". > > That said, 200 units is really *really* short - Win Nao has an *attack* range of 175. I'm pretty sure Nasus has an attack range of 200 during RQ. Damage is junk unless you hit both areas, but that is easy to accomplish because the cast time is very short, making it unlikely to be dodged unless you straight up miss. In short, the concept is interesting, but it really needs a bigger delay and a decent range. > > **W** > "(...) dealing 50 / 80 / 110 / 135 / 160 (+50% AP) in magic damage and all marks of Polarized on all enemy units." That's not a sentence. Anyway, this is an AoE Lee Q, but despite that, I actually like it. Unlike Lee Sin, you get to pick a target, allowing for tons of play and counterplay (mostly play though because it is virtually impossible to dodge) and it has a relatively short range. > > I would frontload more of the damage into the first activation because the ability is virtually useless if you can't reactivate it. > > **E** > This is *really* neat. I would move the damage into the short circuit effect while increasing it a bit though, because this is an inescapable point and click ability so it should not do effortless damage. (You do recognise this and make the damage really low, but that isn't fun either.) Also, the stun is better than the root, so there is no point in using the overlapping areas at all - just make the ability deal damage if cast twice on the same target but no stun. Also, the root could stand to be a tiny bit longer. > > **R** > This is extremely generic. It may be balanced, but seriously, you can (and should) come up with something more interesting than just AoE damage. > > Overall: the concept is mostly fine, but needs numbers tweaks and a new R. :) Damn it. You said everything I wanted to say. Now I have to wait until he takes your advice into account to give a properly useful critique.
After a *looonng* time, i made some changes to the champ, so you can now see how you feel about the changes.
Raptamei (NA)
: # CCOS review I came for the name and stayed for the picture. :P First thought: Mary Sue character, but that isn't a bad thing - so is Syndra... **Passive** This is good until you get the ult upgrade: you will never hit 6 charges without expending them during actual combat, but now you feel compelled to farm 18 creeps or clear an entire side of the jungle between every engagement. This is *just fine* with 3 charges. Speaking of which, there should be a way to replenish more charges in the jungle or else you can't gank. **Q** This should not take 14 bullet points to explain. It should be (and really is) as simple as "It is a cone. A segment of the cone at a distance of [cursor distance +- 100 units] takes damage, and the first 200 units of the cone also takes damage. This may overlap". That said, 200 units is really *really* short - Win Nao has an *attack* range of 175. I'm pretty sure Nasus has an attack range of 200 during RQ. Damage is junk unless you hit both areas, but that is easy to accomplish because the cast time is very short, making it unlikely to be dodged unless you straight up miss. In short, the concept is interesting, but it really needs a bigger delay and a decent range. **W** "(...) dealing 50 / 80 / 110 / 135 / 160 (+50% AP) in magic damage and all marks of Polarized on all enemy units." That's not a sentence. Anyway, this is an AoE Lee Q, but despite that, I actually like it. Unlike Lee Sin, you get to pick a target, allowing for tons of play and counterplay (mostly play though because it is virtually impossible to dodge) and it has a relatively short range. I would frontload more of the damage into the first activation because the ability is virtually useless if you can't reactivate it. **E** This is *really* neat. I would move the damage into the short circuit effect while increasing it a bit though, because this is an inescapable point and click ability so it should not do effortless damage. (You do recognise this and make the damage really low, but that isn't fun either.) Also, the stun is better than the root, so there is no point in using the overlapping areas at all - just make the ability deal damage if cast twice on the same target but no stun. Also, the root could stand to be a tiny bit longer. **R** This is extremely generic. It may be balanced, but seriously, you can (and should) come up with something more interesting than just AoE damage. Overall: the concept is mostly fine, but needs numbers tweaks and a new R. :)
Thanks for the feedback. I know im unforgivably late, but have been making some update to older concepts and reailized i havent gotten to Vaith > **Passive** > This is good until you get the ult upgrade: you will never hit 6 charges without expending them during actual combat, but now you feel compelled to farm 18 creeps or clear an entire side of the jungle between every engagement. This is *just fine* with 3 charges. Speaking of which, there should be a way to replenish more charges in the jungle or else you can't gank. This has been changed to recharge with kills easily with *Whenever Vaith kills an enemy champion or epic jungle monster, she gains up to three charges of Field Expansion, while assist grant up to two charges. Every third minion kills grant a charge.* This allows her to jungle and get the needed charges and gains two charges per creep wave so she could be played top or mid lane. > **Q** > This should not take 14 bullet points to explain. It should be (and really is) as simple as "It is a cone. A segment of the cone at a distance of [cursor distance +- 100 units] takes damage, and the first 200 units of the cone also takes damage. This may overlap". All of those bullet points have been removed, and i have faith that readers will understand it on the first go round. > That said, 200 units is really *really* short - Win Nao has an *attack* range of 175. I'm pretty sure Nasus has an attack range of 200 during RQ. Damage is junk unless you hit both areas, but that is easy to accomplish because the cast time is very short, making it unlikely to be dodged unless you straight up miss. In short, the concept is interesting, but it really needs a bigger delay and a decent range. I feel it has a great range because its a aa reset, allowing for the overlapping damage area to go well with fast dps with auto, cast, auto. Also, its supposed to have 3 equal spaces, being 200 each (375 with Expansion charge), and any base increase will triple the total range, so 300 base will have 900 total range, and even more with an Expansion Charge), and range like that would be a bit too much. Lastly, the casting time has been increased to .75 seconds to avoid the undodgeable feeling. > "(...) dealing 50 / 80 / 110 / 135 / 160 (+50% AP) in magic damage and all marks of Polarized on all enemy units." That's not a sentence. Anyway, this is an AoE Lee Q, but despite that, I actually like it. Unlike Lee Sin, you get to pick a target, allowing for tons of play and counterplay (mostly play though because it is virtually impossible to dodge) and it has a relatively short range. Sentence fixed, and yes, it was a bit Lee Sin inspired, and hitting multiple targets allow for player choice and possible outplay for the Vaith player. > I would frontload more of the damage into the first activation because the ability is virtually useless if you can't reactivate it. I'm actually fine with the damage on the back end, since that puts more emphasis on landing the first shot put the player in the choice of blinking to a possible unsafe location to deal more damage, and somewhat gating her assassination power behind landing this skill shot since the other two non ultimate are bit easy to hit. > **E** > This is *really* neat. I would move the damage into the short circuit effect while increasing it a bit though, because this is an inescapable point and click ability so it should not do effortless damage. (You do recognise this and make the damage really low, but that isn't fun either.) Also, the stun is better than the root, so there is no point in using the overlapping areas at all - just make the ability deal damage if cast twice on the same target but no stun. Also, the root could stand to be a tiny bit longer. Yes, the stun is better than the root, but that's the choice. The player choices to possible root two enemies (or force them to move away from each other) or surely stun one. And i wasn't trying to have a point and click root. Additionally, this is why the damage is also on the first cast to also encourage the double root option. > **R** > This is extremely generic. It may be balanced, but seriously, you can (and should) come up with something more interesting than just AoE damage. > > Overall: the concept is mostly fine, but needs numbers tweaks and a new R. :) There has been an added bit, hopefully cool and big display of her power. Tell me what you think about it. Thanks again for the feedback.
: [Champion Concept] Vaith, the Third Warden
##Patch Notes ##Version 1.1 - 05/19/2018 **Overview** * **Generic Playstyle** Mid-Range ~~DOT~~ **Area of Control** Assassin *Now more accurate describes her strongest possible playstyle with the updated kit.* **Abilities** * **Dual Regularity** Casting Time: ~~.25~~ **.75 second** *Increased cast time to avoid the skill being at range and undodgeable whatsoever with the short cast time.* * **R: Universal Force** Ground Targeted Area of Effect | On ~~Cast~~ **Spell** Self Targeted Buff Range: 500 (625 with a ***Field Expansion*** Charge) Radius: ~~500 (625~~ **300 (375** with a ***Field Expansion*** Charge) / **1800** Casting Time: ~~.75~~ **1.25** Seconds ***Passive*** ~~Additionally, all spell cast are granted the range bonus from Vaith’s Field Expansion passive without the cost of using the any Field Expansion Charges while Universal Force is active.~~ ***Active*** Vaith calls down the raw power of magnetism at a target location, dealing 180 / 270 / 385 (+75% AP) in damage **and creates a circular ring of unpassble Meta Magnetism in a large radius around the target area, lasting 5.0 / 5.5 / 6.0 seconds.** **Enemy units who are near the edge of the are knocked back towards the center of the radius once. Enemy units on the outside of the circle are knocked back away from the center once. Vaith may recast this ability while it is active at the cost of one** ***Field Expansion*** **Charge to reduce the radius of the Meta Magnetism circle by 300 units, and will reset the one time knock back effect.** **If Vaith is in the targeted area of effect, all spell cast within the area of Meta Magnetism are granted the range bonus from the** ***Field Expansion*** **passive without the cost of using the any** ***Field Expansion*** **Charges.**
: [Champion Concept] Hilgin, the Decaying Mind
##Patch Notes ##Version 1.2 - 05/19/2018 **Abilities** **Passive: Radioactivity** Whenever Hilgin damages an enemy champion or jungle monster with an auto attack or ability, they gain a stack of **Radioactivity** up to 10 stacks. The enemy unit will lose ~~10%~~ **5%** healing effectiveness from all sources per stack. Stack are lost one at a time after ~~2.0 / 2.5 / 3.0 / 3.5~~ **1.5 / 1.75 / 2.0 / 2.25** seconds. **A successful recall to fountain will also remove all stacks.** *These reducing will still allow for power, but reduce its feeling of it taking infinitely long to reduce the stacks off of them. Also, toned down the power of healing reducing to completely take that aspect of the game away. Also having these stacks effect fountain healing seemed wrong, only in the case of a success recall. Walking (and possibly running from Hilgen) to fountain should still be an exception.*
: [Champion Concept] Kraus, the Indomitable Spirit
##Version 1.3 - 05/19/2018 **Abilities** * **Q: Impale / Heave** The first two attacks will impale all enemies in a line, ~~placing a mark of **Punctured** for 3.0 seconds~~ and deal an additional 15 / 25 / 35 / 50 / 65 (+15% AD) in physical damage per strike. The third attack will deal an additional 25 / 50 / 75 / 100 / 115 (+20% AD) in physical damage **and fling all non epic monsters damage this way behind Klaus**. *Simplified the ability.* * **W: Rush of Nature** Kraus’ spirit animal rushes in a line a short and fixed distance ~~stopping at terrain were it can not fully dash through~~ **stopping at terrain at any point along its path,** [...]. *Now the spirit simply can not pass terrain, avoiding inconsistent spell result versus expectation.* * **R: Unleashed** **Barrage** | Self Targeted Area of Effect | Self Targeted Buff | Auto Attack Modifier **Barrage Count: 4 / 5 / 6** **Barrage Rest Timer: 5.0 / 6.0 / 7.0 seconds** Dash Range: **300** ~~200~~ Kraus lets out a primal scream, ~~removing all crowd control effects on him, dealing 150 / 225 / 300 (+30% AD) in physical damage in a small area around him,~~ and lets the spirit animal take over him for 5.0 / 6.0 / 7.0 seconds. ~~Whenever crowd control outside of Supression is applied to Kraus while **Unleashed** is active, it may affect him no longer than .5 seconds, including airborne effects.~~ **If another barrage is cast while active, Kraus will refresh all the benefits. If he allows if he allows the reset timer to pass, then he will reduce the cooldown of this ability by 10 seconds for every remaining barrage amount.** *Removed the annoying cc dependent condition to reset skill and transferred it to a barrage ability, allowing the player to determine its reset. Added cooldown reduction for allowing the skill to reset with remaining barrage cast left.*
: [Champion Concept] Aiphos, the False Idol
Hello all, there has been a major update to the champion abilities. Thanks for everyone who provided suggestions. I am ready for another iteration of design based on your feedback.
: +1'd Simply because kindled and the uchigatana reminded me of dark souls.
I know im missing out by not having played through Dark Souls. I am missing all the references. Guess i should watch a youtube playthrough, Any suggestions.
Perasma (NA)
: Is it possible to draw the champion and let it actually play out like Riot does in their champion spotlights?
Possible, but I dont have that pull, nor do i have the skills to do it myself. But i think it would at the least be a interesting spotlight video.
CxTrix (NA)
: this is a really cool concept i could imagine his special interactions with lee sin or some shit lol
Actually he will have alot of interactions with Illaoi, since she is a priestess and he wants to kill gods, and maybe would want to learn a thing or two from vel'koz about disecting things and learning about them that way. And any other celestial, Raka, Bard, etc he would *love* to meet.
InTheory (EUW)
: >So is this a general statement, like some post high view count because it has pictures and music that the poster didnt make, or being specific to this post, that is has a high view count despite the kit not being viable? A general one. I have seen concepts that everyone would call pure cancer (e.g. one that made the champion untargetable for 1 second every 5 seconds) but they had tons of upvoted because they put a fash pic into the thread. >The Dark Souls theme was completely unintentional, but more importantly, do you have any feedback regarding the abilities to make it either viable or promising to you, clearer, or fun? The main feedback that I can give is that I don't quite feel how the abilities play out because the ability descriptions aren't clear enough for me. I have no idea what cooldowns they have and how his resource management is going to look like. I don't get a feeeling of how ultimative his R is. Since that ability includes the same kindled mechanic, I assume it's just like Udyr who does only have 4 basic abilites. Altogether the abilites are too straight foreward and don't have any use besides dealing damage. By that I mean, the kit has no mechanics to learn, nothing to use in a creative way. Especially since you mentuioned him to be a skirmisher: he's missing key mechanics that make him shine in skirmishes: Think about Jax's E (auto attack dodge), Yasuo W (Windwall), Fiora W (ability throwback) or stuf like that.
> (e.g. one that made the champion untargetable for 1 second every 5 seconds) Oh, that made me feel suspicious. That is one of the strongest buffs in the game (kinda tied with Invulnerable for me) and for a second every 5 is way too strong, without any substantial negatives. Espcially if they champion designed like that can still move, attack, and cast spells... > I don't get a feeeling of how ultimative his R is. Since that ability includes the same kindled mechanic, I assume it's just like Udyr who does only have 4 basic abilites He does have 3 basic abilities and his R is his ultimate, which you dont get until 6, 11, and 16 as normal. I put this in the passive but i will also add that note within the skill itself to make it more clear. Yes, it does also have a very fast casting (which i may slow down) like his other abilities, to help with allowing the play to use the Kindled mechanic and then Ignite the ability. > Altogether the abilities are too straight forward and don't have any use besides dealing damage. Yes they all do damage as Kindled cast, but the major focus of this design was to get the play to use the Ignited abilities with the additional bonus: Q: Extra DPS, especially pre level 6 W: AOE DPS + Sustain E: Mobility R: Stacking Combat buff No, they dont perfectly combo off one another, but he is very auto attack reliant. He waves aa's with his Q and R like Yas, and aa's active his W, unless you wish to use his Q and choose between that rotation and building up x amount of cast for Igniting an ability. > By that I mean, the kit has no mechanics to learn, nothing to use in a creative way. Yes, and this is not the first feedback feeling that. He wasn't fully designed to be a interwoven kit heavy champion. My next champion will be that way, but not this time. He was designed around being concern about his higher cost stock resources against a particularly benefit used by an ignited skill - and making the choice to use that benefit versus another ignited skill or spell weaving. > Especially since you mentioned him to be a skirmisher: he's missing key mechanics that make him shine in skirmishes: Think about Jax's E (auto attack dodge), Yasuo W (Windwall), Fiora W (ability throwback) or stuff like that. So essentially a non damage utility skill. Yes, i am considering the E may change into a base mobility skill with possible damage on the Ignited effect. If you mean an ability to duel another champion (more like Fiora or Jax's ability, i wasn't thinking about that. I said the class of skirmisher since i see them as having some form of healing through fighting ability (aatrox W), or innate combat advantage ( like jax ultimate/passive). Thats a big part of what i consider skirmishers.
: If he's a false god and has those kind of arms, I would deem him some sort of Asura in inspiration. I would then say that a Japanese weapon is ill fitting for his appearance. I would suggest an Indian weapon; the Pata. https://i.ytimg.com/vi/l1uo8Y1Mz2c/maxresdefault.jpg https://i.pinimg.com/originals/18/75/6a/18756abe0d8c21442a26214c8700eec2.jpg It's a gauntlet-sword. Very uncomfortable to use realistically, but he's a "False God" so who gives a fuck lol.
I normally just keep the weapon the character has in the picture as their "official" weapon, but boy do i like this weapon. I would like to make a champion with this weapon. And a little weapon fudging wouldn't hurt.
: Have you thought about giving the abilities themselves stacks? Like how they did it with corki's R for example. That way people can still use two of their abilities while they wait for (for example) their Q to stack. Depending on what you want you could lock the stacking behind a timegate(X stacks per X seconds) or make it so that you need to kill X minions or/and get a kill or assist.
Like every x cast gains the bonus? Yes, i did, and that was the first and logical design to go with for each ability. It will be a bit difficult to keep track up visually for opponents and UI wise for the player. I purposely went and design it the way it currently is to get a whole different feel. Someone else also suggested a time gate when Ignited, and that is also a consideration. If i feel like there should be a change, along with further feedback, i will make a change to his design of some form in this respect. Thanks for the feedback either way.
: Nice little detail with the oral history practice. The Speakers from the Castlevania Netflix series have the same practice of not writting down thier history or knowledge just passing it down through spoken word. Not sure what the original inspiration was but cool nonetheless.
You know, i just watched the Castlevania Netflix series not too long ago, so that idea might of still been rattling around while i made this. I wasn't purposely trying to due the same, but the rites recital was a big part of *his* identity versus the cultures identity, which is why i kinda forced it in that way.
KRAVA (NA)
: This is my first concept i've taken a look at so far, and you have not set the bar low, believe me. Read his backstory while listening to the theme music and was completely blown away by the obviously staggering amount of thought you must have put into this. If Riot ever puts Aiphos onto the rift, i will be happy to add him to my collection of Top-Laners. {{sticker:slayer-jinx-catface}}
Thank for the feedback. I appreciate it. I like the lore and the music to really give a bit more life to the concept, as best as i can. Do you feel like the kit needs any further changes to be more clear or fun? That was the toughest part of the concept.
: Really cool concept, I like it a lot. But 250% of 100 +50% AD damage is quite a lot. I'd expect the base damage to be lower if it had that big of a boost. Also having the ignited status last indefinitely is a big no-go IMO. It doesn't encourage interaction or out-plays if he can just sit on it and have an ability empowered. The strength should fall off if he doesn't use it, just like how Rumble's heat wears off.
> Really cool concept, I like it a lot. But 250% of 100 +50% AD damage is quite a lot. I'd expect the base damage to be lower if it had that big of a boost. Elsewhere someone pointed that out, and i have made a recent edit to clarifiy. Please see below on where the 250% multiplier increases: Auto attacks or damaging abilities by Aiphos to the burning target combust the Ignis Stones energy and deals additional fire damage of 250% *of the base damage of the ability instantly*, but removes the damage over time effect. Total Maximum Damage (Base DOT): 20 / 40 / 60 / 80 / 100 (+50% AD) Total Maximum Damage (Combusted Ignis Stone): 50 / 100 / 150 / 200 / 250 (+50% AD) The numbers should hopefully now accurately reflect what i wanted for this ability. > Also having the ignited status last indefinitely is a big no-go IMO. [...] The strength should fall off if he doesn't use it, just like how Rumble's heat wears off. This was, and still is a design for the champ i was considering. I purposely went the current route to see how it felt and how it might play out, since your suggestion is the expected route. If i continue to look at his current design state, and feel like that approach would be better along with additional feedback, he will change. Thanks again for the feedback.
: ***
Thanks for the feedback. I think i really think the man on fire does hold some semblance of other champs, lol, but regarding the kit - i want to hope that the feeling you got about it, does come across. Thanks.
InTheory (EUW)
: I appreciate how much work you put into this including lore, gathering music and art for your concept but I have to say, that this is a primary example of how players are easily blinded by just putting in picture(s) and music that's not even self made. The most upvoted champion concepts are those that include cool pictures no matter how valuable their kits actually are. I like that you're going for that Dark Souls theme but so far the abilities don't look promising to me.
> The most upvoted champion concepts are those that include cool pictures no matter how valuable their kits actually are. So is this a general statement, like some post high view count because it has pictures and music that the poster didnt make, or being specific to this post, that is has a high view count *despite* the kit not being viable? > that you're going for that Dark Souls theme but so far the abilities don't look promising to me. The Dark Souls theme was completely unintentional, but more importantly, do you have any feedback regarding the abilities to make it either viable or promising to you, clearer, or fun?
: Looks nice. Why does he has mana in his stats, though ?
Fixed. Thanks for the catch, it was a oversight from the base design template i use when i create my concepts.
: Wow icons lulz
Yup. They look nice and kinda sorta match the abilities they represent. I do need another source for icons. Any suggestions?
Saotorii (NA)
: This is pretty cool, but the way ignited works doesn't give players a reason to use any more than 1 ability per game. The ignited perks to each ability are cool, but he doesn't have any way to engage on ranged opponents, and because all his abilities are offensive with defensive perks coming into effect only when they're ignited and short ranged he can be kited easily. But once he gets on someone...he doesn't actually do a whole lot of damage, and even at Max rank, his passive is only giving him his ignited q once every 5 seconds, and an ignited w/e/r once every 7.5 seconds. If a team fight lasts 15 seconds he'll be able to cast 2 of the 3 cost ignited abilities, or 3 ignited Q's if you can even get into the fight, which feels pretty bad when you see other skirmishers/split pushers able to spam abilities and shove waves quickly.
> ut the way ignited works doesn't give players a reason to use any more than 1 ability per game. *Copied from another comment* - Cost and adapting to what is needed would compel. The increased cost for Ignited spell cast would be more restrictive than casting different abilities, along with a longer wait time for stock amount recovery. Also, each ignited effect provides a specific bonus: Q - DPS, W - Healing with AOE Damage E, - Mobility, R - increased combat buff and semi burst like damage from aa's. If they are focusing on say, DPS, they sacrifice and would need to build up to mobility, or if they fight and become low health, they will probably switch to Ignus Stones ignited bonus to heal up. > But once he gets on someone...he doesn't actually do a whole lot of damage, and even at Max rank, his passive is only giving him his ignited q once every 5 seconds Damage numbers could be increased, so damage balancing issues is something fixed with some playtesting if that was possible. Also for his Q: **Static Cooldown: 1.0 seconds (Kindled) / .5 seconds (Ignited)** Cost: 1 stock (Kindled) / 2 stocks (Ignited) Casting Time: 1.0 seconds (Kindled) / .5 seconds (Ignited) He would be able to Q every **.5 seconds** when his Q is Ignited, instead of every second, and it remains Ignited untill you cast another ability. Overall, he is designed to utilize the Ignited enhancement at the need to reset and build up to the other enhanced abilities, or look to rotate and deal faster, but unenhanced damage, by with rotating spells. > which feels pretty bad when you see other skirmishers/split pushers able to spam abilities and shove waves quickly He has too low of cool downs (being his static cooldown, which i may bump up) and can easily spam his abilities greater than any other designed champion in league, only challenged by Udyr. Also, all of his non ultimate abilities can be spammed to aoe wave clear (in some fashion) like other skirmishers.
: This is actually really impressive, I hope riot sees this
Thanks. I know it has balancing issues, and im ok with that, because number tweeking is easy. But its a good first run.
: {{sticker:slayer-pantheon-rainbows}}
{{sticker:slayer-pantheon-thumbs}}
SlySal4 (NA)
: Very meticulously made! Did you make the artwork?
Thanks for the feedback. I did not make the artwork. the artwork is credited to the artist below the image. [Here is a direct link](https://thiago-almeida.deviantart.com/art/Fire-Spirit-359932654) to the deviantart post i got it from.
: One question, why would someone with nothing to do with Ionia (Runeterra's equivilant of far-east Asia) be using an oriental-style weapon? In fact, Mount Targon is on the complete opposite side of the known world in League lore to Ionia. I'm really hoping you have an explanation for this other than just 'muh Oriental weapons look like muh animu' because other than that I love the concept.
I could of said it was a shortsword and not had this problem. I base the champion heavily off the image, and the image does have a short sword. Its less of muh Oriental weapons look like muh anime, and more like lets try to make something other than a simple short sword. Even more specifically, the sword has a curve to it, and so does the Uchigatana. I really didnt put alot of the desire to make it oriental for some specific reason honestly.
: Hello! First of all, very nice concept! I was wondering if you maybe have Discord. I love making champion concepts so we could maybe help each other :)
i do have a discord, and in fact, i joined the C&C Discord community. If your not part of it, please join us: https://boards.na.leagueoflegends.com/en/c/skin-champion-concepts/aUYGtfde-u-cc-discord-information-verification thats where you can find the information. When you get there, you can find me at: showcase25#9860
: OH MY GOD this is excellent!! i have made my own champion before and i now how hard it is to do a good job btw here is the champion i was just working on https://boards.na.leagueoflegends.com/en/c/skin-champion-concepts/UZmwvKjL-zenith-the-scourge-of-demacia Zeta out!! {{champion:161}} {{champion:101}} {{champion:50}}
Thanks for the feedback. Also, when i get a break from work, i will take some time to look over you champion concept.
: Only problem i have with this concept is his passive, it just doesn't make sense. Nothing is stopping someone from using one ability for the remainder of the game. If you changed it to using all his abilities without using the same one twice the 4th ability becomes ignited or even the 3rd ability to mix it up. If you did this you could use them in whichever order you wished for the ignited ability you needed at that moment. Would work much better. But other than that it's an interesting concept.
> Nothing is stopping someone from using one ability for the remainder of the game. Cost and adapting to what is needed would compel. The increased cost for Ignited spell cast would be more restrictive than casting different abilities, along with a longer wait time for stock amount recovery. Also, each ignited effect provides a specific bonus: Q - DPS, W - Healing with AOE Damage E, - Mobility, R - increased combat buff and semi burst like damage from aa's. If they are focusing on say, DPS, they sacrifice and would need to build up to mobility, or if they fight and become low health, they will probably switch to **Ignus Stones** ignited bonus to heal up. > If you changed it to using all his abilities without using the same one twice the 4th ability becomes ignited or even the 3rd ability to mix it up. If you did this you could use them in whichever order you wished for the ignited ability you needed at that moment. You are right, and that would be eaiser, and probably even simpler to understand. But i have done that, and was looking to design a new interaction with stocked spellcasting.
FilDaFunk (EUW)
: Very interesting mechanic, I like the design. I think you need to expand on the role of his flame hands (at least in his ablity descriptions) - I don't completely get how they work "for each flamehand that hits an enemy" needs more elaboration in how this works. One more thing to say about his lore: His prayer doesn't get written down? That doesn't seem at all right, any important piece of knowledge gets written down, if the society has the means to do so.
> I don't completely get how they work "for each flamehand that hits an enemy" needs more elaboration in how this works. Maybe because i stared at the artwork for so long it makes sense. But to be clear, he has 6 flamehands. After the initial attack, the extended flamehands **each** can hit an enemy unit. Think of spokes on a wheel, without the wheel. You can get hit by multiple spokes/ flamehand. > His prayer doesn't get written down? That doesn't seem at all right, any important piece of knowledge gets written down, if the society has the means to do so. And they do have the means to do so, but this is a *old* spiritualistic ritual, which things of this nature dont follow ordinary social norms or protocols. It would make sense to write it down, but in this case, that doesnt happen.
: Showcase25's Champion Concept Mega Thread
[Aiphos, the False Idol](https://boards.na.leagueoflegends.com/en/c/skin-champion-concepts/EuztEWIL-champion-concept-aiphos-the-false-idol) has been added.
Rioter Comments
: 💬 C&C Discord -- [Information & Verification]
Kaeblen (NA)
: Something between Mick Rory (Legends of Tomorrow), Roy Mustang (fulmetal alchemist), and Bane (batman) might be nice. I'm having trouble bringing together a cohesive picture of what that looks like... but the criminal mastermind that can start fires with a flick of his wrist or snap of his fingers, but then is caught psychologically between wanting to "cure" Demacia of its weak complacency or just watching it all burn... That seems like a good start to me. He/she _wants_ to be the hero, maybe thinks they are, but really takes a bit too much pleasure in the destructive aspects of their work. Most of their 'power' would come from organizational skills and hextech items/augments. We've yet to see hextech grant someone true magical ability (besides Twisted Fate), so that might be nice too. As a visual distinction, I'd also suggest staying away from orange flames. Blood Red, or bright Yellow would be nice.
Here is some possible visuals for this idea I plucked from my favorites: https://pre00.deviantart.net/88e4/th/pre/f/2012/186/3/8/azeron_by_88grzes-d563rzd.jpg https://orig00.deviantart.net/68c3/f/2009/078/2/f/mage_by_sexforfood.jpg Please note I may or may not use these as base for my concepts in the future.
: > [{quoted}](name=showcase25,realm=NA,application-id=A8FQeEA8,discussion-id=iK3IrjvA,comment-id=00010000,timestamp=2018-03-17T00:13:14.310+0000) > > Molinuex is not a battlemage in the both the game mechanical since (like the new Swain), or even his personality or character goals. But he is perfectly suited to handle himself in the middle of a battle. So i see what your getting at. > > Your absolutely right about the visuals and localization in other countries. I believe its China where bones cant be displayed in games, so Karthus has a different look there. I would love to see your idea about the eyeball in a vial. It has that possible 'dark artifact' feel that his character concept is based around. > > Thanks for the feedback. http://hunterxhunter.wikia.com/wiki/File:Scarlet_Eyes_Up_For_Auction.png
This is a good example for how it would be localized. Thanks.
: So a few quality things I feel I should point out. The base damage on the abilities are very strange. Typically, damage either scales at the same rate or slightly more per level. On his Q, it goes 50 / 80 / 120 / 155 / 220, rising in damage by 30 / 50 / 35 / 65. This gives serious power spikes at third and fifth rank, while making the other levels pale in comparison. While his other abilities don't have this sort of strange rise in damage, they all have very high base damage when leveled up. This means if this character is max level and built full tank, they are doing 625 magic damage from their qwe, not including the 40% damage amp. Slap on 45% cdr and now you can split push all game and destroy anyone who would challenge you. Now throw in some ap on top of it and your one shotting the carries. There's just way too much raw damage overall. Next, the ultimate a bit counter productive while also being broken as all hell. Essentially, it's a Braum shield that will echo all the damage blocked back to you after it ends. Unless you build very tanky, your going to just die at the end of the duration in teamfights. On the other hand, you can 2v5 the entire enemy team with Twitch as you would making him constantly untargetable for the entire duration while pulling away any damage he would take from skill shots by standing in front of him. In proffesional play, this guy would be 100% banned as any team with him on would win the game. The W guarantee's you win trades during the laning phase. You can hit through minions, nearsight the enemy so that if they aren't Kai'Sa they have to get super close to attack you (or max rank, screw it, put them in meelee range to attack you) and if an ally is nearby, negate the fist auto they try to trade with. Hell, even if they just wanted to get the creep, they SOL if the passive goes off. And this is every 12 seconds. Or with CDR, every 7. His E is just kinda strange. 20% less movement speed for 1 second really isn't that bad of a debuff, especially when it allows you to AoE silence for 1.5 seconds. It also forces anyone inside to get out, not only because they risk taking some serious damage, but it'll also lower your ability cooldowns, making it so that the debuff of taking 40% more damage is even closer to happening again. Overall, I should note that this is a pretty cool champ and I highly respect the amount of time and effort you put into him. However, his kit is very overloaded, especially for a champ that seems designed to be a support.
I made some changes to the concept, with alot of the changes addressing your concerns. One note that should be said is that W may allow you to win one trade, at the risk of putting Molinuex in melee range. You will need coordination with your adc and use of your keystone (Phase Rush or even Grasp) to help make the non mobile Molinuex worth initiating the trade in the first place.
Raeyxx (NA)
: I'm a simple girl. I see Harry Dresden, I like. If you're a big reader, I highly recommend the books he comes from: The Dresden Files. :D Fangirling aside, I really like the champ design you've set up here. I could see some potential need for balancing on the actual stats, but the kit as a whole is really interesting. As a midlane main, I'd be interested to see what I could do with him.
Looks like I have another series to learn about then. And yes, there's a lot of the specific numbers to be worked on and balanced out, but I feel overall kit is mechanically and conceptually interesting and good fitting for the game. I am interested on how everyone sees him as a midlaner and since I designed to only be played as a support and maybe elsewhere with full coordination with teammates. But I'm interested in seeing how he would be played mid lane.
Raeyxx (NA)
: I gotta ask: the artwork. Isn't that Harry Dresden?
After doing some research, yes, it is Harry Dresden. I didn't know who it was when i first picked it to be the visuals for the concept. This particular piece was a commission by the credited artist. You can see more information about it here: [Dan Dos Santos](http://www.muddycolors.com/2013/10/harry-dresden-part-1/)
: That's a cool kit, I like it a lot. Really cool ideas for abilities. +1 That said I never understood the point of creating an encyclopedia-like entry for a character. Power profiles, ability ratios and actual stats are something that are subject to change during the design process so it would be impossible to know what they would end up as. Seems like wasted effort to me, if Riot picks a concept up it's not going to be for the numbers and stats, but instead for the character's thematic and ability ideas. Also Riot writes their own theme music for characters, they can't just take something off of a youtube video for it. Even if you really want them to.
> That said I never understood the point of creating an encyclopedia-like entry for a character. Hard Stuck has half of the reason to it, being able to create a *full* character concept is a fun part of it for me. So that does include the background information, some (incomplete sometimes) lore, even the theme music paints a clear picture of who the character is, in addition to what general role and abilities the concept has. Also, it gives a reason why some champions have that ability in the first place. I would never expect Illoia to have her E ability, but her lore and general character attitude makes that skill have sense to belong in the kit. Another big thing is the ratios for cooldowns and range. Even the casting time is very important. Another example is Ezreal. His ult has a one second casting time. This allows for both audio and visual warning that a big damaging shot is coming. Also the wind up helps sell that with animation. Gameplay wise it gives just some time to dodge it, if you recognize it as a player. These are some of the considerations i think of and why i add that information on the concept. His Q, with his low cost and low cd is his (what i call) signature skill. The ability that the people first think of when they think of the champion. In regards to Molineux’s signature skill, i wanted that to be his Q, and was inspired by fiddlesticks drain for that. > if Riot picks a concept up it's not going to be for the numbers and stats, but instead for the character's thematic and ability ideas. If they do, then thats fine. I think, going back to Ezreal, if i designed him and put his Q at a static 4 seconds, they would get the impression that i wanted Ezreal to constantly be spamming that ability. They may change it to the numbers they currently have to make it balanced, but the idea behind the concept/specific skill would transfer. > Also Riot writes their own theme music for characters, they can't just take something off of a youtube video for it. Even if you really want them to. Maybe im getting the impression that you think i want rito to take my concept as posted. If so, that's not the case, and would love for them to take it as your said before - for the ability ideas, and overall theme. If not, then I just like the way those tracks mesh with the character, and embed the song so they can get all the views/credit for their work. Overall, thanks for the feedback.
: So some what of an azir control mage, without attack speed this seems more of a combination of azir and Leblanc and syndra, nice.
His primary role is a Distrupter, with a little ability to aid/protect his allies secondary, so that gives the secondary class of Enchanter. With that, yea, i can see how that combination would work - although im a little less agreeing with the Leblanc add, and he is no where near her mobility. In fact, he purposely has no mobility, but a decent range and aoe for his skills.
: The ult is very interesting, this could give Noxus the battle mage they need Ur gonna have 2 change the visuals on W and E tho as bones, and some symbolsb are not acceptable in some countries The w is cool tho, a different visual could be an eyeball suspended in a vial of fluid
Molinuex is not a battlemage in the both the game mechanical since (like the new Swain), or even his personality or character goals. But he is perfectly suited to handle himself in the middle of a battle. So i see what your getting at. Your absolutely right about the visuals and localization in other countries. I believe its China where bones cant be displayed in games, so Karthus has a different look there. I would love to see your idea about the eyeball in a vial. It has that possible 'dark artifact' feel that his character concept is based around. Thanks for the feedback.
: Holly crap, you went all out. GJ
Thanks. I really like this concept. Maybe its because its my latest concept, or the music, but something about this one feels great to me. Thanks for the support.
: Showcase25's Champion Concept Mega Thread
[Molineux, the Shaded Convoyer](https://boards.na.leagueoflegends.com/en/c/skin-champion-concepts/iK3IrjvA-champion-concept-molineux-the-shaded-convoyer) has been added.
Rioter Comments
: [Kit Concept, Melee Troll Shaman Support] Wuden: The Totemic
I actually envision this concept as a stance champion. Short cooldowns, constant totem placement, and could get some benefit when cast, and have a unique effect as the linger in the area as you have planned. The passive could be that he can stack them, making them taller, gaining additional health and duration when they stack, and becomes terrain at the second stack. Additionally, he gains all passive effects while within range of the totem. He would get the bonus fading if he leaves the area. Maybe not as strong as it could be and even hard to balance, but i think him having a stance would be a cool concept.
Echoing (NA)
: [CCOS] December-January Results Are Here!
Also two notes: 1. shout out to whoever redesigned the judges scoresheets. Its cleaner, clearer, and frankly prettier 2. Personally, my score was fairly judged and i got the criticism where i expected to get a raised eyebow in certain aspects of my design. All in all, just saying good job to the judges.
Echoing (NA)
: [CCOS] December-January Results Are Here!
> Third place is Nagru, the Perfected Form, by showcase25, with an average score of 43.5/60! 5th edition D&D has clearly served you well. Its a great inspiration. The fun part was remixing it (furry of blows) and adding completely new mechanics from the influence (the Ki shield Passive for example). Good to see somebody can see the inspiration.
: We're all thankful for Echoing doing everything he can to orchestrate and judge these things. He has to check ~20 concepts a month, take time to consider each one, and try to get others to help do so! But let's be real... what's more impressive is the fact that he can put up with the more impatient contestants! You see, there are two groups of people who enter the CCOS: results-driven and feedback-driven. Results-driven contestants see the CCOS as a challenge, a test of their concept-creating skills. They think their concepts are on par with some of the best being thrown out on these forums (and they're often right.) They're proud of their victories and ashamed of their failures. Feedback-driven contestants are looking not to win, but to improve. They know they're not amazing at concept creation, and are still looking for tips. Any feedback, good or bad, is welcome and respected by these contestants. In my opinion, everyone creating concepts should start out as feedback-driven and slowly become results-driven as they develop and improve. I, along with plenty of others, made the simple mistakes of originally joining the CCOS results-driven. We're hotshots who think we can crank out an amazing concept every month, and we want nothing besides the honor of being in the top 5. This is NOT saying trying to win is bad--of course you wouldn't enter the CCOS without putting all of your effort into a concept. However, there's one skill all concept creators need... more important than a compelling backstory, more important than balancing stats... but being patient! First off, I've started becoming more feedback-driven, and I've realized how important this feedback is. It takes time to analyze a concept. I want to be results-driven and enter mainly to win, but I know I'm not there yet! People who don't understand the value of time in judging are just exposing their own naivety. I'm sure we were ALL naive and impatient for the results in our first CCOS, and when those results are a bit late, those qualities are strengthened, and we become frustrated. So... I hope y'all don't mind my grain of salt! Seriously... props to Echoing, who has been dealing with these impatient, results-driven people for a long time. {{sticker:sg-lux}}
Strangely enough, I got even more feedback driven the few times I won or placed high in the ccos. I'm even less results driven now as well too. But yea, patience is always a needed characeristic.
: Showcase25's Champion Concept Mega Thread
[Kadairah, the Keen Minded](https://boards.na.leagueoflegends.com/en/c/skin-champion-concepts/cjh35sA8-champion-concept-kadairah-the-keen-minded) has been added.
Show more

showcase25

Level 60 (NA)
Lifetime Upvotes
Create a Discussion