: Useful Champion Info - For Concept Creation
Interesting, you are really into this character creation. Nice. Feels good to see people actually put effort before throwing something half baked on forums. Since I have free tomorrow, I think I'll go thru most of your concepts, looking forward to that.
: Belveder, The Holy Paladin(Champion Concept)
Idea for R: Active Single target ability. Marks enemy for judgement. For as long as it stays, damage unit does, and distance it moves, is added to pool. Once you damage said unit, it takes damage equal to 40/50/60% of this shared pool Passive: Ordering attacks on enemies further then 350 units make you quickly move to them and deal bonus dmg (think of Phantom Lance(Dota) passive) This uses up a charge. Can store up to 3/4/5 charges, with 10/8/6 cooldown.
: Oh feel free to look around. Add any that you like. My problem with WC3 World Editor is the non-existent push mechanic, making any ability that knocks away/pushes/pulls enemies basically impossible to create. But I am also not very skilled using the map editor, so that could also be my problem. (Also not sure how it has been improved recently, I just know it has). Been forever since I browsed the character models on hiveworkshop...
> My problem with WC3 World Editor is the non-existent push mechanic, making any ability that knocks away/pushes/pulls enemies basically impossible to create. > Oh man, dont tell me. It took me hours to create push mechanic for my map. But its doable. And ye, it had some minor improvements. However, when Reforged comes (remake of W3, kinda) its getting updated Editor as well, more abilities to base customs on etc. All old maps will be usable, but its going to be easier to mod them. Im good with scripts, I suck at creating actual map, as, layout.
Whomp3r (NA)
: Aegis the Sea (new Champion concept)
Why? Why do you do this. I went thru it, thinking either English is Op's second language and they suck at it, or they are stupid, or just a child. I could not see it till I read ending. Why, do you have to drag fking gender into these things. Just refer to Aegis as IT. IT is not gender specified, or better, it means no gender. Which is what water is. Why do you have to drag SJW's bullshit into gaming? As to abilities: Passive, huge % reduction. Would just go bodyblocking enemies. Q: Besides terrible explanation, its Huge CC. W: Cant really see any point to it. Maybe good for dragon/baron fights, and ganking mid. All of which happens not so often. Would be interesting for top/mid laner, capable of quickly jumping mid or bot. But since it cant attack, it cant farm, and can only be supp. E: Ok, some combo of heal and speed initiation. However, its best benefit is during escapes, or when he joins fight late, First means he leaves adc uncovered, second means he wasnt in fight when needed. R: No, this cant do. Maybe make it so it looses 75% of their current hp, and heal/dmg based on it. But death? This would be abused. They are going to kill me? Nope, I explode to deny myself. And if enemies were to get gold for it? Most Troll ability in game.
: The main issue with Q was I figured that he needed some form of decent waveclear, but I suppose an assassin-type champion might be okay with weaker waveclear. I think I can adjust it to be more "playful" as you outlined. Now it basically just hits the target with the first cast, unless the coast is clear then you can recast without bad positioning. Added some AD ratios, but Bonus AD to discourage any kind of bruiser builds from happening. Either Hard AP or hard AD would be the way to go for him, but generally AP is a better build unless your entire team stacked AP. *** Yeah, for the most part I'm trying to lean more towards a new game when designing champions now. Partly because it is increasingly difficult to not "copy" abilities from currently existing champions after making 40+ unique champions(running out of ideas I guess), and partly because I know they'll never be implemented but I definitely want to see them in action someday. I would definitely go in more of a League direction as opposed to DOTA or HotS or whatnot, but I would also look into good mechanics that League is missing. And add in a Random Ability game-mode similar to how League has ARURF, so random abilities to avoid stupid meta-builds.
> > The main issue with Q was I figured that he needed some form of decent waveclear, but I suppose an assassin-type champion might be okay with weaker waveclear. I think I can adjust it to be more "playful" as you outlined. > Now it basically just hits the target with the first cast, unless the coast is clear then you can recast without bad positioning. > Yeah, I though so. My concept, I had in mind usage of passive. You could farm free, let them poke you if they feel like, and be able to retreat very easy in case you need. Then, when already under 50% hp, you could just jump in and out on farm, guarded by shield they will have small chance of taking down. Then retreat for a moment, let shield recharge and go for minions again. Rinse and repeat. This would also encourage enemy to push on you, frustrated they cant kill you even tho you are low. This can be used by your Jungler/Ganker. Once you get above 50%, you heal from shield, and can let them poke you again while you farm, or you can decide to jump on them. No attacks are there to remove "bruiser" archetype. And you are right, it would not be good. However, I would say if they went full ad, they would be assasins not bruisers. Q would be their only real dmg source, and no basic attacks while its on CD. And since its % increase not flat dmg bonus, it scales with crits. Still, your champ, your choices. If you dont mind, I'm going to go thru your other concepts. I have about 50 of my own, tho only on paper. I'm trying to make my own "game", in warcraft 3 editor. Looking for ideas, tho should be adding what I already have :/ Still, this was very good concept, unlike most found on these forums. Gave me few ideas. Thanks
333lom (EUNE)
: Designing a champion - Braum's Momma!
Well, I made some patchwork kit for her. Up for your consideration. Since you did not give her name, I will just go with calling her granny. Some of this is based on what use @The Djinn, proposed. I tried to make it fit "anti-toplane-adc" as I could. Passive: Every 14-4 (level based) seconds, Granny prepares a protective coat (visuals would be icicle like strips of glimmering ice on her back) When she is next attacked, she spins a little, using staff as support, to block 50% of this dmg with her back. While swinging, she can click on any unit within 700 range. This makes her finish swing with jump, closing on unit selected, this dash does not follow, and its maximum length is 450 units. This refreshing fun gives her 1% max hp regen per second for next 5 seconds. Also, since she uses her long staff to attack, her Attack range is 200({{champion:39}} range), Q: Active. Medium mana cost. Uppercut slash, creating wave of true ice spikes from ground, dealing moderate damage, and slowing enemy for 30% for next 2 seconds. As of weapon motion, think of Reinhardt (Overwatch), maybe you know how projectile of Tusk Q looks like. W: Active. Enhance your staff. (Visual of Ice growing on her staff). No mana cost. 16-8 second cooldown. Next time you damage slowed enemy, you will stun them. If its by ability, reset cooldown of that ability. If done by attack, reset aa timer. This does bonus magic damage for duration of stun. Stun duration is 1.2-2.2 sec, based on level of the ability. E: This is ability you proposed. Draws chunk of true ice from ground and hurls it, grounding first enemy hit. As for animation, if its cooldown is reset by W, and its used again in short window, its animation is changed, where she throws it in more sideway fashion. Drawing it from ground on her left, doing forward hand motion to throw it. R: Granny knows how to instill order in her house. Active: Granny grabs her staff with both hands, lifts it slightly, then smash it against ground, creating outward wave of ice, spreading outwards for 600 units, stopping at terrain. Animation should be moderately slow, about 0.8 sec long, and wave travel time to edge would be 2.5 sec. I think she would excel at top, with her passive giving her some defense. She would be played as reaction crowd controller. In lane, her passive makes ranged enemies wary of poking her, as she can jump on them anytime. If they decide to just farm, she can harass them with Q. Since she does not boost that much damage, but has some sustain, she would not limp behind some usual toplaners, but still would have problem with most Bruisers. In team fights, she would also pose tactical threat even while just standing near team. She cannot really initiate first, but with her ult - w, she can retaliate very well. This will either force enemies to try to get around her, leaving her free playground, or burst her down, what can be hard without heavy CC. That would also mean she does her role as tank perfectly. As for items, she would be one of few I would reccomend {{item:3022}} on, but then there is {{item:3025}} for more cc, {{item:3742}} or {{item:3800}} in case they dont want to go close, {{item:3143}} as setup for W-R, capable of stunning whole team. {{item:3065}} for pure tank stats, or {{item:3075}} to make enemy adc hate her. {{item:3027}} for more dmg oriented build. Thanks for reading. Hope you are gonna like it. Anyways, awesome concept, keep up the great work! :)
reba042 (NA)
: A non-binary champion and a champion whos ultimate allows them to teleport to an ally's side (like Shen's), but it has to be cast in combat with another champion.
> [{quoted}](name=reba042,realm=NA,application-id=A8FQeEA8,discussion-id=Ok5su3KE,comment-id=0002,timestamp=2019-04-02T18:21:56.368+0000) > > A non-binary champion and a champion whos ultimate allows them to teleport to an ally's side (like Shen's), but it has to be cast in combat with another champion. Why the fk it has to be non-binary champ. Honestly fk you and all you sexist libtards. What orientation fictive characters are matters shit. People like you are what is fking up movie and game industry.
rareform (NA)
: Gormind, The Monster Hunter
As someone mentioned, your Q is Ziggs Q with new effect. Ult is interesting. Tether is changed ult of GrimStroke from DOTA 2. Passive is basically Rumble passive, but on AA instead of Skills. Also with Jinx Q passive. My proposed changes: Passive: Remove overheat and buildup. Instead say his suit has to prepare ammo, which would be his secondary resource. When he starts shooting, he drains one bullet per shot, but he STARTS firing very fast, slowing down the lower his ammo pool is. (as most ammo is stored half finished to save space) You cannot regenerate ammo for 1.5 second after you stop shooting. Q: Make it vector cast, like Talyah W. After first bounce, grenades second bounce is targeted towards point you designated (this means its trajectory can turn 180 degrees back to you). Range of second bounce is fixed. Also instead of new effect, just use short sight debuff. W: Armor piercing rounds. Jab in new mag of piercing rounds, gaining % armor piercing. This also fully reloads your ammo. Effect is lost once you start reloading ammo. E: This will be fking nightmare for devs to make work. Even worse to balance. Or hit in crucial moment. Maybe instead of binding two for unlimited time. Make it so once it pierces first hero, it jabs into ground behind him. It makes him grounded, and unable to move far from point when harpoon got stuck. Can be removed by channeling on spear for 1.5 sec, or it self breaks after 10 sec. R: Time between strikes is 1.5 sec, if it hits it stuns for 0.75 sec.
Stacona (NA)
: Illya, the White Arrow
Overall concept is interesting. But I cannot see her, viability. As you said, you can either go full heal of marksman. But then there is little that would synergy in kit. Passive: Good, nice for on-hit builds, but has to be itemized for. Q: While I love part with "fuses 3 arrows" nuke, the buff makes little sense. Why would arrow increase your teams attack speed? W: Heal, if you go ap with one or two supp heal items, is insane. And its aoe. I cant see it taking any skill to use, not more then soraka heal. E: Good, Love grounded and Q combo. R: Does not make much sense. Yeah your attacks are fast, but, why? Its like Ashe Q, but bad. Enemy will see you use it, and without any hard CC or dash, they will just walk away from you. Just like from Illaoi R, but she has small dash and slow and area denial. Passive on R again, its just kind of rurrans. Maybe nice to wear down enemy in team fights, but since you have little defense besides heal and ground, once you go carry you are done for. If you would, I would propose a few, adjustments. Passive: Mostly same, but does not increase max AS. Instead, it uses set attack speed based on level. Starts at, lets say 2 aps, ends on 6 aps. Vastly increase cooldown on arrow recovery. Increased AS affects only arrow recovery, up to limit of 1 arrow per 0.75 sec at 2.5aps. Damage reduction down to 50%. Can only focus one enemy in burst. Stationary/focus effect ends after 3 shots. -(This would be used early to proc out Spellthieves. Read further for synergy) Q: Still uses 3 to form one heavy skillshot. However its buff is moved to W. Takes 1 sec to aim. Enemy hit gets heavy slow, and grievous wounds debuff. Increase damage, in reaction to E reduction, would be about 30-40% increase. Suppress from E combo is applied after slow (delayed shock). -(This allows you to setup ganks for your jungler, gives chasing potential. However its not so good for escapes or saves, when enemy has control over flow of battle, has time to dodge it. Unless they tower-dive you, and you will take them with you. Delayed suppress gives enemy some time to react) W: Little lower heal (bout 10/15%), allies hit receive buff you had on Q. However it becomes delayed. Once cast, it creates on bright point to signal team you used it. Reduce cooldown and remove its passive, set cost to 25% of max mana. After 1.5 sec, its effect spreads outwards during 2 seconds. -(This adds skill-level in 3 aspects. You have to predict movement of battle, team has to be aware, and enemy could predict movement of your wounded carries, using it as lure for postponed skills. Attack speed buff would also make it so you can surprise enemy (this has huge importance) and turn around flow of fight) E: True dmg from Q synergy is removed. New passive: makes your attacks reduce enemy armor and magic resist by 1-2-3-4-5 per attack. Cannot reduce it bellow 10. This lasts for 4 seconds, and new applications refresh debuff. Stacked enemies have visual indicator for whole team to see, showing progress of reduction. Once max stacked, duration is set to 8 seconds and cant be refreshed. -(This will be very tactical skill for your team. You can use it to make enemy carries scared to go in, getting bursted with nigh-true dmg, and force them to buy at least one defensive item (that they should anyway), or steadily reduce enemy tank to ashes. However, it puts lot of pressure on you and team, in means of coordinating attacks. You have to decide that either you will respond and they will strike, or you join their attacks, but then they could already use all skills they had) R: "Keen eyes, so often tried by burning white of snow planes, let you see, and aim, far further then others, with some focus." Enter "focus" stance, draining mana per second, with bottom limit at 25% of max mana. If deactivated or if it reaches bottom limit it deactivates. While active, gain 650 bonus attack range, and increase range of your Q by 300. You attacks are now skill shots, tho very fast, and can be blocked by allies too (optional). Hitting enemy 3 times slows them by 40% for half a second. Passive: Increase max arrows carried by 2, 4, 6. -(This give you chase and teamfight potential. Kogmaw has similar ability sure, however his playstyle is far different from yours, enemies will have to react to your positioning, or let you dictate fight. Your limited attacks per second, by arrows, and % reduced dmg also wont let you to get overpowered, and while enemy might not be able to reach you, you should never be able to solo kill in later game, unless they are idiots) Conclusion, and gameplay: As support, first level lets you harass them for some damage, get easy gold from spell thief, and keep your adc somewhat safe. Once you all skills, with upgraded spell thief, you will be very valuable initiator for ganks. However, high mana cost of W caused by imbalance of mana regen vs manapool makes you less viable as sustained healer. This can be fixed by going athenes or redemption. Or you can opt for damage builds, focusing on Nashors and Rageblade. Then you can also go for utility, taking black cleaver/wits end, frozen maul and Bork. This wont let you deal as much dmg, or heal as often, but makes you giant thorn in enemy back, and front side, removing their defenses much faster then before. Focusing on pure mana items, like Manamune, Ludens. Mejais, or even Lichbane/Iceborn gauntler for farshot Q-R. Lategame, you are relatively safe, unless you stray from team. In fights, you can always just R from backline, however it can be hard to hit target. Attacking from inside of jungle can give you edge and sow chaos to enemy team. You E/Q also gives you bit time in case you would be targeted. Safe fights also means she would stack Mejaijs easy. In lane, you can be countered by champions like Vayne, Cait or Xayah, that use your immobility to lock you down. For supps Tahm, Brand or Pyke will counter you. You however would counter like of Kog, who early relays on his huge range and support to protect him. Then there is Ashe, Draven, or even Tris if you can deny her dash. Also Kaisa, as long as she isnt level 6 while you are not. Sorry for long comment. I hope you dont take this personally, I really just enjoy creating concepts and working on them with people. Those are my ideas, and some of them might be bad, feel free to point them out. Thank you for reading. Love character idea.
: Slemi, The Sprightly Newt(Champion Concept)
If you mean this for new game, then no objections to most skills. However, I would change Q a bit. Not only its A{{champion:39}} Q, but I think it could be more "playful". Q: Skillshot dash (ww ult) 5 sec cd Stops on first enemy hit, and slashes enemies in front with basic aa, damage increased by %. While its on cooldown, gain second possible cast, dash 300 units. This deals no dmg. 1.5 sec cd. Cannot attack while its on cd. This would make Slemi very slippery, capable of dodging skillshots and gives great positioning, without letting players abuse it (Ad{{champion:103}}) No attacks off cd, and enhanced attack would make up for hard caster, but allows for both ad/ap builds.
Reksee (NA)
: > [{quoted}](name=PrimalOppression,realm=EUNE,application-id=A8FQeEA8,discussion-id=fEdTfEE6,comment-id=0000,timestamp=2019-01-04T12:54:44.791+0000) > > So, less selfish slower Ad Kassadin? > > Passive damage is inconsistent, make it first attack on target, with target based cd (udyr bear) > > Q: Damage is, laughtable. Its ok as Aa reset. I would reccomend to make it short dash (talon long q) on very low cd and remove bonus % dmg part. > > W: Its weird. It does not fit kit, at all. > > E: So, buffed Gnar E? Not very original. > > R: Minimal dmg, can be missed, basically pyke q > > In conclusion, not very original, weak, skills dont synergize well. In game people would just go with bruiser/tank build. Ok so you are basically saying this (this is how I interpret it) Passive: Make it first attack on target Q: Make it an aa reset and source of mobility W: Change entirely E: Change entirely R: Increase damage, (maybe) change entirely.
> [{quoted}](name=Reksee,realm=NA,application-id=A8FQeEA8,discussion-id=fEdTfEE6,comment-id=00000000,timestamp=2019-01-04T18:07:10.046+0000) > > Ok so you are basically saying this (this is how I interpret it) > > Passive: Make it first attack on target > > Q: Make it an aa reset and source of mobility > > W: Change entirely > > E: Change entirely > > R: Increase damage, (maybe) change entirely. I dont mean it in bad. Maybe I was too, rough, in my comment. Passive: yes, exactly what I mean. Q: Very short cd on jump-to-enemy ability would make him very sticky. Without giving escape potential. As looking on his kit, he does not posses many damaging abilities. This would make him more focused on semi-damaging items like Trinity and Hydras. W: Maybe make it ult with delay, where first you get Invis, and give other bonus, like % of dmg is reflected back doubled on magic dmg. This would let him disperse enemy formation while giving him time to use Q. As for W itself: Idea of mine: Throw douse satchel on ground. Behaves like teemo shroom with bigger trigger radius and longer throw range. When activated, does some dmg, silences and slows enemies for 1 to 2.5 skill based. Could be used to block off escaping enemy path / prepare ambush. E: Mobility would be on Q. This would need to change. Maybe something more anti-mage? Lets say, gain Magic shield (Ad scaled), when broken negate any over-shields dmg from that instance and grant MS + AD boost. This would make for good mindgames, and predicting when enemy uses strongest spell. Or when they think they can finish you. R: Explained under W
Reksee (NA)
: Alden- The Inquisitor
So, less selfish slower Ad Kassadin? Passive damage is inconsistent, make it first attack on target, with target based cd (udyr bear) Q: Damage is, laughtable. Its ok as Aa reset. I would reccomend to make it short dash (talon long q) on very low cd and remove bonus % dmg part. W: Its weird. It does not fit kit, at all. E: So, buffed Gnar E? Not very original. R: Minimal dmg, can be missed, basically pyke q In conclusion, not very original, weak, skills dont synergize well. In game people would just go with bruiser/tank build.
max24436 (EUW)
: Concept Champion : Le maître des sceaux
Please, I love reading champion concepts. Could you translate this to English please? Does not matter if it is cranky.
Finikksu (NA)
: Kindred - Kit Rework (Concept)
While I would love kindred to pass over walls, combining this, bonus attack range and wolfs cripple would make her into unstoppable ganker. Players would fear to go past half a lane. Also even if you would survive gank somehow, with bonus range she could kill you under turret with ease.
: Borin, The Grimknight
: Twisted Fate Ideas
Yeah, its more. it gives on average 4 gold per CS. In game with 200 cs it gives 800 gold... If you think that is any useful, especcialy if you take in consideration that gold matters more on start.
: Character Concept: Iblion, the Fallen One
Very nice, but there are few things I think need tweaks. P: 30% max hp is way too much, maybe change it to (10% of current hp per sec) for 6 seconds. Q: While I like it, its low time Braum E... W: Ok if by critical strike you mean 2.5*(50% ad)=125% ad. IF 250% of ad.. this would result into people going full ad, using E and W to instakill. Then Q and back off. R: 100% ad scaling is ok for bruisers/tanks, but again if people went full ad, this would be devastating. Overall bit too much damage and not tanky enough (if Q is down)
Perma CC (NA)
: Astral Projection Mage/CC focused Champion Concept/ REALLY COOL KIT IDEA
While you partialy justified it. No, this wont do. Idea of knocking players out of body is nice, but even with Q restrictions... its too much cc. Just press R, knock 4 out in team fight. And while they can get back in matter of a second, Time your Oriana needs to place orb for R.. no this wont work. Idea is nice and all, but in league where every second matters, I could see it in DOTA2, bot not league.
: Fan Champion Concept. Metalmancer with alternate resource, armor shred, and a pull mechanic
Not bad, but one there is a problem. It looks like AP Xayah. Also R, to first displace away than back is something I dont think will work out. If it was reverse, pull in, damage in combo, then push away.... that would work. other than that, good concept. One up for you {{sticker:slayer-jinx-catface}}
Éthreal (NA)
: Carlisle - Gravity's Hand - Mage, Support
By Q I mean this: When you cast it it always creates outward force wave. When this hits your E (entry or exit portal) the wave goes thru portal and emerges from second one. This practically means you throw down your E (one portal behind enemy, one next to you) and you send Q into portal on your side, wave goes in, and emerges behind enemy, pushing him to you.
: Borin, The Grimknight
Agreed, but there is one thing that seriously need change, Name :D Borin====Boring Cant deny that, or for biology students, Bohring. I know names are hardest part but :P
: New Champion Concept: Soluna, The Aspect Of Balance
Do I hear Equinox? Very interesting but I'm not sure how R would transition into gameplay.. One up for you!
: New Champion Concept: Nah'Kasar
Fertsa (NA)
: [Champion Concept] Loch'Ness(Fillername), The Siren of the Void
Charm has too huge aoe, combined with R, I would say 250 aoe at max would do. Also if it is intended to jump around pools, enemy can predict. Maybe some tiny defense buff, like fizz passive.
: New Champion Concept: Dusaat, The Living Knell
Very good concept, and even original, something that is rare. I would just propose few changes: Q: 3rd kunai slow is too long with too heavy slow. Another Nasus I would say. For assassin this would not be healthy. W: ok E: I would say it can be only used outside of combat. R: Great idea, maybe just dont make it oneshot people. :) One up for your good work! {{sticker:slayer-jinx-catface}}
: (Champion Concept) Zimron, The Puppet Master.
Scaling is ok, I would see problem In Active of E. This is practically walking Cammille ult... and ult cant take place among basic abilities. Try replacing it with something else, for example... Push your liked target in direction of your choosing, and apply grounded for 2 seconds. Also, way too many speed buffs, remove speed from W passive, replace with bonus Hp/Mana regen for example. Q, just add some scaling per rank. R: remove true damage, that thing is way too hard to handle. Instead you can make it reduce enemy magic resist by flat amount per stack. However this is nice idea, and I would definitely want to see more Control mages in league.
Timperman (EUW)
: [Champion Concept] Reun & Koi'Rat The Icathian Hunters
Very intriguing concept, I like it. However there is this thing... Koi'Rat Hp and Hp Regen.... It is waaaay of scales.. It practically creates hero-meat-shield, that respawns into battle every 5 sec. Intercepting skillshots, aggro turrets... just reduce its scaling, not into %of your hp, but maybe %of ap or AD. Also, the buff part of ult.. its again overpowered. Full heal means if you build 6xwarmorgs, this is 6670 hp tank, with 5 second respawn, who can be full healed. And with 90% damage reduction it goes for effective (not counting rezist) 667k hp tank. No, this wont do. In 60min match this will do up for 19.38 times more damage than what Baron can take... in one-on-one (reducing your dmg by 50%) Other than those, very good concept tbh. One up for you! {{sticker:slayer-jinx-catface}}
: [Champion Concept] Blake -- The Tortured Soul
Would not call it that op, much better than most of concepts out there. However there sure should be some more notes-changes (in my opinion). Passive: Ok, agreed to every part. Q: So he creates blinding cloud for 1 sec and becomes invisible for 3? This has too much of escape potential. I would rather see it that cloud goes with him, blinding enemies that are close and slowing them. This way it rewards you for aggressive gameplay, and you are still immune to Garen Q for example. Overall duration to be scaled from 1 sec to 2.5 W: Good one, but 4 second shield for minion hp is bit too long. I would change it that it does not need recast ( Is auto-recasted) time it takes to gain shield/heal set to max 0.3sec, and duration of shield for 2 seconds. E: Instead of decreasing damage create "melee" and "max range" area that deals 200% dmg R: How many charges/ CD does it have? Lore and everything else is 10/10. One up for you! {{sticker:slayer-jinx-catface}}
: Zurneos, the Void Chevalier
Hope this thread is not dead yet... Great concept you have there, not too overpowered, and still unique/interesting. However, as was mentioned before, passive and R don't quite fit, at least for me. (ps never-ending MS boost wont work) What I think are problems there: Lack of gap closer, lack of defense, no scaling on W. There are changes I would propose, (its just my opinion, no offence) Passive: Instead of stacking attributes, create something more diverse. Example: Stacks same way but... When you hit enemies with abilities, gain 5/10/15 + 10 per stack MS and 1/2/4% + 1% per stack damage (taken) reduction, for 2/3.5/5 seconds. These bonuses stack while active, but dont refresh duration. Effect have 20/16/12 second cooldown. Q: There I would give you gap closer. Example: Second activation can be done for up to 3 seconds, but broken if you attack other target. This reactivation slows for 30% and makes you dash for max distance of 500 units. W: Example: CD reduction scaled per level, 25/30/35/40/45% On activation: Reset CD of last ability used, and your next attack strikes for 25/35/45/55/65 + 10/20/30/40/50 per stack damage R: Just instead of taunt, apply Silence and slow (10/17.5/25%). At end of effect shield for 20/25/30% of damage taken and dealt for 1,5 second.
: Borin, The Grimknight
I would see him as jungler, one who goes from behind and takes agro. Ofcourse he could be played sort in a way as damage wukong or hecarim.
: Twisted Fate Ideas
I think its his passive more than E that needs change... 200-400 gold for match is nothing
: [Champion Concept] Xavier -- The Chi Master (Revised)
This is bit too overpowered. Also, I see you went for "peaceful" champ, but not having any skill that affects enemy makes up for very boring gameplay. Also, so many shields/heal (3) that scale of max hp? That is broken sorry. Champion like this would be considered cancerous (especially ult part) I could see those abilities in game, but not all one one champion. Also, is ult toggled or passive? Passive will never work out balanced, only if stasis+heal part was removed. My advice would be to either give him some no-damage / non-lethal ability. Like maybe melee strike that puts enemy into sleep. Or some sort of dash. One champ with more than 2 shields/heals will never be balanced, sorry.
: Borin, The Grimknight
Agreed, it would probably be too much for one skill. Maybe instead of these give him passive tenacity? Like Garen used to have. Im just worried that in most matches, he wont have opportunity to fight cuz of CC.
: Halicar, the Sage of the Sands
I know its far from your original concept, but its just my opinion, and champ I would welcome in league.
: Halicar, the Sage of the Sands
Np. I would see him more of control mage. Setting nests and long charged aoe doesn't really fit to ult for me. I would change it to this: Passive: Dead Minions, Heroes and Monsters around dissolve into sand. If enough sand accumulates in one place, create sand patch. Halicar gains 10% bonus MS and (2.5 flat per level plus 5-10%(level) bonus AP) If there is too much sand on one place, it begins to spread randomly. Q: Same mechanic as you had, however damage is done in instant. (total damage reduced by 30%) After erupting it spews sand, adding to sand patches. Casted on sand patches, full charged skill also knocks up for 1 second. W: Shield scaled with Ap, at rate of 50%, but dissipates within 2.5 sec. Passive: When using shield on sand patch, your next AA does bonus (15-25-35-45-55)+ 35% ap in aoe (300 diameter) E: Same as yours, except Helicar doesnt send out snake. Multiple hits do reduced damage (10% per hit) for minimum 70%. If snake lair was on dune, snakes ignore first 1/1/2/2/3 enemy minions R: Send a sand storm in huge ( bit more than lane wide, long as 75% of jhin W) area. (this effect travels into place) This storm slows enemies by 10-15-20%, disables turrets, and reduces shields by 45% (like grievous wounds but for shields) Persists for 8-12-16 seconds. This leaves piles of sand randomly scattered. While storm is active area is considered as Sand patch.
: Borin, The Grimknight
No problem. I was making champ ideas for some time now, but never posted them. The fact I would give him just a bit for protection is current meta. Huge amounts of CC and burst damage. Maybe if his W worked as cleanse?
: Passive: Every dead increases damage of Moone next Q. (Minions, Large monsters and Champion souls all do different bonus dmg) Q: Skillshot, deals Ap scaling damage, and increases damage target takes from Moone (scaled by rank) for 5 seconds. W: Add passive 1.5/3/4.5/6/7.5% spell vamp. Damaging hero with spells grant 5% spell vamp for 4 seconds. Healing from spells is stored for up to 30 seconds. Healing is progressively increased, up to double amount per 10 seconds. (10% increase per second) Maximum stored is equal to 5/10/15/20/25% of Moones health After 30 seconds, heal is auto-used mana-free Activate to heal immediately and gain 10/17.5/25/32.5/40 MS for 2 seconds E: Souls begin to grasp in 700 diameter, slowing enemies for 15% and doing magic damage, persist 2 seconds after leaving area. During this time, and 2 seconds after, Moone gains 1/2/4/6/8% MS of all affected enemies, halved for non-Champions R: R/Q: Spawn Rampaging ghoul, attacking enemies and casting Q; prioritizing champions..Stats and Q scale by level of R R/W: Single hit skillshot, ignores minions. Creates Undead head that travels in line. First target hit takes damage per second (scaled with R), and Moone heals for part of this damage (scaled with R) R/E Summon 5 wraiths: Lifespan is 20 sec. Cannot be targeted. Attack first enemy in radius. Can be directed using R key. Enemy attacked takes magic damage per second (scaled with R) for 3 seconds. After this, part of his MS is transferred to other wraiths and Moone.
Sorry, but your text was hard to read. I like this idea and it would be shame if it didn't get attention just for visuals. I also dared to make some changes.. add passive. Take what you want from it, but it was not meant to offend you in any way. One up for you. {{sticker:slayer-jinx-catface}}
: Moone: The Resurrected Necromancer
Passive: Every dead increases damage of Moone next Q. (Minions, Large monsters and Champion souls all do different bonus dmg) Q: Skillshot, deals Ap scaling damage, and increases damage target takes from Moone (scaled by rank) for 5 seconds. W: Add passive 1.5/3/4.5/6/7.5% spell vamp. Damaging hero with spells grant 5% spell vamp for 4 seconds. Healing from spells is stored for up to 30 seconds. Healing is progressively increased, up to double amount per 10 seconds. (10% increase per second) Maximum stored is equal to 5/10/15/20/25% of Moones health After 30 seconds, heal is auto-used mana-free Activate to heal immediately and gain 10/17.5/25/32.5/40 MS for 2 seconds E: Souls begin to grasp in 700 diameter, slowing enemies for 15% and doing magic damage, persist 2 seconds after leaving area. During this time, and 2 seconds after, Moone gains 1/2/4/6/8% MS of all affected enemies, halved for non-Champions R: R/Q: Spawn Rampaging ghoul, attacking enemies and casting Q; prioritizing champions..Stats and Q scale by level of R R/W: Single hit skillshot, ignores minions. Creates Undead head that travels in line. First target hit takes damage per second (scaled with R), and Moone heals for part of this damage (scaled with R) R/E Summon 5 wraiths: Lifespan is 20 sec. Cannot be targeted. Attack first enemy in radius. Can be directed using R key. Enemy attacked takes magic damage per second (scaled with R) for 3 seconds. After this, part of his MS is transferred to other wraiths and Moone.
: Astra, the Exiled Aspect (Champion Concept: WIP)
I would note few changes: Passive: Reduce duration to max 1.5 sec, we dont need another {{champion:117}} Add charge only on Abilities or Item actives. This is because full AS build with {{item:3085}} would be broken as hell. Also add some CD timer per champion. Q: All stats same, just change mechanics a bit. I would see it like this: Create sphere of dust (not very well visible) that explodes into one direction after 0.75 second delay. Using this skill in W wont reveal you, instead make you "shimmer" for 0.75 seconds. W: How big aoe are we talking about? Cant be too big, or it will hurt lategame. Also, instead of instant reset, I would say it puts it on 2/1.7/1.4/1.1/0.8 CD E: Knockup replaced by 1 second stunn. Anyway one of best Champ designs out there, really hope Rito reads forums. One up for you! {{sticker:slayer-jinx-catface}}
: New champion idea (from a random player)
Hmm, so you want just abilities concept? If you give me more specs I can make you somethin in hour or so... I have nothing better to do :P
: Borin, The Grimknight
Nice one, but if you dont mind, I would put up some objections. Q, W are good and balanced. Passive, E and ult do way too much mising hp damage, I mean, cutting it to half would maybe do. I would play him as full tank, and using some aoe burst mage like Oriana, we would be unstoppable. Passive: Reduce its max (on level 18) to 5%, and instead increase your Hp for 200% of your bonus AD (so players wont just go full tank) E I would set dmg of E to: 35/65/95/125/155 + 10/15/20/25/30% of missing health, and heal you for 20/27.5/35/42.5/50+10% missing hp on takedowns (half on minions) R: Its sounds like Aoe, from name... but you did not state it. IF it is Aoe, cut down missing hp dmg 4 times. This could very well delete enemies in one hit (if you mean your missing hp). Also, one thing I think he lacks is some sort of protection, Anyways, nice and original, one up for you!
Finikksu (NA)
: Kindred - Kit Rework (Concept)
Passive + Q is bit too much, but tbh, I want to see OP kindred... poor lamb deserves some love after so much gutting :(
: Korina the Unforgiving Frost
Not bad, but its faceroll.... wont be that interesting to play. Way too simple for my taste. Still, one up for you :)
Éthreal (NA)
: Carlisle - Gravity's Hand - Mage, Support
Nice concept, it looks like you wanted someone to piss off {{champion:157}}, what I totally support. I would note few changes I think will improve him. Passive: Instead of Flight then movement speed, I would change it so you can move and have bonus while levitating, lets say for 0.75 sec? E: There used to be this skill idea for Ezrael, I think. But instead of that position modifiers, I would just say it creates one facing you (exit one) and one on your side (so you can run away without having it in way), also let it teleport you 2 times, there and back, for better W combo. Q: Remove 2 part way of casting, instead be able to cast it thru E R: This wont work, sorry. This is way too overpowered, even if it would look cool :/ Nice concept thou, I made one for magnetic/rift champion too today, but so far its only on scrap of paper :P One up for you :){{sticker:slayer-jinx-catface}}
: Halicar, the Sage of the Sands
Very well made, however I'm worried this wont have chance in current CC/Assassin meta. R would be only used for heals, if you would go in you get deleted, even with shield. Bonus movement from W is small, and snakes would be very difficult to hit. Passive is practically Veigar passive, with bit different twist. I thought about your concept and came up with some changes to it that might help him get special place. Will post them if you say you want to hear them. Otherwise this is very good concept that is also original, something rare these days. One up.
: Rework for Morgana and Kayle
Idk what you think, but both are WAY overpowered. DISCLAIMER: This is MY opinion, and I just want to point out where I think you went wrong, nothing personal. Kayle: Passive is ok, Q only if targeted area is small, about 500 units diameter. W: This is were it goes wrong big time. Man... 3 second area restricted movement, yeah you can dash... but not everyone has dash or flash to burn. And on 8 sec cd, it means it can be up half of game.... Bonus damage is ok, but ability to attack anyone, even for allies? You crazy? Get {{champion:77}} ,{{champion:122}} , {{champion:24}}, {{champion:119}}, attacking from safe distance, and enemy can do nothing about it. This unlimited range wont work, ever, no matter what you change. E: So you want to give her tryndamere R, with heal, on less than 30 sec cd, that can target allies.... wont say no more. R: You just combine {{champion:4}} ult... and old {{champion:83}} ult that can bring whole team back for up to 5 sec...... Seriously? Morgana: Passive: There is some gibberish, "based on missing hp" you mean by points or %?. If points... this is nuke by itself. If by %, this does nothing. Q: What the hell?? You just reduced root by 0.5 sec and dmg by 50... but gave her 50%!!! Spell vamp..... with full ap build this can heal (using gunblade with 716 full ap build) for 581, for one cast, on (8*0.8=6.4) cd, without counting runes. W: This is nuke... just hit someone with Q, place W and you delete squishies... plus some more cc why not.... E: I like idea of it being one cc shield, but even Slow is considered cc... sort this out. And Free invisibility to any champion? Crap... Imagine a {{champion:122}} or {{champion:83}} that just pop up next to you.... this wont work. R: This is just a overpowered mix of {{champion:432}}, {{champion:56}} and {{champion:30}} ult... Morgana, combining this with W and Q dmg.... enemy team wont be able to get single drake or baron. And it lets her position for free Q+W (instakill on squishy), free escape, or to prime Redemption... this is way too much and unoriginal. Sorry if I insulted you, I just wanted to point out my disappointment. Have a nice day.
: Sofia, Night's Mercy
Great design, best one I seen in long time, imo Just would recommend few changes. Passive: As @Nelogis mentioned, 25 sec out of combat is too much, would change it to 25-20-15 seconds of being undamaged. Q: All good but bit weak reward for ranking it up, I would move MS boost from R to this, giving 10% move speed per rank for 0.5 or 0.75 sec W: Great, but AS boost is bit too big early, would change it to scaling per level (1-18), from 20% to 120% E: All ok, but name Pixiu is bit too close to Lulu Pixie :/ R: If you want it as reaction skill, reduce its duration, to 0.5 or 0.75, rest is ok (thou enemy could find heal bit cancerous, maybe reduce it a bit) This is really great champ design, and please don't take my notes personally :) One up for you and Lore!
: >He was unused for long time, last update gave him nice changes, but I don't know how could you say he is stronger than tryndamere or yasuo. no, i didn't say he's stronger than them. I say Aatrox is more versatil and can easier fit in x compo and adapt his build. Trynda & yasuo will always build like a carry. But he's the 8th best top laner atm, Yasuo & Trynda have a lower winrate. >You said these are tweaks, can you please explain what you wanted to say? don't know to put it with word... but basicaly u keeped the same kit (some would like it) but i think Aatrox issue can't be solved with his current kit. By tweaks i mean u just add some good effect. >Can you then please tell me what do you think are his current issues? - can't really do what's a good divers should doing : Dive. By dive, i don't mean undertower. A divers roles is to go past front line to lock down a carry and kill them. easly kitable during teamfight. Because in 1v1, its not so easy with Q, his E & {{item:3153}}. - even his main trait (sustain) is weaker than all sustain champ - there never a situation where u will think "oh if any i need Aatrox for this job"
Finally we are getting somewhere "....no, i didn't say he's stronger than them. I say Aatrox is more versatil and can easier fit in x ...." I agree with you, he is more versatile, however this wont change with changes I propose, if something then it will improve "....don't know to put it with word... but basicaly u keeped the same kit (some would like it) but i... " I don't want full rework, I don't want for Aatrox what happened to {{champion:3}} or {{champion:83}}, more in the way of last {{champion:203}} changes, (even thou I don't like them) this is mostly problem in personal taste for champion And the Issues you describe are exactly what I think, and I get it that you don't see big changes but they are here. Pull on Aa, additional aoe CC on Q, and knock off on ult-Revive are by my opinion enought to give him impovement towards Diving and kiting problem. I understand why he have problem in teamfights with kiting, if you would want to completly remove that problem, he would need something like After using R, get CC immunity for X sec Only other buff that I think would fit his Lore/Kit/Playstyle is that first Aa on enemy champ in 7 sec window will make Aatrox dash minor distance. This would allow hit to easily Q to enemy backline and also root front line.
: >Well, we all know how is Aatrox doing these days. Good atm. He's a good toplaner. >I was thinking how he could be improved, fitting his lore without changing his kit too much. Forget this... his kit will drasticaly change >Versatility: He can be very good now, but in most of the scenarios, Tryndamere or even Yasuo are by far a better pick. Just a fact that if someone attacks him without any stacks on his passive, with 1 person ult he needs to aa 6 times with Blood Price to activate his passive. Aatrox is a better choice than Trynda... maybe not at low elo (because u'll splitt without any punishement). Aatrox can teamfight. Aatrox is more versatile than both trynda & yasuo. U can build aatrox like a splitt pusher or like a classic divers. >Lack of personality in gameplay, as his play style is practically , and his Q is weaker Galio ult. yeah his kit lack of personality... but ur comparaison are bad. For ur rework i'll start by this : - im not a Aatrox main (even if i know this champ very well) - i really think Aatrox main would be more skillfully to give good idea Then ur rework isn't good IMO : - u don't solve current kit issues - its basicaly the same kit with some tweaks
Thanks for you post. I'm not entirely sure if you understood what I wanted to say by this post. I don't say Aatrox is weak, I played him a lot, and he can be good when played right. However as I have said, I don't think he is in the spot he would deserve. He was unused for long time, last update gave him nice changes, but I don't know how could you say he is stronger than tryndamere or yasuo. "Good atm. He is a good toplaner." He is a average top laner, but what I have noticed is that I win as him mostly because players don't know how to play against me. Those who played him know how to easily outplay him with most champs **"It's basically same kit with some tweaks"** Well I said I don't want to change his playstyle, not everyone is {{champion:3}} . But you cant say these wont be some important changes that will change his place is game. "Forget this... his kit will drastically change" You said these are tweaks, can you please explain what you wanted to say? "Yeah his kit lack of personality... but ur comparisons are bad" I'm sorry, but again that comparison is almost metaphorical, and its my opinion. " For ur rework i'll start by this : - im not a Aatrox main (even if i know this champ very well) - i really think Aatrox main would be more skillfully to give good idea" Again I'm not sure what you mean. "Then ur rework isn't good IMO : - u don't solve current kit issues - its basicaly the same kit with some tweaks" Can you then please tell me what do you think are his current issues? and tell me if you have read it all, I don't think his kit will be the same.
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