nasu010 (NA)
: Hmmm is it just me or was this kind of anticlimactic? I feel like there should have been a judging post or maybe a fantasy battle commentary of how this battle would play out cuz if you notice the heroes have allot more synergy and look like they would make a more versatile team to fight against where as the Villans are more of a set of soloers exception of dormammu (who would still be able to sol) who has multiple ways of hindering enimes for teammates to followup I honestly can't remember the full kits for the other Villans but I know black ace has a grab which can be used with Dormammu's rift W, Ains has the goal of life which is a kill move that can be used when enemies are snared by fiends but as for the rest, am not sure. ___ I just think that this contest ended in a somewhat dissatisfying way where the voting wasn't even completed! 😕 I mean the contestants didn't even bother to vote for their own concepts . Anyway if this is happening again I have some ideas on how we can make the next one . Also If you liked my concept of Dormammu I have a gallery where I post all my ideas feel free to check it out and leave a comment. https://boards.na.leagueoflegends.com/en/c/skin-champion-concepts/Eal50gAL-nasu-010-concepts-gallery Stay frosty {{sticker:vlad-salute}}
> Hmmm is it just me or was this kind of anticlimactic? Not even anticlimactic, since I needed to end it, but you can see the post above on what happened. But yes, the idea of story weaving the fight itself based on voting is a great idea.
: [CWC] Civil War Contest Voting
Hey everyone. **Apologies for my absence:** I've had a professional. familial, and personal health related incident and situations all within the past week right before voting ended, both positive and negative. It took me away from the boards, needing some time to clear things up and get me back together. But things are clear... at least for now. **Getting back to the contest:** I scanned the comments for any additional votes cast within the valid time frame, and see none to add. I will recheck the current tally and post the winning team above. **Regarding the future of the contest:** I already see good ideas and discussion regarding the future of the contest. I may be able to kick off future contest, but with the recent life changes, I may ask for a successor to this contest, and will share any knowledge and assist on start up. Again, I thank you for your understanding and patience.
: ***
That would be for the heroes. Vote Counted!
: Well, considering I tried really hard to balance my potentially oppressive kit, only to see a potential 2.5 to 3.5 second disable on a basic ability? Villains win. Gauging it off of "who would win" isn't really good, since you come into predicaments where you have a 3000 range whole-team teleport on a basic ability against what is potentially a literal shoe box for an ultimate.
: Bumping because I bumped everyone else. Good luck :)
Thanks, i appropriate it.
: Just checking, why does it say there are 3 votes for Super Heroes when the only person you have listed who voted for Super Heroes is Vanic?
Not sure how I manged to fat finger that one. Fixed.
Tamur (NA)
: After going though and reading both the posts and various sources from net. I cast my vote for the Villains
: I do feel like there should be a separate system for voting which side overall had the best kit designs by LoL's standards, because the main reason I'm voting for super villains is just how OP the villain side seems. Drakath2002 stated on his Drakath concept that he knows just how OP his design is and he kept it that way to stay true to the Drakath character. Meanwhile Dormammu was just really hard to balance without losing some crucial aspect of the character, and while it's much more well-balanced now than it originally was, it's still just an issue of how powerful the character has to be in order to still be Dormammu. The same kinda goes for Darth Vader and Ainz, the creators did make the characters as balanced as I feel they could be, but they just have to be insanely powerful to stay true to the characters. The only thing that made Black Ace a bit easier to balance was that his character isn't as powerful as the others on the villain side, so naturally his LoL-ized kit wouldn't be quite as powerful, and even then he'd be quite the pain to have to deal with if he were added to LoL. So just for the face-off, I just have to go with the villains, but if we were talking about the actual character designs, I feel like the heroes stayed more well-balanced. So maybe there should be two voting categories: in the first we decide which side we think would win, and the second is which side you think had the best overall kit designs, with balance being included as a factor.
> So maybe there should be two voting categories: in the first we decide which side we think would win, and the second is which side you think had the best overall kit designs, with balance being included as a factor. I will take this into consideration for any future contest, granted there is enough interest to continue it.
Vanic998 (NA)
: I vote for heroes.
: I thought I left a comment on this, but perhaps a Strawpoll would be better? Also, I'm not sure what the criteria upon which we're voting is. Is this like... kit design, matchups, or?
I got your comment, and may use the strawpoll in the next go around if there is one. Right now, it was to keep all information open and accounted for, which is why its comment based voting. And to be clear, its about the match up of the entire roster of Super Heroes vs Super Villains on who you think will win on the rift, based on their LoL'ized kits. It was supposed to be easy and simple - look at all the kits, and pick a side who you think will win.
nasu010 (NA)
: Dormammu the cosmic reaver" Ha ha ha the time has come my champions rise, onwards to dominion. All shall bow before our might. Mortals, tremble!, The Dark side compels you. I vote for the dark side
: The heroes have a surprisingly well-balanced team, but most of the villains just seem like they're near-perfect counters to the hero team. I have to vote for the villains on this one.
Rioter Comments
: [CWC] Civil War Contest
Getting close to the deadline. Looking like a good 5 v 5 match up right now. Anyone still interested, now is the time to put your entry in!
xUnRavelx (OCE)
: Hey instead of my All Might concept could you enter in Ainz Ooal Gown, the Overlord for the villain section. Thanks. https://boards.na.leagueoflegends.com/en/c/skin-champion-concepts/rkhm6yN0-ainz-ooal-gown-the-overlord-cwc
Entry Confirmed! Look at those ults!
: Entering [Darth Vader, The Imperial Conqueror](https://boards.na.leagueoflegends.com/en/c/skin-champion-concepts/Pj3YMrRI-darth-vader-the-imperial-conqueror-cwc-champion-concept) as a villain.
Entry Confirmed! And a classic entry at that.
nasu010 (NA)
: > [{quoted}](name=Psychoaryama,realm=NA,application-id=A8FQeEA8,discussion-id=wQ5ydoBp,comment-id=000e00000000,timestamp=2018-06-20T01:49:34.422+0000) > > You can feel free to post another one, but it's likely that only the first one will be entered unless you say you want to withdraw that one and enter the new one. > I was mostly joking anyways :P Aww come on man I've got a list of champions waiting in the wind riot hire me I can be on the concept and creation/ character design and story board just check out my gallery https://boards.na.leagueoflegends.com/en/c/skin-champion-concepts/Eal50gAL-nasu-010-concepts-gallery Still have more ideas that could improve the quality of the game
As of right now, it is going to be kept to one entry per person. However, if there is great interest to continue this type of contest next month/year/time, then im open to changing that rule to allow for multiple post per person. Especially how its one side wins all, multiple post wont really effect who wins, since that person only gets one vote.
Vanic998 (NA)
: I made a mistake. I wrote luck charm when I meant to write lucky charm. Can you fix that?
Both are cool, but it has been fixed.
: > [{quoted}](name=Vanic998,realm=NA,application-id=A8FQeEA8,discussion-id=wQ5ydoBp,comment-id=000a,timestamp=2018-06-18T15:29:15.037+0000) > > Just curious would Deadpool be a hero or villain? He'd be a difficult one to categorize, he's kinda just neutral. You can probably just flip a coin to decide.
Im with Psychoaryama on this one. He can be either depending on his mission, although in my heart he is a 4 wall breaking hero personally.
: I don't see why the Q needs to specify that it "prioritizes champions" if it just applies to every enemy with a mark on it. It sounds like it would apply to champions either way. So, for the Q, would Xavhorn's location on casting be considered a "starting location" with relation to the passive, or just the location where the spark actually lands? Similar question, for the W is Xavhorn's location the "starting location", or is the spot where the spark comes out of the ground considered the "starting location"? Also, is it just this starting location and the end of the linear AoE that do the extra AoE damage from the passive, or does the passive apply to every point along the line? Do stocks of Equivalent Energy last until Xavhorn uses his E, or do they decay over time? Also, when you say he "discharges a majority of the excess energy", does that mean he uses up all of the stocks, or does he keep 1 or 2 if he has the 5 maximum stocks? Also, I'm assuming the "force field" created by the stocks is what gives him the additional Armor and MR? Or does he also gain a shield that absorbs a certain amount of damage? Finally, same question for R as for Q and W: what's considered the "start" and "end" points with relation to the Passive? I assume that on the first cast the start is where his sword lands, but are each of the impact points treated as "end/start" points, or is it just the final ending points when the surge finally stops? Same question for the second cast, I assume that the "start" is at the final tips of the surge and the end is at Xavhorn's blade, but what about the connecting points in between? Overall I really like this champion. I'm not too good with the actual numbers, but those seem fine so far. I do feel like the Equivalent Energy forcefield should do something a bit different. It's supposed to be made out of electricity, right? So maybe in addition to increasing Armor/MR, it could maybe deflect a small portion of damage that he does take from melee basic attacks back onto the attacker (like electricity travelling through the metal blade of a sword and shocking the holder), and maybe even arc some lightning back at enemies who basic attack from within a certain range, say 250-300 units. Wouldn't want it to travel too far, but it still just seems more appropriate to the "electricity" theme to at least do a little bit of that. And maybe after a certain number of basic attacks that cause this return-shock, one or more of the stocks of Equivalent Energy gets "used up" and goes away, just to balance it a little so he doesn't become permanently untouchable. But that's up to you, the champion looks great with or without it. Anyways, very good job, looks like a very interesting champion. Keep up the good work :)
> I don't see why the Q needs to specify that it "prioritizes champions" if it just applies to every enemy with a mark on it. It sounds like it would apply to champions either way. It doesn't specifically need it, but i like to put it. In effect like this, chaining has either unit priority or unit order to decide who to chain to next. Something like Siv's Ricochet goes from units closet to her to further est from her. I believe Yi's Alpha strike prioritizes champions even if the numbers dont align perfectly. I wanted something that would hit the enemy champions first, since every frame counts, but will eventually hit all enemy units with the mark. Also, trying to hold that the chain lighting feel has a bit of sentience, versus natural lightning prioritizing the biggest threat. > So, for the Q, would Xavhorn's location on casting be considered a "starting location" with relation to the passive, or just the location where the spark actually lands? The way i worded the passive, if the targeting system has one targetable/selectable area as you cast it, the passive only effects that center point. So for the Q, it would be the place where the spark actually lands. This means you can still put marks on enemy units close to you while giving you the mark of Sparked to chain it to all enemies - or - do a bit extra damage with a well aimed Q with a regular auto attack chain. > Similar question, for the W is Xavhorn's location the "starting location", or is the spot where the spark comes out of the ground considered the "starting location"? Also, is it just this starting location and the end of the linear AoE that do the extra AoE damage from the passive, or does the passive apply to every point along the line? Where the spark comes out of the ground (which is the first point in the vector targeting) and the end would also have this passive radius area for the extra damage. This means you can target both you with the starting area and hit the enemy with extra damage the ending area while making a path straight to them with extra speed. Its only those two points, and not every point along the line. > Do stocks of Equivalent Energy last until Xavhorn uses his E, or do they decay over time? Also, when you say he "discharges a majority of the excess energy", does that mean he uses up all of the stocks, or does he keep 1 or 2 if he has the 5 maximum stocks? Also, I'm assuming the "force field" created by the stocks is what gives him the additional Armor and MR? Or does he also gain a shield that absorbs a certain amount of damage? The stacks last until he uses his E. I thought about decaying stocks, or doing something kinda like static shiv, but thought losing the use of casting it right when an opponent pops up would feel bad. A design someway would work for decaying stocks but i like how it operates now. When he cast, he does use all his stocks, but being near abilities being cast, including Xavhorn's and especially being hit would allow to gain the stocks back quickly. I may changed the static CD, since that's kinda low. Yes, the force field from the energy provides the extra Armor and MR, without any shields. > Finally, same question for R as for Q and W: what's considered the "start" and "end" points with relation to the Passive? I assume that on the first cast the start is where his sword lands, but are each of the impact points treated as "end/start" points, or is it just the final ending points when the surge finally stops? Same question for the second cast, I assume that the "start" is at the final tips of the surge and the end is at Xavhorn's blade, but what about the connecting points in between? You know what? i didnt clarify that, but yes where the sword lands on cast, and sword tip on return would be considered areas where extra damage happens from the passive. > Overall I really like this champion. I'm not too good with the actual numbers, but those seem fine so far. Numbers are always tricky, and for me always subject to change. Thanks for the overall review and support. > I do feel like the Equivalent Energy forcefield should do something a bit different. It's supposed to be made out of electricity, right? So maybe in addition to increasing Armor/MR, it could maybe deflect a small portion of damage that he does take from melee basic attacks back onto the attacker (like electricity travelling through the metal blade of a sword and shocking the holder), and maybe even arc some lightning back at enemies who basic attack from within a certain range, say 250-300 units. Wouldn't want it to travel too far, but it still just seems more appropriate to the "electricity" theme to at least do a little bit of that. And maybe after a certain number of basic attacks that cause this return-shock, one or more of the stocks of Equivalent Energy gets "used up" and goes away, just to balance it a little so he doesn't become permanently untouchable. But that's up to you, the champion looks great with or without it. This can be an option, and more importantly, fit the theme of being a battle mage, with a benefit of being in battle, and maybe keep the shock up to 5 times with 5 stocks, but now creating the spell to cast as a toggle. Toggle off would then gain passive resistance, on would do shocks to enemy units who aa you. There's still a bit of clunckyness in this idea, but i do like the base of it. It may or may not change base on how well i can develop this idea in my mind. > Anyways, very good job, looks like a very interesting champion. Keep up the good work :) Thanks again. i appreciate it.
: Ok so I just did a brief look over this guy and one thing that stands out to me is the fact that he has no mobility except for what seems to be a difficult to trigger speed boost primary used to run people down. This means that the idea to make him a "over extension" seems kind of hard. Some champs like udyr, garen, and singed come to mind as people that go in without any gap closer, but they each have easier ways to get in (udyr/singed passive, garen tenacity and ms buff), so it may be a problem. Overall, looks great from a first pass standpoint.
Ill take some verbiage from Psychoaryama: > Q and E also have effects that punish particularly poorly-positioned opponents, and his passive makes it dangerous to even be positioned close to him or his abilities' AoE, so overall I think that was what he was going for, he punishes overextenders rather than being an overextender. This is exactly the goal i was looking for. Having people be very considerate of their position in respect to vision control as well a extension with needing to land skillshots for that punishing effect, or give him a lane to run you down in tight jungle routes. Also, the ult is to either punish one target quickly with a Brittle enhanced stun (with good aiming) or start a team fight for those who needlessly overstay (and even more when they feel good that their minions have arrived).
: Not gonna lie, thought this was Zeratul/Artanis when I looked at the thumbnail.
: Entering with [Sakuya Izayoi, the Scarlet Devil's Maid](https://boards.na.leagueoflegends.com/en/c/skin-champion-concepts/JIYMvsni-champion-concept-sakuya-izayoi-the-scarlet-devils-maid-touhou-project) from Touhou Project! I honestly have no clue if she's a hero or villain, but I'm just gonna SAY "hero" because tbh she's the hero that the Scarlet Mansion needs but not the hero it deserves.
Entry Confirmed! Interesting Ult to give that bullet hell feel.
: https://boards.na.leagueoflegends.com/en/c/skin-champion-concepts/yymUjE5E-cwc-steve-rodgers-captain-america Captain America entering the Heroes Team.
Entry Confirmed! If i didnt do Spider-Man, it would of been Cap.
Rioter Comments
nasu010 (NA)
: Here's my entry Demir the cosmic reaver looks similar to dormammu but no flames more like dark matter and star dust Lore will be created in another post and linked here later https://boards.na.leagueoflegends.com/en/c/skin-champion-concepts/Z4TAoeeB-demir-the-cosmic-reaver-cwc-champion-concept {{sticker:vlad-salute}}
nasu010 (NA)
: > [{quoted}](name=showcase25,realm=NA,application-id=A8FQeEA8,discussion-id=wQ5ydoBp,comment-id=0000000000000002,timestamp=2018-06-14T20:20:41.237+0000) > > Hey, thanks for the entry, just to be clear, is Demir a play off of Dormammu? > > This contest is supposed to take the characters directly and put them into league. This feels like somewhat of a inspired concept based off of Dormammu, and if so, not perfectly fitted for the contest. Oh I wasn't aware of that am not sure but i think it still counts cuz dormammu can do all of what I put in his kit I chose these abilities specifically to create a version of him applicable to the game with current mechanics this concept has been well thought over honestly considering what I could of chosen he's not extremely op cuz this kit also plays on his arrogance so please don't make me Nerf his R the q can get the most changes the stun however will have to remain since the w basic has a slow already
> Oh I wasn't aware of that am not sure but i think it still counts cuz dormammu can do all of what I put in his kit I chose these abilities specifically to create a version of him applicable to the game with current mechanics And thats ok, since its my fault for not being clear enough. For the purposes of this contest, i will simply consider your entry as Dormammu. No worries.
: > This feels like somewhat of a inspired concept based off of Dormammu, and if so, not perfectly fitted for the contest. Alright, I didn't want to say anything because I wasn't sure whether "based on an existing character" meant that it had to be the character or if it could just be somewhat inspired by the character. Might want to clarify that in the rules.
Your right. It could be read that way, i'll look to change the wording to make it more exact to what i had in mind.
: > [{quoted}](name=nasu010,realm=NA,application-id=A8FQeEA8,discussion-id=wQ5ydoBp,comment-id=000000000000,timestamp=2018-06-14T13:53:55.428+0000) > > Here's my entry Demir the cosmic reaver looks similar to dormammu but no flames more like dark matter and star dust > > Lore will be created in another post and linked here later > > https://boards.na.leagueoflegends.com/en/c/skin-champion-concepts/Z4TAoeeB-demir-the-cosmic-reaver-cwc-champion-concept > {{sticker:vlad-salute}} Just so we're clear, I'm assuming he's a villain? Just confirming it because of part 2 of "How To Enter". > In regards to rule 7 his kit is usable for anyone who is creative and has good timing q is the main focus of his kit e and w are the combo makers r is like juggernaut mode I guess so W,q,e,w or Q,e,w main killer, E,q,e,w and Q,r, walk through rift , e,w autos in between rest is up to your imagination Also, I believe for the sake of rule 7, the "Overview" should probably be on the concept itself, not just posted here. Just makes it easier for people to view in case they don't check this post. It should also include why the kit makes sense with the champion, not just explain the playstyle. And you don't have to make a separate post to do things like add the lore, at the bottom of your main post there should be an "Edit" button that you can use to add things in. It's also helpful because things like the "Quote" command (using the > symbol) don't work the first time the post is made, so you have to go back in and add those symbols in after you make the post. Just pointing that part out because it looks like on your post you tried to quote things and it just added a > at the beginning of every line instead of doing what you wanted it to. It also doesn't like apostrophes and quotation marks the first time you post, but the issue with those doesn't usually come up until you go into Edit mode and see that it's replaced all of the apostrophes and quotation marks with a bunch of gibberish, you'll see what I mean. Anyways, good luck in the contest :) I'll probably say some things about the kit itself on that post if I see anything.
> Just so we're clear, I'm assuming he's a villain? Just confirming it because of part 2 of "How To Enter". Yes, i also need this information as well. > Also, I believe for the sake of rule 7, the "Overview" should probably be on the concept itself, not just posted here. Just makes it easier for people to view in case they don't check this post. It should also include why the kit makes sense with the champion, not just explain the playstyle. I try to check everything, but being on the post itself is a better place for it. Also, for people who view the concept not sourcing from this contest will always have some understanding of the design direction and its inspiration. > And you don't have to make a separate post to do things like add the lore, at the bottom of your main post there should be an "Edit" button that you can use to add things in. Seconding this, so you can have all of this concepts information on place.
nasu010 (NA)
: Here's my entry Demir the cosmic reaver looks similar to dormammu but no flames more like dark matter and star dust Lore will be created in another post and linked here later https://boards.na.leagueoflegends.com/en/c/skin-champion-concepts/Z4TAoeeB-demir-the-cosmic-reaver-cwc-champion-concept {{sticker:vlad-salute}}
Hey, thanks for the entry, just to be clear, is Demir a play off of Dormammu? This contest is supposed to take the characters directly and put them into league. This feels like somewhat of a inspired concept based off of Dormammu, and if so, not perfectly fitted for the contest.
: > [{quoted}](name=showcase25,realm=NA,application-id=A8FQeEA8,discussion-id=wQ5ydoBp,comment-id=00020000,timestamp=2018-06-12T01:25:10.132+0000) > > At the time of answering, no, but I am open to hearing any suggestions. > > Because there is no need for design critique feedback, or indiduval winners, there wasn't a need to give out prizes for this. But prizes outside of 'winning team' recognition would be cool by me. So this contest is not run by Riots?
Nope. Just me being inspired by other contest making this one.
: I did copy/paste and it showed nothing.
When you right click on a image, from that menu select 'open image in new tab', and then copy/paste that link from the new tab with just the image . That's how I do it. If that doesn't work I'm not sure.
: This is [Master Oogway](https://boards.na.leagueoflegends.com/en/c/skin-champion-concepts/4XIItAQ2-cwc-master-oogway-the-grand-master-of-kung-fu) from Kung Fu Panda. He is of course a Super Heroes. Please check!
Entry Confirmed! Even numbers now too
: (CHAMPION CONCEPT) Ulster - the shape shifter
Dont have the time for a full review at the moment, but from what i read, i do like what i see. Good good and even better start. I did have a quick question - is the R like TF's Pick a card ability when it cycles?
: id like to submit a villain too, [Drakath from AQW, also sorry for the lack of a picture, dunno how to add them](https://boards.na.leagueoflegends.com/en/c/skin-champion-concepts/OyeFX2GM-cwc-entry-drakath-the-champion-of-chaos)
Entry Confirmed! And pictures are not necessary, but nice to have. In order to link a picture, simple put the link in the post. No editing or formatting. A pure copy/paste. Like this: https://vignette.wikia.nocookie.net/adventurequestworlds/images/4/44/Drakath.jpg/revision/latest/scale-to-width-down/180?cb=20160802200358
Krudy7KK (NA)
: > [{quoted}](name=showcase25,realm=NA,application-id=A8FQeEA8,discussion-id=wQ5ydoBp,comment-id=00020000,timestamp=2018-06-12T01:25:10.132+0000) > > No harm in asking. > > At the time of answering, no, but I am open to hearing any suggestions. > > Because there is no need for design critique feedback, or indiduval winners, there wasn't a need to give out prizes for this. But prizes outside of 'winning team' recognition would be cool by me. Oo I see The contest sounds cool :D I might join if I have time good luck
Thanks for the support. Hope to see you enter soon.
: I'd like to make a Villain entry, [Black Ace](https://boards.na.leagueoflegends.com/en/c/skin-champion-concepts/1a4hhQAE-black-ace) Thank you ShowCase25 for hosting this contest, and good luck to everyone else!
Krudy7KK (NA)
: Sorry to be that person but are there rewards for winning lol
No harm in asking. At the time of answering, no, but I am open to hearing any suggestions. Because there is no need for design critique feedback, or indiduval winners, there wasn't a need to give out prizes for this. But prizes outside of 'winning team' recognition would be cool by me.
: Showcase25's Champion Concept Mega Thread
Fantasy concept [Spider-Man, the Webslinger](https://boards.na.leagueoflegends.com/en/c/skin-champion-concepts/zf0Yl2cZ-cwc-spider-man-the-webslinger) has been added.
Arakadia (NA)
: Wait so is the voting based off the lore power level of the character? You say its based off who would win in a civil war, so is it not based off how well designed the concept is?
I was trying to make a simple voting system versus a detailed judgment system. But yes, the kit should be considered, but a judgment shouldn't solely rest on power level on the concept, since then everyone would make Infinity Gauntlet Thanos - but how well the concept fits into LOL and how that design should help your side win versus the other in the battle. All in all. It's more based around fun and creativity than design alone.
Rioter Comments
Rioter Comments
DearPear (EUW)
: You put some real effort into this, I can appreciate it! I'll just point out some mistakes in the values : > [{quoted}](name=showcase25,realm=NA,application-id=A8FQeEA8,discussion-id=chkEcyqK,comment-id=,timestamp=2018-06-01T14:50:08.895+0000) > > ##Q: Ventilated Assault > Total Maximum Damage: 75 / 165 / 255 / 315 / 375 / 495 (Upsurge) (+30% AD) This is of course a repercussion of the base stats of each casts. Damage growth per cast : 30/30/20/20. It's a highly improbable stat growth in LoL as I'll explain further, and should be heavily justified. > ##E: Conducted Discharge > Cost: 30 / 45 / 60 / 75 / 90 / 110 (Upsurge) Last level Upsurge cost should be 120, not 110. Last level Upsurges add 2 levels to the spell, therefore 2 mana cost growths, therefore 15x2 more mana. 90+30 = 120. > ##E: Conducted Discharge > Total Maximum Damage: 60 / 110 / 180 / 260 / 340 / 460 (Upsurge) (+80% AD) Stats growth per level : 50/70/80/80/60x2(Upsurge) There is simply no consistency. To elaborate : the derivative function of stats growth per level is in the large majority of the time equal to 0, meaning the stats growth per level is constant. In some rare cases that derivative function can be a constant itself, meaning that the stats growth per level will itself grow each level by a set value. In some really rare cases the derivative function will be a function itself, but a linear one. And in exceptionnal cases it's going to be a non-linear function, but the derivative's derivative cannot change sign, meaning that the evolution always goes one way. In the case of your spell, we **COULD** be in the last absolutly exceptionnal case (which would need major justifications) of a stats growth per level having a non-linear derivative function. But the Upsurge value is simply not acceptable, as it would mean that suddenly the stats growth per level that has been increasing with each level is now decreasing, making the derivative second change its sign. There is no occurrence of that EVER in LoL. Also, as I said, even with the Upsurge value fixed, you would still need to heavily justify that choice of stats growth, which doesn't seem to fit your spell at all. > ##R: Potential Energy > Cooldown: 110 / 100 / 90 / 70 (Upsurge) seconds Same as Q values. Also, I'm pretty sure there are no ultimate spell that has a stats growth per level that is non-linear. > Maximum Two Tether Capacity Stack Gain: 30 / 80 / 150 / 350 You could explain those numbers with an Upsurge value of 330 instead of 350 (+50/+70/+90x2). But it would still need heavy justifications as to why it is not linear. ---- Good luck on this, and good job on your concept (:
> You put some real effort into this, I can appreciate it! And you put some effort into this. Thanks, and this is appreciated as well. > I'll just point out some mistakes in the values : > > Damage growth per cast : 30/30/20/20. It's a highly improbable stat growth in LoL as I'll explain further, and should be heavily justified. Justification? The total numbers, not the growth rate, felt good to me at the time of designing. Lets make them linear at a split of the 20/30 growth at 25 and see how they look and try to somewhat keep the theme of doubling for the 6th level cast for upsurge. Per level: 25 / 50 / 75 / 100 / 125 / 175 (Upsurge) (+30% AD) Max Damage: 75 / 150 / 225 / 300 / 375 / 525 (Upsurge) (+30% AD) _as compared to old scaling_ Max Damage: 75 / 165 / 255 / 315 / 375 / 495 (Upsurge) (+30% AD) Yup. The new scaling looks better and is more consistent. > Last level Upsurge cost should be 120, not 110. Last level Upsurges add 2 levels to the spell, therefore 2 mana cost growths, therefore 15x2 more mana. 90+30 = 120. Yup. Fixed and credited. > Stats growth per level : 50/70/80/80/60x2(Upsurge) > > There is simply no consistency. To elaborate : the derivative function of stats growth per level is in the large majority of the time equal to 0, meaning the stats growth per level is constant. [...]. I am going to keep this back in mind when i do create concepts. I have been doing feeling more of the feeling lately than growth analysis. It would help continue to avoid issues like that. > Also, as I said, even with the Upsurge value fixed, you would still need to heavily justify that choice of stats growth, which doesn't seem to fit your spell at all. See same justification above, but lets take a look at some new stacking, continuous same sign, non linear numbers of 20 + 10 x rank, so +30 (level 1) / 40 / 50 / 60 / 70 / 90 (Upsurge) Per Level: 30 / 70 / 120 / 180 / 250 / 340 (Upsurge) (+30% AD) - ad being reduced since base damage is increased and reverb damage is being decreased to 50% of base damage Maximum Damage: 45 / 115 / 180 / 270 / 375 / 510 _- as compared to old numbers - _ Per level: 30 / 55 / 90 / 130 / 170 / 220 (Upsurge) (+40% AD) Maximum Damage: 60 / 110 / 180 / 260 / 340 / 460 (Upsurge) (+80% AD) > Same as Q values. Also, I'm pretty sure there are no ultimate spell that has a stats growth per level that is non-linear. Which stats are non linear here? both the damage and the cool downs are linear. > You could explain those numbers with an Upsurge value of 330 instead of 350 (+50/+70/+90x2). But it would still need heavy justifications as to why it is not linear. First rank: 5 gain per tick, 6 ticks (over 3.0 seconds)= 30 capacity stack gains Second rank: 10 gain per tick, 8 ticks (over 4.0 seconds) = 80 capacity stack gains Third rank: 15 gain per tick, 10 ticks (over 5.0 seconds) = 150 capacity stack gains Upsurge: 25 gain per tick, 14 ticks (over 7.0 seconds) = = 350 capacity stack gains The totals come from the base numbers, and thats why it is what it is. The twenty multiplied by rank growth is based on the the number per tick increasing by 5 on the upsurge rank with an additional second , but instead increases by 10. and increased by doubled the second to a two second increase. I could easily say you gain 30 / 80 / 150 / 330 over the maximum duration, but that wouldnt be based on the scale i set. > ---- > > Good luck on this, and good job on your concept (: Thanks again for all feedback. It made the concept *that* much better.
: Honestly, I've been thinking more about your character, and how to simplify his synergy, and what I came up with is a leap slow. The reason being, once you scan a target to mark for extra damage, a leap would be the fastest way to start unloading melee damage. Also, the slow will give you time for your ult to keep adding additional damage, and I think that's all this character really needs. Of course the leap slow would also have some additional damage, and perhaps as you gain ranks in your Q it could increase the slow time. Now, trying to bump it up a notch, it might work for your W sensor to cause an immobilize if you do enough damage or enough attacks while the character is marked. I imagine it being a bonus for exploiting the weakness of your prey successfully.
> Honestly, I've been thinking more about your character, and how to simplify his synergy, and what I came up with is a leap slow. The reason being, once you scan a target to mark for extra damage, a leap would be the fastest way to start unloading melee damage. Also, the slow will give you time for your ult to keep adding additional damage, and I think that's all this character really needs. I like to avoid direct mobility in some of my designs, and Zanril is one of them. I have however, replaced it with ways to continue to deal damage to shifty or high movement speed enemies with the combination of his Q and ult. With the ult pulling you closer to him up to two times, and the Q effect of your choice to catch up to mobile enemies depending on damage, timing, and distance for either a slow, ground debuff, or total immobilization. Additionally, being close also increases DPS with the additional damage from the E. > Now, trying to bump it up a notch, it might work for your W sensor to cause an immobilize if you do enough damage or enough attacks while the character is marked. I imagine it being a bonus for exploiting the weakness of your prey successfully. I do love the x amount of damage causes x debuff, and already have a concept in draft with an ability like this. However, he currently has a immobilize effect on his Q, so its no need to add it twice over in this ability. Thanks again.
: Okay, I see you put a lot of work into this and that's all really great, but A) Some of your verabage does not apply to League of Legends. Slayer and skirmisher are not roles. B) Your passive is really cool, at least until you go into the losing/ gaining mechanism based off being out of combat and killing enemy champions. I think it should stack from using abilities, and be consumed specifically by an ability used on a champion after 100 stacks. C) Your Q is so complicated I feel like there is enough meat there to fill a whole character. I think a fair compromise would be to tap it for damage up to three and hold it for a slow which would reset the cooldown. D) If you think you are going to be given a 40% damage bonus for any amount of time, you are crazy! The only way to work that is to is settle at something like 20% and extend the time-limit for extra damage instead of the actual percentage itself, and honestly, that is just better than starting off under-powered and ending up overpowered from your bonus. E) Your reasoning for the extra E damage does not make sense, and just sounds like an excuse for another attempt at ridiculous damage. F) Your R is literally a stun-gun that keeps pour out damage as long as it's connected. The cauldron-style release is neat, but unnecessary, and I expected it to scale of ( a lower % amount of) AP and not AD. Still, a DOT ult sounds refreshing.
> Okay, I see you put a lot of work into this and that's all really great, but > > A) Some of your verabage does not apply to League of Legends. > > Slayer and skirmisher are not roles. Ah your right. Its the difference between roles as seen in this old post [here](http://forums.na.leagueoflegends.com/board/showthread.php?t=3672374&page=1) and classes - which is actually what they are as seen [here](https://na.leagueoflegends.com/en/news/game-updates/gameplay/dev-blog-classes-subclasses). I dont feel the need to both both the role and class detials, so the i have updated the "Role" information in the posting to "Class". Sidenote - i also changed "Lane" to "Position" as that is more accurate. > B) Your passive is really cool, at least until you go into the losing/ gaining mechanism based off being out of combat and killing enemy champions. > > I think it should stack from using abilities, and be consumed specifically by an ability used on a champion after 100 stacks. Im having trouble seeing why the gaining and losing mechanics makes it uncool. I can see a rationale that would still removed to give it a cleaner "design feel", then i can understand. I just didnt want a free (and big) boost to remain for just standing around. Also, this design (at least the losing mechanic) somewhat plays into the background the concept for his somewhat stable hextech energy with it being more stable as he keeps activity to a minimum. As for using spells to gains stacks - i feel like that is a Rumble like heat mechanic and wanted more of a shiv burst feel. Also, i wanted him to use his fighting background to enhance his science/hectech background. And lastly, i was actively trying to avoid using the 'cast x spells to power up the next spell' on this design, since i have just done that idea as the main focal point on my last concept - [Aiphos, the False Idol](https://boards.na.leagueoflegends.com/en/c/skin-champion-concepts/EuztEWIL-champion-concept-aiphos-the-false-idol) > C) Your Q is so complicated I feel like there is enough meat there to fill a whole character. I question, does these mean overdesigned - or does this mean wordy? I admit, i do use probably too many words to describe an ability. I joke that i need to make 2 post. One like this so a full understanding could be made, and another with no details for those who want the TL;DR. For example, i would look like this: **Q: Ventilated Assault** Zanril attacks in a 3 hit series, with all attacks in a line dealing 25 / 55 / 85 / 105 / 125 / 165 (+30% AD) in physical, increasing in range each attack. Pressing and holding the spellcast applies an slow, ground, or immobilze debuff on the first, second, and third attack respectively, but ends the barrage effect at full cooldown. Not applying this debuff puts the spell on 25% reduced cooldown > I think a fair compromise would be to tap it for damage up to three and hold it for a slow which would reset the cooldown. A slow that resets the CD for more slows? I guessing you meant something else, no? > D) If you think you are going to be given a 40% damage bonus for any amount of time, you are crazy! > > The only way to work that is to is settle at something like 20% and extend the time-limit for extra damage instead of the actual percentage itself, and honestly, that is just better than starting off under-powered and ending up overpowered from your bonus. Yea, thats alot. i will scale it from 10 - 20%, then upsurge to 30%. This second look makes that scaling seem reasonable. > E) Your reasoning for the extra E damage does not make sense, and just sounds like an excuse for another attempt at ridiculous damage. Something doing more damage because your close to the source of the explosion makes sense to me. The delay factors into keeping good timing with your W for greater dps, and thematic since the unstable energy has a reverb effect. Additionally having it be close plays into other abilities in the kit - the ult pulling you closer to him, and the Q effect of your choice to catch up to distant enemies for the bonus upclose damage. > F) Your R is literally a stun-gun that keeps pour out damage as long as it's connected. > > The cauldron-style release is neat, but unnecessary, and I expected it to scale of ( a lower % amount of) AP and not AD. Still, a DOT ult sounds refreshing. Stun gun? Yea. Good comparison. I didn't even notice that. But i was wondering where you would consider two coils to source from the concept? I felt that would be reasonable. As for scaling on AP, that would work as well, but some people *really* didn't like mismatching damage ratios for champions. Also, with the ability scaling off of AD for the growth in damage (outside of time), using the same model based on AP, and not having need for AP outside of the ult, and especially a damaging ult (compared to like Kai'Sa Ult), would feel bad. Thanks for all the feedback.
: Damn this is very cool. Also, mind explaining the Q a bit to me cause from what i can tell it's just a Riven Q
Thanks for the feedback. Think of Zanril's Q as a combination of Riven Q with the way you cast Pyke's Q: Bone Skewer. You can tap to cast it with the riven like attacks as you would expect, but if you hold it like Pyke Q, you get some cc on the person you hit - but you stop being able to do the next attacks in series. 1. if you press and hold Q on the first attack, you do damage and slow them, and immediately put the ability on a full cooldown without any further attacks. 2. If you press and hold Q on the second attack, you do damage and Ground them and immediately put the ability on a full cooldown without any further attacks. 3. If you press and hold Q on the third attack, you do damage and immobilize them and immediately put the ability on a full cooldown. 4. If you press Q and dont hold Q on any attack, you do damage and have the ability at a 25% reduced cooldown.
: Showcase25's Champion Concept Mega Thread
[Zanril, the Eternal Contestant](https://boards.na.leagueoflegends.com/en/c/skin-champion-concepts/chkEcyqK-champion-concept-zanril-the-eternal-contestant) has been added.
Rioter Comments
Arakadia (NA)
: I fucking loved Moragesh, but this is a bit too much friend.
Super influenced, or just a lol version of her?
: i actually like it, fits better with what i was thinking for
Glad to help and best wishes for the concept.
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showcase25

Level 67 (NA)
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