: Champion Concept: Auralee - Phantasm of the Isles
Hi Reyn~ This concept seems really good: an adc playing around camouflage/invisibility like an assassin (and let's keep teemo out of the conversation xP) I think one of the core things to an adc is their consistant damage output, and also the fact that it "ignores" many hard cc's (meaning they can still aa if snared and silenced, while for mages...) For Auralee, I think her damage's consistency/ play style is, and should be, a bit different from both traditional adc and assassins, and in a good way. I personally noticed that most champions with invisibility (again, ignore teemo) actually remain invisibly to wait for their cd (think kha waiting for q and vayne waiting for q if she is 1v1'ing). So what is Auralee waiting for? And if she is waiting for something, where should she be waiting? Before going into numbers, I think a potential problem with Auralee is her smoke bomb is a very controversial way of hiding herself. If it is too small, there is little room to outplay due to the fact that she is an adc (the old akali can be styling on everyone in her smoke because she is melee, and she can get to enemies whom she couldn't get to before because they don't know she is already there). Auralee however, can probably cover the entire smoke if she stands in the center because she's ranged (Idk the range of the smoke, but I suppose it isn't all that big?) Another problem with the smoke is that it is very obvious that Auralee is in it. I know it sounds dumb, but what I mean is that teamfights might turn into turf wars if Auralee is super strong in her smokes, or both teams will just ignore the smoke because it is so insignificant. So back to the damage consistancy/ waiting-for-something topic. I think something like empowered w when Auralee is in smoke might boost her dmg output, and like Seoshi said, "award her for superior positioning" as well as smoke placement during her ult's duration. ______ It's been months since I'm like active active, so if I'm talking about random stuff, sryyy _____________ As for numbers... Overall I think it's pretty good, but perhaps raise her base ad and ad growth? After all her AS is... far from impressive. I suppose you did this so she won't waste much dps by trying to hide in bushes? Considering her passive can be on pretty much the whole time during her ult if played right, the ms is a bit on the high side. (Personal suggestion, how about lowering the numbers but make them stackable if she enters multiple sources of invisbility, like smoke --> bush --> nocturne ult or something like that). but that's about it for the numbers. _______ Really nice concept. I can imagine this as a strong pick when you have ivern (rengar things? ;) or even just any tank that can keep enemies back (ali, sion, naut, etc.) Edit: that ms nerf to her passive is suggested from my person dislike toward mobile adcs (jinx, kai'sa, vayne, lucian... I don't wanna talk about it). Adcs are supposed to be protected, and the fact that no one can be fast enough to actually reach them.... just.... no.
Comentários de Rioters
: [New Champion Concept] Aidan, Wielder of the True Flame
Hi hi, It's been a while since I did a proper champion concept analysis, so if I miss something, mb xD _______ Just a general rule of thumb when creating concepts: The more "tools" a champion has, the more counters they should have. Tools can mean things from high dmg, low cd, lots of aoe, to even mobility or even just survivability. Just something to keep in mind when creating concepts, cuz I know although some abilities might seem cool af when you come up with it, it might not be the best for this particular champ. _______ Okay let's start with the image you have in mind for this concept. Do you want a tank shredder? one that can rip through both armor and mr with ease? If yes then he mustn't have too much threats on non-tanks, but he also needs a way to keep him alive against non-tanks so he can actually do his job. Something like "Aidan heals for x% if the bonus magic damage he deals to units who have their defense shredded" can do wonders. Or do you want a simple hybrid carry that's more aoe focused than Jax? If that's the image you have, I strongly suggest to change his w for something more fitting of a skirmisher/duelist. There are a lot of options, such as becoming untargetable, increased ms and bonus effects for aa, or even something like throwing away his staff, creating some sort of field (shen style, if you will). Overall, I think one of the most important part of a champion is the fact that you will be able to achieve something if you main it. For example, by even maining garen you will be able to w at the right time, avoiding the maximum amount of damage. by maining blitz you will get a better idea of how you can "combo", like q aa e, which is absolutely legit but no one does it xD. My point is that for Aidan, there really isn't much to master. Sure, someone who mains him knows which walls he can jump over, but that's about it. Changing some abilities into skill shots can help, or just make the kit more complicated will do the job as just well. _________ Lastly, just a personal note... Since he is the Wielder of True Flame, shouldn't he have more things to do with flame or at least true damage? I mean a caster/bruiser would definitely be interesting, or even just a melee caster (not melee ap bruiser, big difference) isn't a theme that's often touched on. ____ Hope this is alright ;)
nasu010 (NA)
: Vince the blademancer
Hi man... it's been too long. Before diving into your concept, let me just explain my long absense from both League and boards (and yes, I quit league cuz I just seriously don't think it's worth the time, I hope I don't offend anyone). I've been quite busy with just random stuff, and tbh this is very time-consuming (especially if we want to be as productive as Voidling, that man is a beast). I might be more active during summer, but I might not make anymore real champion concept anytime soon, but I'll definitely write up some bios and short stories just to pratice cuz... I kinda suck at writing. Enough about me ____________- Just a disclaimer: it's been quite a while, and I'm definitely not as good as I once was as an analysist (a word?), so be easy on me xD _________ I really like how you figured out how to play around with his sword. In my second concept I actually attempted to do something similar, but just... can't. (I LOVE this concept, so I'll suggest some bold changes, I hope you don't mind xP) Btw my depiction of this guy (in the anime) is that he will be a spam champ, but with skill shots. If you envision something different, please let me know so I don't mess up things too badly lol. ________ So this guy is all about sword manipulation, which ranges from making ^ shapes, to surfing on it and becoming singed (but SO MUCH better), to making those big, game-changing aoe damages. Compared to how flexible and fun his normal abilitie are, his passive, however, seems to be a bit... unfitting for a lack of better word. How about making it something like: > [Passive]blade particles: When Vince is within 800 units of a blade, that blade will be __activated__ and it will last until it collides with an enemy champion. _Infinite amount of swords can be activated at the same time_ __Activated__: Vince's mana gets drained by 2/2/3 (level 1/7/13) every second, but the sword will absorb mana from surround units. For every unit (like minions, jungle camps, and champs) within 200 units of the sword, it will return 0.5/0.5/0.75 mana to Vince every second. The sword will also do true damage, but it disappears after first collision with an enemy champion [Passive]One with the Blade: When Vince's mana reaches over its maximum (only through his first passive, not mana regen or anything of the sort), he will enter a state of "Overload" for as long as his mana is above his maximum mana (the amount it can go over is infinite). While in "Overload" mode: Vince will spend 200%(-10% for every 150 bonus maximum mana) of mana for all sources. Vince's swords move twice as fast and will last for as long as he is in Overload state. Vince will create a mirror image of all his swords (like for q it would be two layers of ^ or something) that scales off ap. ______________ I know this is a HUGE change, and if you like this then his other abilities probably need a little tweaking, too. The basic idea is to make him play around positioning his sword, extremely fun builds (mana build, ap build, ad build), and maybe just some mirror images cuz in the anime he has quite a couple swords xD. Tell me if you like it, if not I'll just give some ideas to how his gameplay would actually work. Sry for such a late response, I haven't checked boards in ages.
: You're right, it's not the safest thing but thanks for telling me, definitely gives me a better understanding for things. If it means anything to you, when I was 8th grade I definitely couldn't write like you do now, let alone have such detail and creativity. It's really cool that you're creating and writing and getting involved into, well, anything. I wish I had done a lot more when I was younger, which is also cool that you're into Robotics. My school just recently went to competition and placed very well---all things considered, I don't know much but I know they qualified for finals which I guess is some variation of worlds if not is? Anyhow, as I think I mentioned before, IRL stuff comes first before this stuff, always. So many times I've stayed up late or procrastinated real work over doing stuff that wasn't exactly beneficial or anything, like playing video games or when I did write short stories/fanfics (I know, gross.) etc. In the long term it wasn't worth it as there were some severe consequences to my actions. So yea I'll be waiting patiently lol, no rush at all though.
Well, I love reading (until I found boards xD, then I just read posts and now I only read like 1 book per month). Whenever I read a new bio/short story of League, I always wonder if I can ever reach that level. You know how some people always say "live the present" or whatever? I think planning for my future is more important than just having fun right now. I learned that from prepping for high school tests (mini SAT's, if you will). I legit had to memorize 500 words in a week before the test because I was playing league over the entire summer ~~(but I got to silver, so... worth?)~~, it also had to do with my bad English, of course. Well after those tests I learned a lot of things, one of them is to always have a goal. Like you said, I'm "decent" at writing for my age, but I'm aiming for higher. Riot doesn't have middle school-ers write bios for them not because of their age, but probably because most middle school-ers suck at writing. Now that I think of it, Idolion can probably be reworked by this Sunday (I wake up pretty early, and the rest will probably take 1-2 hours). ________________ Vex Worlds is where top teams from multiple countries come to Kentucky (it's where the headquarter is) and we compete for something like 3 days. It is technically a high school robotics program, my team only has 2 middle school-ers including me. (Not ganna lie this post has gone pretty off topic, and some information here I probably don't want to share with just anyone. I'll make a new post for the new bio eventually.) Just wondering, are you in high school, you don't have to tell me. I'm just wondering if they actually have robotics in college, especially since adults seem to be always busy just because... they are...
: Haha thanks, I guess so. Idunno, I used to read alot as a kid, I don't anymore as I don't have time. Plus I've always been one to pay close attention to everything, even useless things. As in, I notice little changes in people, or shifts in their tone when speaking. Even writing or how they text I can pick up slight differences. Same goes with continuity in stories, or when they go out of their way to make a detail obvious (clear foreshadowing typically) or artisitic details (Like in the anime, "Your Name" there's a lot of specific and intentional shots and actions to illustrate certain points and contrast major key elements and points that apparently people didn't notice or realize, and if they did, it was only after the 2nd or 3rd viewing.) Point being, yes, maybe it's the Asian genes, or maybe it's just from how I grew up/how I am. Your English is really good though. Atleast I'm sure you still know how to speak and write and read whatever type of Chinese/Asian you are. I'm Taiwanese, so not technically Chinese but I tell people I am as it's easier to explain and after I say that they don't care anymore so. And what my parents speak is Mandarin but it's Taiwanese so it's got like slang or something? Idunno lol but I can't read or write since I never did as a kid and English was my first language, so speaking was all I knew and that eventually fell off.
Hi man, sorry for such a late response. I really appreciate your support. I mean it. Currently I am very busy with real life stuff (this is the first time I checked boards in like 2 weeks). I was just in Vex U.S. Open and will be going to Vex Worlds during spring break (robotics competition, Worlds is the last one this season and after that I'll become prolific again.) I find it pretty fun as a high school-er (I'll just put it as this lol), and I often push back my sleep schedule 2 - 3 hours later... That being said. I'll be back at the beginning of May. __________ As for this concept and the bio, I'm planning on reworking the concept and leaving the bio as it is. Honestly, I'm not sure how to write a good champion bio. Over the summer I'll probably write a bunch of bios of possible concepts just to practice, since I really hope to make Idolion one of my best concepts. I want it to be a concept that I can be proud of when I release a collection of all my concepts (I'll probably do it in 20's, just like Voidling but with a detailed description for each). So, yeah. This bio will remain in this state for a few months. I'm halfway done with the concept rework (I do it on google docs), and I think it provides more function than the current one. I've been trying to expand my experience, or to push my comfort zone, so to speak. Most of my concepts are AS carries or bruisers, and i want to move on to mage, support, tank, and other stuff. Idolion is like a big experiment for me. Sit tight, I hope you like the new version of Idolion coming up in May. _______________ P.S. I know telling my age on the internet isn't the safest thing, so I'll probably edit that part out once you read it lol. Just want to say that I can get better at writing, and I will.
Stacona (NA)
: # **UPDATE NOTES (1):** **Other:** Per level bonus attack speed increased to 3.5% from 2.5% **Twin Daggers:** New restriction added that causes the dagger to have to be on the ground for a minimum of 0.75 second before it can be picked up again to help reduce how much damage she can pump out in a short period of time in extreme cases. This restriction would be to the equivalent of 1.5 attacks per second for the best case scenario. New quality of life function added that when a dagger executes a target from a basic attack or Dagger Toss then Katariana's dagger will bounce into the air and back to Katarina to help her last hit in the early game. If Dagger Toss executed a target, then it bounces back and does not continue along its path. _(The restriction also helps tone back her mobility with E resets and still allow the player to chain E after E together for the super fast, dagger throwing, assassin fantasy.)_ **Dagger Toss:** Cooldown increased to 0.75 from 0.5 second _(This is not a static cooldown by the way.)_ **Dash / Slash:** Clarified that the movement speed bonus rapidly decays from decays, wording changing, but no actual change _(Roughly this means she gets about 0.5 second or less of the extreme movement speed and the other 1.5 seconds is more-less just a good movement speed bonus, but nothing insane.)_ **Death Lotus:** Cooldown lowered to 60/33/6 from 100 seconds Requirement added to No Daggers in Hand from not having a requirement Active changed to only calling in both daggers to Katarina's location, dealing true damage to enemies they pass through, both can damage the same target. If both strike the same target, then they deal a bunch of bonus damage to shields and apply grievous wounds for a few seconds. This is also easier to balance as well. Old active was 2/3/4 Dagger Tosses or basic attacks thrown out will return at the end of their range, apply the same damage again and bonus true damage on the return, and the way out applied grievous wounds and dealt bonus damage to shields. Passive cooldown refund increased to 30/65/100% from 25/50/75% per champion kill/assist
Overall the changes are pretty neat. Just one suggestion. For: > New quality of life function added that when a dagger executes a target from a basic attack or Dagger Toss then Katariana's dagger will bounce into the air and back to Katarina to help her last hit in the early game. If Dagger Toss executed a target, then it bounces back and does not continue along its path. I think changing " If Dagger Toss executed a target, then it bounces back and does not continue along its path" to " If Dagger Toss executed a minion or non-epic monster, then it bounces back and does not continue along its path." There are probably times where players want to let the daggers pass through and deal the damage to all enemies in line rather than having it bounce back and q again (which takes like 0.75 second more, a big difference for an assassin). Thoughts?
Stacona (NA)
: The ultimate works more like Ahri Q, just a decision between using either Q or AA, they return rather than sit at their location and then follow you back. I kind of like the idea of having them quick return only more and does it only once, ranks reduces cooldown further down to a low value, with one either being shield destruction and grievous or bonus true damage and striking a target with both daggers provides the second effect, both probably would be bonus true damage. **** The reason to why she has a ranged melee attack is because she is very restrictive at ranged, but when in melee range you just keep on picking up the dagger. So you are encouraged to be melee range, but not forced. This also adds in more decision making and a new resource with thinking about how to use your daggers - for your Q or AAs - making your high damage reliant on picking up the daggers and how quickly you can retrieve them (or wait out the long auto-retrieval timer). So if you are already melee range, then you just attack really fast, the ammo system on attacks is to restrict the ranged attack. This aspect makes her ranged spells and attacks have consequence for improper use and offers her some poke damage as an assassin. This poke harass is utility in of itself, if she is only a high damage all-in champion then her feast and famine is so extreme that she either dominates the games or feeds her ass off and is completely useless. This allows for her to get off damage when behind, still make her scary in her all-ins, but not so oppressively scary in those all-ins as well. **** The Q speed would probably be similar to Xayah Q speed, maybe slightly slower since there is a lot less of a wind up time before throwing the dagger out. **** The balance is that her Q, W, and Autos all share the same resource pool. I also want the damage to feel like you are throwing two daggers in quick succession no matter what and have a longer downtime between those two attack strikes, that is why attack speed is high and Q cooldown is low, and then have her run up and collect her daggers. **** E can be adjusted a bit, but it is a decaying movement speed as well, so most of the short duration is a reasonable speed. Movement speed buff, even for a split second is massive, is a lot easier to track than a blink which then in return can offer more power elsewhere for Katarina. Fastest form of movement is still her dash combo'd from her W.
Fair enough, I really liked the concept. (Now that you put the update notes out there, I realized I actually visited quite a few of your concepts. I haven't seen your concepts in a while... Sigh, the stupid "hot" section).
Stacona (NA)
: Katarina and the Twin Daggers
Overall pretty cool concept. Katarina has been overlooked since the later parts of season 8. As an assassin, she fails to provide any utility whatsoever for her team (unless she goes Rylai's...) I like how you gave her some decent cc on her w and a noticeable zoning power on her ultimate (not sure if it can be called zoning, but it works like Xayah's feathers: it tells the massage of "don't stand between her and her daggers/feathers") _____ A few questions: What do you mean by "_(Katarina's attacks count as melee attacks.)_ " Does it mean she can buy the hydra items but not rapid fire? or is there something else that I missed? I think the current kat actually requires some quick decision making, and playing against her can certainly be frustrating (e w q e and you are dead...). You mentioned that you want her to be more fun to play as well as give the player a reason to pick her over some other assassin for reasons other than her pure damage... In what way do you want to achieve that? Over my two years of playing league, I know how good it feels to play a strong champion, and how bad it feels to play against one. It is very hard to find the middle ground (Riot took a year to balance Irelia, and now she's finally fun to play against). So here comes my suggestions _________-- To be frank, I'm not a fan of having only 2 autoes, especially with this mechanism. For champions like graves, it's okay because it's aoe and he's jungle. For Jhin, it's fine because he has abilities to help him last hit when he is reloading. For Katarina, or Twin Blade, it will be much harder to do just because she is a mid-laner. There are a lot of oppressive mid-laners recently, and I believe you noticed that, and gave her 700 aa range (caitlyn only has 625). But how will she farm? The fact that she has to get in melee range to farm smoothly feels a bit tedious to me. I think just making her melee and let her ability cost "daggers" will just be easier to both play and to play against the champion. _________ I like her q, she can choose to either q q for that quick damage or w for some cc. It would be nice to state its speed though (no need for specifics, just give an example). Personally, I compare my concept's abilities' projectile speed to existing champions (like anivia or ez). I think it just helps to visualize the concept. ________ When champions become untargetable, they usually become faster. I think the logic behind that is "if you don't move out of range, I'll just wait until you become targetable." Is there a specific matchup where you thought of when making this ability? Would be nice to know (or if you just want to give her some neat utility, you've done a good job). ___________- e is fantastic. For me, a big problem with playing against Katarina is her insane dash speed (might as well call it blink...). This new e solves that, and still keeps the refreshing mechanism which is a core part of Katarina. There is a loophole in this though. Remember what I said about having only 2 autoes not good for last hitting? If she stays in melee range, which can be easily done with her burst of ms, she can refresh her e every 1.5 second (her base AS and its scaling are insane). This is another reason why I suggested to just make her a normal melee champ. _________________________- R is great, but it probably will need some change if you decide to change her aa mechanism according to my suggestions. _____________________ Overall a great rework. Kat is one of those champions that we just forget about...
nasu010 (NA)
: Hmmmm so much to say so first thank you, you have grown well and have become a fine creator and critic, you make me proud.{{sticker:zombie-nunu-tears}} Now then i originally thought to give sorie a mark system one that would synergise with Aguni but thought to change it since its something that already exists, and so i chose to go with the flame circles. Originally aguni was meant to be the tanky part but that too is already done, (tibers) so i figured to make him an assassin, high damage, magic resistance but low health and armor since he has the aura that can kill anything around it he should not be hard to kill. Now i understand that a mage cant have high armor so am going to change that he's no longer a mage and will now be a fighter/brusier with the same stats.
> [{quoted}](name=nasu010,realm=NA,application-id=A8FQeEA8,discussion-id=t4ro1z93,comment-id=0002000000000000,timestamp=2019-03-21T01:38:37.834+0000) > > Originally aguni was meant to be the tanky part but that too is already done, (tibers) so i figured to make him an assassin, high damage, magic resistance but low health and armor since he has the aura that can kill anything around it he should not be hard to kill. > > Now i understand that a mage cant have high armor so am going to change that he's no longer a mage and will now be a fighter/brusier with the same stats. Hum, I think making Sorei and Aguni the opposite of each other (one tanky and one extremely squshy like you mentioned) will be a great solution. _____ > Hmmmm so much to say so first thank you, you have grown well and have become a fine creator and critic, you make me proud.{{sticker:zombie-nunu-tears}} Haha all thanks to people like you, Reyn, and Voidling. It's almost been two months since you've given me an assignment, so I got to find myself some to practice, eh? ;) Edit: special thanks to you specifically. You corrected my bad choice of word (back in one of Voidling's concept, remember?), and I have grown to learn to not be restricted by what is in the game, but rather build on it, just like concept creators like you and a handful others. p.s. I almost reached 20 concepts, wooo! (Edit: damn it nevermind, only 11 ;-; xP)
: Ro'Ka'Em, The Twisted Horror(Champion Concept)
This concept is fantastic! I absolutely love how you worked with the three heads to make his kit so interesting (you know I don't normally sound like this, I'm truly impressed). Ro'Ka'Em's damage is pretty high, and I see you gave him medium-low armor to compensate for that. Since you said you want his ult to grant more tank stats, perhaps make it a big passive with a weak active? What I mean is perhaps do something like: (the ability should be called Ro'Ka'Em because why not) rank one: unlocks Ro rank two: unlocks Ka (still has Ro) rank three: unlocks Em (now has all three) __Ro__: Ro'Ka'Em heals 2% of the damage dealt by their abilities for every __20 Flesh__. __Ka__: Ro'Ka'Em gains a shield that equals to 10% (for every __50 Flesh__) of the damage dealt by their abilities. __Em__: The ability gains an active (just a weaker version of yours). How's this? I think emphasizing they are three in the ultimate in ways more than just damage/shield can be pretty cool. I took inspiration from dragon knight from Dota 2 because he gains bonus effects upon leveling up his ultimate. ______ Once again, really cool concept. {{sticker:slayer-pantheon-thumbs}}
nasu010 (NA)
: yeah i think the ms is a bit over kill i just wanted him to have some way of be able to help allies so i figured that i could put it in his q and i was already aware that hes already terribly powerful now that he has a second E so am removing the ms hes just gonna be a tanky mage/assassin. but you have touched on an interesting point >When I first saw his passive and aa range, I expected him to be an ad bruiser / ap glass-cannon. I'm not sure where are you heading to (you mentioned ap being the tankier version, but his passive contradicts that to a certain degree). --- enlighten me cuz i too was a bit unsure how this would turn out. Aguni is supposed to be the glass cannon (part of his twist) since Aguni is after all the Assassin part in Sorie's kit, now though Sorie is/can be tanky does not by any means make him a tank if you notice his stats are of an ordinary mage where he has low armor that would only scale by 30% ap from his passive at lvl 13 giving him roughly 15 bonus armor about 35-40 armor at 200 ap not including his base armor at lvl 13 or armor gained from tank items. [Side note]: Hows my formatting now.
> [Passive]: Demon magic, Sorie is a descendant of ancient magic users from the voodoo lands and has inherited the powers of a flame demon giving him bonus magic resistance based on 10/20/30% attack damage and bonus armor based on 10/20/30% ability power increasing at levels 1/7/13. If you don't mind, I'll add in my own thoughts. > [Passive]: Demon magic, Sorie is a descendant of ancient magic users from the voodoo lands and has inherited the powers of a flame demon. He gains bonus magic resistance and armor based on 25/35/45% of his **bonus** attack damage. He gains 5% armor pen and magic pen for every 150 ability power. What I meant before when I said it was contradicting is that building AP grants a lot of power to his kit, specifically Aguni's w, and letting it boost his defense probably isn't the best idea. Armor is much more important than mr. Most ap champions build at least 1 mr item (not even mentioning there are mr pen boots but no armor pen boots), so I think granting his ap build that much power is a little discouraging to a more flexible style (just like how for kayn, both raahst and shadow works, but most times people choose raahst because it's just better) In my version, armor/magic pen really aren't that strong because they are based on your offensive numbers, and AP are meant to be counters to tanks anyway (in my mind: assassin counters adc and mage, adc counters mage and some tanks, mage counters tank sometimes adc, tanks counter adc and mage in specific cases like mundo). ________- The following suggestions will be pretty opinionated, I hope you don't mind. ___________ Personally, I think making him a bruiser/fighter (damage wise perhaps similar to udyr? I'm not sure) in base form and either ap caster (control mage) or assassin in Aguni form can be pretty cool. First of all, this concept makes me wonder why there isn't a ranged bruiser yet. It seems a pretty interesting path to take, at least I think so. One of the reasons of why Riot hasn't made a ranged bruiser is probably because bruisers are meant to be in the heart of the fight, dealing massive damage while exposing oneself to the enemy carries. I came up with a solution (took me all day to think of one, in case you are wondering why I responded so late): What if Sorei has one more passive that's something like "Sorei's abilities mark enemy champions hit for x seconds, and Sorei's auto attacks gets special effects/ bonus damage/ procs effects depending on the ability used to mark (these are all possible, I'm just giving a general idea) _if he is within 250 units of a marked unit_." You see what I did there? By putting a range limit, this makes a ranged bruiser possible without making him too oppressive. If you don't think this fits Sorei it's all good, just let me know because I'll be using it then xP. __________________--- ^ I just wanted to give you an idea of what I was imaging Sorei as if his ad build is bruiser and ap build is mage. _____________________ I'll leave you with changing the abilities around if you think it's necessary, but personally I think making Sorei and Aguni each focused on ONE playstyle is pretty important. What I mean is that Sorei can be more utility focused or defense focused, while Aguni should just be a "I'M GOING ALL OUT AHHHHHHHHHHH (think any anime protagonist xD)". The easiest way to do this is probably to change Aguni's q to something more mage-like and for Sorei just whatever you like, but more focused. A jack of all trades is either useless or too powerful in this game, it's pratically impossible to find the middle ground. (If you look at nidalee, who excels at a lot of things. Her main damage can all be dodged. Her heal is barely noticeable. She requires herself to hit something for her jump to actually be powerful.) I hope this was helpful, good luck! ____________ The formatting is amazing, better than I'll ever get, since I add all those "notes" under everything. Where did you get the 7 from for the difficulty though? Is it a replica of League's official difficulty rating? Oh and sorry for not posting the link when I shared the pictures. https://www.deviantart.com/zhao-p/art/Rain-639250791 I always link the artwork because these artists are the ones who make others remember our concepts, although I hate to admit it.
nasu010 (NA)
: Sorei the oni kid
I won't go into specifics because all the numbers are pretty good (most of them are on the low side, but I think it's fine if you want him to be more bruiser style). I'll talk about his entire kit in general. Be aware that this comment might sound a bit weird here and there because the point I'm trying to get across is... complicated. ______ When I first saw his passive and aa range, I expected him to be an ad bruiser / ap glasscannon. I'm not sure where are you heading to (you mentioned ap being the tankier version, but his passive contradicts that to a certain degree). As seen with most "transformers" (nidalee, jayce, shyv, etc.), they tend to end up being a jack of all trades. Sorei has too many tools in his hands. I heavily suggest removing some of the tools he has now and strengthen the leftovers. For example, his q provides damage (aoe, which counts as one "tool" for arguement sake), cc, dot aoe (burning area), and even ms for allies. This level of combination of "tools" is pretty strong, and there are a lot of ways of fixing it. If you want to give his ad/ap build more power, boost the ratios and perhaps remove the ms. If you want to make him grant more utility, maybe make the burning area (for q only) something different that grants ms for allies but doesn't deal damage. There are honestly a lot of ways to fix this, and like I said before, I have no idea of your final "destination" (like what you hope your concept will look like at the end). I sincerely believe that this concept has great potential, and the effort you put into this concept makes me believe you think the same. By cutting away less-necessary effects and strengthening necessary ones, this concept will be unique even among transformers (no pun intended, xP). Just one last warning if you decide to give Sorei a small rework: 500 isn't the farthest range, but an average marksman can turn into a devastating fighter really quickly.
: What is the WORST game of LoL you've ever played?
That one time when I got hit by a thresh hook more than 10 times in a game. So I stood there at the last team fight, knowing I couldn't dodge that mega-mind's hook. And he missed. Best moment of my gaming life muahahahaha.
Yenn (NA)
: How did Kayle's hit box make it past QA?
This applies to almost all airborn champions. Anivia is a famous one at that, her hit box is super awkward until they did that VU.
: Couple comments, pretty nice general idea though. Lore: Baccai and Darkin are somewhat different things, one being a failed ascension and the other being a megalomaniac that also happens to be an Ascendant. (Some would say they are any Ascended that fought at the Battle of Icathia, but no one considers Nasus a Darkin.) Because of their failed ascension, Baccai couldn’t become Ascended and later be called Darkin. If the Baccai managed to keep its sanity, I don’t think it’s impossible for it to have obtained and resisted a Darkin’s influence after their imprisonment... Abilities: For his passive, perhaps making the bonus health and healing-per-damage not affect each other, similar to Ryze. Also, mayhaps a time limit or limit per entering combat for his heal should be in place. He Q shouldn’t be able to move allied champions or their pets, like Azir’s Soldiers, as to prevent trolling. Otherwise, seems ok. I find a passive that locks itself if you don’t meet its requirements interesting. For the ally cast on his W, I think he should be able to prematurely break it in order to still transfer crowd control and slow himself/nearby enemies, but won’t heal. For his enemy cast, is it 70% of the damage he took while the link is active or a different condition? Can either of the health forms for his W be used on allies? I feel like his R doesn’t really fit lore-wise. If he were a Baccai wearing a Darkin, why is it his whole body disappears? If it is a Baccai and a Darkin trapped in the same body ala golemization, again, why does his whole body disappear? Though you could argue Kayn and Rhaast do the same thing, Kayn has Shadow Magic that may help and Rhaast is the Darkin of Death(?) and may be explained as him “infecting” his target with Blood Magic/Fleshcrafting. Not saying it’s bad, just saying that I’d like a lore reason for his whole body disappearing. As for the ability itself I feel like Suppressed would work better than Fear, he shouldn’t be able to kill himself because again trolls exist, and I dislike that the bond is permanent until either dies.
Lore wise I'll be fixing him. A full lore will be posted tomorrow or Wednesday at the latest, now just think of him as an Ascendant wearing an armor sealing a freljord demigod. It is true that q can troll, but it's only 150 range (the auto range for many melee champions), it's honestly not that strong cc wise, it's there mainly for the damage. W has an ally cast and enemy cast. The ally cast is changed slightly (buffed greatly) Yes, the enemy cast is 70% of the damage he takes while the link is active. So the damage is dealt like every 0.1 second (so "live", not all at once at the end). His r will make sense when the lore comes out, hopefully. ____ Thanks for pointing out issues.
: > [{quoted}](name=Gilgayu,realm=NA,application-id=A8FQeEA8,discussion-id=8Jweu8ij,comment-id=00030000,timestamp=2019-03-18T00:32:47.934+0000) > > Since you said you'd rather save your analysis for my next iteration... > > Well, here it is. Overall I made Ovenaas solo-lane power much greater and made his ultimate slightly more meaningful. Ok I'm going to ignore numbers. I'm just gonna say most of them are wrong. Too excessive or too weak. First off you need to define what you want him to do. He's a support tank. You gave him a suicide button. No. Secondly he either needs to function outside of the support role or he needs to be really good at it. He has one spell that hits creeps, ergo he needs to be really good at supporting. As-is his pre-6 kit functions as a jungle skirmisher. His passive on Q would function better as a level 5 rank ability similar to Akali Q damage. Then you'd get rid of the armor threshold and just make it scale with armor. There's also the issue that its a permanent passive instead of something enemies can play around. You can get away with Frozen Heart because its an item and has a range, so theres at least a few ways to take care of it, but having a constant movespeed/attackspeed slow doesn't really work. Basic League ideology when it comes to balance is that you cannot have allies move/cc allies without permission. Thresh lantern requires allies click on it, Kalista ult is controlled by the support instead of Kalista, allies must hop into Tahm for ult. League breaks that rule if they allow the ally a measure of control. Tahm can eat allies, but they can also jump out early. Kalista decides when to ult, the Oathsworn decides how the ult is used. Ovenaas deciding who gets infested is perfectly fine, him being able to punch allies is not. Him having a way to clear enemy cc on an ally is perfectly fine. I'd say most designers would just make it a spell shield since League hates post-reactive defensive, but I'm sure you could do something with that. It needs cleanup so its more functional and at the same time retaining ways for enemies to play around it. I feel like you either need to double down on the link mechanic like Taric or find a way to distinguish it further from Tarics. Putting RNG in a skill purely to weaken it before Rank 5 is antithetical to League design. They've actively removed RNG. Jax Dodge being a big one. Infestation as an idea should be the key hook for what makes this champion. How you want to express that is up to you, but I want to be clear that is the big hook I see. Generally with how League design's been shaping, they might or might not do extra resists on the target. Since its a long term defensive steroid it could go either way. I would say that a majority of the power would get shoved into a shield based off his HP. Since you liked the damage->healing on his passive and the low health healing on his E, I'd recommend making him use HP as a stat similar to Mundo, but make his healing much more support style. He sacrifices HP to infest an ally, providing them with a shield based off it, then supports them so the shield matters and they can kill people during it. Maybe make it so the shield heals the ally based on leftover amount. You could play around with that, do a lot of different stuff. My big suggestion, if you take nothing else, is work with that Infestation idea and build off that. A lot of champions are a hook that they then flesh out to support. For example {{champion:517}} has a dash on his E which means if he steals Lucian ult he can use that without cancelling it. Gnar's built around his rage + two forms. They turned Gangplank into a barrel man. Ekko's only hook was the time hextech he had, they went through multiple ults before finally getting his Chronobreak. Then they made Ekko travelling back in time matter for his other abilities. Take your hook and explore.
Thanks on all those suggestions, I changed his q's passive, w's ally cast, and e. Originally I didn't make the w heal that much because I wanted to encourage a solo lane enchanter (his ult and w, sort of?), but I suppose he can still build AP bruiser for top. I gave him a few AP ratios here and there so he has other options than just hp hp hp armor armor armor mr mr mr. I really appreciate this specific sentence: > Take your hook and explore. To be frank, I've never thought of concept making this way. I always start with either the passive or the lore (which is pretty obvious because most of my concepts have game changing passives). Sometimes I start with a single ability, and they usually end up better than my other concepts. You cannot imagine (or can you ? ;) how many light-bulb-moments I had when I saw this sentence. Thanks for that enlightenment.
wolvius (EUW)
: > [{quoted}](name=Kamille W,realm=EUW,application-id=Ir7ZrJjF,discussion-id=h6rQUZw2,comment-id=00020000,timestamp=2019-03-17T22:20:00.901+0000) > > WTF > https://media.giphy.com/media/aZ3LDBs1ExsE8/giphy.gif Then you'll love https://vignette.wikia.nocookie.net/leagueoflegends/images/2/2e/Hail_of_Blades_rune.png/revision/latest/scale-to-width-down/55?cb=20180505140825 {{champion:223}} {{item:3077}} {{item:3091}} {{item:3124}} {{item:3065}} {{item:3006}} {{item:3146}} [](https://matchhistory.euw.leagueoflegends.com/en/#match-details/EUW1/3914356016/237941931?tab=stats)
not ganna lie bruiser/on-hit tahm is one of the most underated build, but boi you are forgetting him. {{champion:33}} {{item:2065}} {{item:3907}} {{item:3089}} {{item:3115}} {{item:3285}} {{item:3006}}
nasu010 (NA)
: Sigh gonna do the final edits on Monday to fix formating spell check and proof read to clarify any elements not explained properly.
Wait, formatting? That's like asking me to write an essay with my phone, good luck man. _____ "New concept and mechanics still working out some kinks thoughts" Option 5. I loved it. ___________ Since you are going do some edit on Monday, I'll give my analysis on Tuesday (now I think about it, it's been a while since I analysized your concept... good old times xP) I still have some suggestions for your edits though: 1. If you look at it closely, that necklace actually resembles the symbol for Shurima (well, kind of). Perhaps include something about that in his "lore"? It would certainly be cool for my standards, which are pretty low. 2. For the passive, it's usually 1/7/13. I suspect that's just a typo though. 3. **A small advice** from someone who has changed all of their at least 3 times (some even as many as 6 times). Copy and paste the whole post into the comment, so you can see the whole thing rather than like just 5 lines. (at least that's how the pc version works) It helps out a lot for me. 4. Maybe grant him a new e while he's in ult? Since he transformed Aguni into a sword, it wouldn't really make sense for him to make it flame. You know what I mean? 5. and lastly, come on man, I don't like to be called Gil gay u, but you don't need to spell it Gil ga u. xD (my actual last name is yu, and the name Gilgamesh, that guy from Fate/stay night, was taken, soooooo...) __________--- I really like it man, this picture was actual one of the few that I regret sharing (I shared like 80% of my "possible concepts", the rest 20% wasn't shared because I was just too lazy) because it had so many possibilities (a remain from the Rune Wars, a complete new race outside of the known Runeterra, some higher-ups in Void, etc.). But hey, the concept is very interesting and interactive (meaning not just the same combo through and through). Thanks a lot for putting my name up there, I'm honored. :D
: Can’t have him control allies. Anything else I have would be general complaints regarding numbers or basic mechanics to work around. I’d rather save it for your next iteration if you want. Also, check out Mina from Dawngate. She’s the same idea of using an ally as a host, but as a mage support.
Since you said you'd rather save your analysis for my next iteration... Well, here it is. Overall I made Ovenaas solo-lane power much greater and made his ultimate slightly more meaningful.
nasu010 (NA)
: Hmmm OK a dark in armor concept but I'd say it should have more weight ever play dmc4 the way the Mac has this ghost aura (susanoo for better refrence) since he has the mode switch ( good mech to have him bind to an ally movement) But in his regular form i this k you might want to change his w yo when linked to an enemy unit he transferred 60% of the damage he receives to the bound enemy and slow them by 25% while bound within 800 unit's. You can make the slow stronger the further they get from him . This way he becomes better at solo. You can still have him heal a portion of health if the bound enemy dies. The rest of his kit is great i was making a similar concept but never completed it so this is nice to see jeep it up{{sticker:slayer-pantheon-thumbs}}
I made some changes, and to be honest I think the changes are for the better. Check out Ovenaas 1.1!
floo (EUW)
: So, another thing making him really niche imo is his spell choice as a whole. He'll be forced into a support position as he can by no means sololane. Q denies himself farm, needs a partner for his W and E isn't a damage spell either. The E might make him a good roamer tho, similar to Pyke. A suggestion for his ult would be to allow him to recast the ability to return to his original cast position before the timer runs out, to prevent getting trolled by the ulted teammate or as an evacuation sorta. Perhaps with a delay timer? Like after half the duration has passed.
> [{quoted}](name=floo,realm=EUW,application-id=A8FQeEA8,discussion-id=8Jweu8ij,comment-id=000400000000,timestamp=2019-03-16T23:35:04.760+0000) > > Q denies himself farm. I thought and that, and that's why it's "all units". He can deny farms of his opponent by q'ing his own minions (can also be used to push teammates back to safety if he is support) > needs a partner for his W I reworked it slightly based on Nasu's suggestion, check it out. > and E isn't a damage spell either. The E might make him a good roamer tho, similar to Pyke. I reworked E too based on Voidling's suggestion, it was kind of a placeholder because I wasn't sure what Ovenaas needed.
: The wall stun was an idea but that added too much CC into the kit, as the Sliding is already a form of CC? That was my take anyways. Bonus MR VS total MR is a negligible argument, base MR hangs between like 32-53? Armor or AD have a much larger difference, and those ARE fair arguments, as Armor jumps up to around 80-90 on average. It's already difficult to get large amounts of viable MR(dealing physical damage), so I don't wanna have to increase his ratios by discounting his 32-53 base MR. I kind of put his damages numbers to be balanced by adding in the base ratios. Otherwise I'll have to increase the ratios or pump up his base damage. Originally his R was more of a front-line ability, but it needed reworked. Now it's a trade-off on tank vs damage. Spear itself is pretty standard, maybe 2x J4's size? Not much of an obstacle, but still there, mostly for visual purposes. It gets up to 4x J4 size (or Trundle Pillar size approx?) Once 3 are stacked though. The repeated knock up is pretty killer, especially when using it against mages like Xerath or Lux, or in team fights if you are surviving well enough. I could make the W be centered on him when cast? So basically force him to be in the midst while casting it for it to be effective. Rather than have a cast range. I think in itself will force him to go more bruiser. He is intended as a heavy PHYSICAL damage anti-mage, which is pretty much lacking in League. I might give him a building magic damage shield while he is inside his W... That'd help. *** Pretty sure it's intended to be male... Subtle hint by the hand positioning. Females will have a more palm-forward hand, males have a more palm-backward hand. Try it out, one makes you feel more macho and one makes you feel more girly. Otherwise I think that's just the armor design, intended to be more elegant due to the title of "Water Knight". Could be wrong though.
> [{quoted}](name=Mr Voidling,realm=NA,application-id=A8FQeEA8,discussion-id=VJ1ELE4W,comment-id=00020000,timestamp=2019-03-17T03:02:26.776+0000) > Females will have a more palm-forward hand, males have a more palm-backward hand. Never noticed that, interesting... Yeah I guess there wasn't much point behind bonus MR vs total MR. As for his r, I suggested something extra upon being "leveled up" twice because people will probably avoid being near existing spears, which makes summoning separate spears just more impactful overall. You are right about it being extra effective near the pits, so I guess it's alright. Making his w centered on him sound good. _____- Nice concept man. You are really productive recently, having more-than-normal free time? ;)
Ladrac (EUNE)
: He seems like a really dark character, I like the concept. You did a great job and it's something unique ^_^
Thanks, I appreciate it.
Shmeeve (NA)
: He only worked on his upper body apparantly
He worked out so hard that his 8 pecks disappeared completely and tranferred into bones due to all the friction from situps. One tough guy, eh?
: Oven Ass?
Well... you know. It was actually his original name, but then I realized ;)
: I can already see it... Teammate playing as him decides to choose me with R, uses E immediately after, and just runs into the enemy team. Also, he isn't exactly tanky without items. You note that he has higher stats, but his tank stats are basically lower than all other champion's stats in-game. So... what if he builds {{item:3504}} {{item:3222}} {{item:3107}} and {{item:3065}} {{item:3022}} {{item:3083}} and revitalize? That's 75-80% increased healing... so 85-87.5% of damage taken healed, and Heal cut would lower this to 52.5%, triggering at 12% Health(around 500 of his 4,300 Health, healing back 437-262 Health or taking 63/500 - 238/500 damage). Heal cut would still make it more than the original amount healed, so still mechanically a delayed 52.5% bonus damage reduction. Given if you go Grasp as your main rune then he'll have more health so you can possibly have a 10-8% health proc.
> [{quoted}](name=Mr Voidling,realm=NA,application-id=A8FQeEA8,discussion-id=8Jweu8ij,comment-id=0002,timestamp=2019-03-16T19:32:22.518+0000) > > I can already see it... Teammate playing as him decides to choose me with R, uses E immediately after, and just runs into the enemy team. There is still our lovely catfish in front of him, you can't possibly troll your team harder than that legend! I reduced his passive to heal for only 35% and over 5 seconds (speaking of tahm kench....). I wasn't sure how balanced his passive can be because the enemy need to deal over a certain % of his hp, which can be hard or easy depending on who you are talking about (Beyblade Garen doesn't trigger it unless it's urf). In theory, early game where Ovenaas doesn't have that much bonus health, only veigar level damage can trigger than regen, and it's only a regen, not damage reduction, meaning what would've killed him would still kill him. Thanks for all the math though. I admit that I overlooked the fact that some items increase healing, and that does make him pretty strong. What do you think of his ult though? Any suggestions for his e? (both in ghost form and out of it).
floo (EUW)
: This sounds like a reaaaaally teamoriented champion, basically a lose in soloQ if your adc doesnt know how to handle him. On the other hand he could be devastating in pro play and probably gutted to the ground.
Teamoriented... You are right. To be honest, it is kind of inevitable for that to happen. Like I said at the end, his ult is based off of Abathur, one of the most "pro play champ" you'll ever get in a MOBA. To be honest, I think he's alright due to all the damage he has himself and his ability to protect a carry. He can get trolled by a bad teammate though, which is one of the reasons why I gave him that e (during ult).
: Glacialis, The Arctic Knight(Champion Concept)
Just putting it out there: I'm not the only one who thought it was a she, right? ... _________ Anti-AP bruiser does seem fun (especially with that slide mechanism), but I feel like the direction you are going is a bit... weird (or maybe I just misunderstood your intention). Currently, we have 3 anti-ap champs: * Kassadin, who is a late game beast and assassin. Goes AP * Galio, who is still okay against AP, but not as oppressive as Kassadin. Tank/bruiser, goes AP * Mundo, the ultimate anti-ap. If you have heavy ap this guy literally becomes unkillable. Tank, goes AD. In my eyes, this concept is one focused heavily around cc without overdoing it (not ali's level yet). I don't know, the concept just feels "un-bruiser-like". This guy has a powerful slow on his q, but his w just reminds me of mages. Perhaps make enemies inside his w take more damage from him rather than just let the zone does all the damage? Bruisers are almost meant to be in the heart of battle, but that w is just... too safe. His e is pretty cool. I like the idea, but the long cooldown is unnecessary. I understand that a good Glacialis can make the Icy Trail a deadly zone, but you are being a bit over-cautious. Personally, I think stunning enemies who collide with a wall will make a lot of sense and add a bit more purpose to playing around walls (now that I think about it, a decent percent of existing champions love to play around walls). For his r, how big is the spear (collision wise)? Is that radius the radius for both the initial damage and its collision radius? It seems to me that adding some additional effects for increasing the spear to size 3 would be interesting, even if it's something as simple as rooting all enemies within 700 (100+the radius, if the radius is actually 600...) units for 1.5 seconds or so. _______ About his ratios/scaling... You probably know your numbers much better than me, since you made like 4 times the amount of concepts I have, but I'll put in my two cents anyway. Instead of using total MR, how about __bonus__ MR? Total MR scaling gives him decent power against all matchups, but bonus MR scaling gives him clear pros and cons (which by itself is an arguable pro balance-wise). I mentioned before that perhaps it would be nice to allow Glacialis deal bonus damage to the enemies inside rather than letting the zone itself doing any damage, but alternatives like "Glacialis gains 15/20/25/30/35% increased MR when inside the zone" or "Glacialis heals for x% of his missing health where x is determined by his MR" might work too. Thoughts?
: Yeah, idk, I just instinctively thought it was pronounced "Oh - Vuh - N'awes(like "awes"ome but with an N)", and I'm probably wrong.
I changed it to yours. To be honest I don't know how this name would work. Originally it was Ovenas, but some guy on Reyn's post said something like "Darkin got to have that double a!" so... yeah. I like your interpretation because, well, he's AWESome. xD ___________ Funny how I have 3 upvotes already (not counting my own), my lucky day (just got promoted to B1 too, wooo xP)?
: Isn't that just{{champion:63}} though?
1. Ning is melee, brand is ranged. 2. Ning is like a hybrid carry (imagine hybrid yi), while brand is a mage specialized in dot and big aoes. 3. Ning can revive, Brand... not really. Besides the fact that they are both men made of fire (don't know about brand lore-wise, so if that's what you meant, I'll change the lore), I see nothing alike.
Comentários de Rioters
Comentários de Rioters
: Alright, I'll look into tweaking some things. Her R was more of a... auto-cast but direction control during the Channel? So like Xerath channeling his Q but it gets auto-cast instead of cancelled if you don't recast. However I think making it more similar in functionality would be better. So like give her a 2 second time-frame to recast it after channeling for 1 second. So most cases would be around a 1.5-2 second total channel time. And it gives you a little longer to add W in if you want. Probably best to not have the dragon stop, you're right about that. Maybe her W could apply a heal cut on herself? That might work... I guess after I made it I looked a bit at old Kayle, and she got more range with no health cost, so I thought this balanced it out a bit. Maybe like 10% current health initial cost and then a heal cut with 2/2.5/3/3.5/4% current life cost each second over the next 5 seconds?(4% because you're current health is already lowered by 10%, and it'll be over time, so it's losing effectiveness). Or no heal cut and 10% max health initial cost. {{item:3053}} needs 400-1800 life in 5 secs depending on level, which going from 1,020 - 2,465 Health(with only this HP increase item) this is 40-73% of her health, so the 20% won't trigger it very easily. Reaching 9k Health isn't possible with her, so no instant procs end-game at least. As for Q and all abilities, they get INCREDIBLY more potent after lvl 6, since killing minions reduces the CD by 1 second each. Hence why the long base cooldowns. Lots of wave control is required while playing this champ.
Ah, my bad. I didn't see that passive on her ultimate. Funny how you started to use ... though, perhaps I should stop giving you analyses so I don't give you bad habits? xP By the way I just saw Nekulon, and one of my future concepts (it's in its final stages) also has a revive technic. I hope you don't mind, it is pretty different though.
: Riot , Runaterra's Calamity
So I'm here as asked. There is no need to return the favor, for I understand the need for comments as even hate comments help you get better. I say this because I also make concepts, and on my early concepts people like Voidling, Nasu, and ChaosReyn all helped me more than I expected. The main reason I do that many analyses (if I didn't I would have at least 20 concepts by now) is because I understand concept makers need them to improve. Even a one-sentence comment means your concept is worth spending time reading. _______ So... yeah, no need for talking to me like this is a favor that's only being done because you said you will return it. This is being done because you have enough gut to ask for an analysis. _______ C0NCH0BAR pointed out a few aspects, but I'll just repeat some of the things he said so nothing gets missed. _______- _____ Q's damage ratio is a bit weird. Normally it would be okay for casters, but considering Riot's tank build (which I will touch on later), the base damage is just too high. Something like (40/50/60/70/80 + 30% AP Magic damage) and reduce the cd to 9/8/7/6/5 will make his passive more meaningful. Like C0NCH0BAR mentioned, the ult's reward is too little, so reducing q's cd significantly will certainly impact his overall praticallity. To put it in other words: Let's say he wins the 1v1 for his ult. He gets crit ability every 3 second, but........... None of his abilities will be ready in 3 seconds, you know what I mean? _______ Again, like C0NCH0BAR said, the ratio is a bit too high. This is also what I meant when I said Riot's tank build earlier. Due to his mobility and high base damage (in your current version, which is why I suggested to tone it down), he can legit build full tank and deal more damage than some AP bruisers like singed. If you attempt to keep both ratios for the shield (which would be absolutely fine), I highly suggest making the MS scale flatter, like 25/35/45/55/65. In general his w has a bit too many things going for it. _____ Decrease that base damage on e please. (I'm only being so blunt because it is the easiest way to say it, lazy me xP) Essentially this ability is top tier damage, weak cc, and OP-tier mobility all in one, with only a 9 second cooldown at rank 5. I like the whole interaction with q, so perhaps lower that base damage and its ap scaling make that extention to Riot debuff from 0.5 sec to 1 sec? I just really liked that interaction. _______ As for r, a simple flat cdr (say 10% for 7 seconds) if he win will make it a much more meaning ability. Due to the nature of this ability essentially granting both targets a few seconds of statis, it is a pretty powerful ability even if Riot is 0/8 because he can force an enemy carry out of a fight (especially something like an ulting twitch). I suggest to give this a higher cooldown (10-30 seconds more) since it will be a game-changing ability for proplay. ____ Overall I suggest to lower his mana costs by 50 per ability. He is too mana-reliant for a spam-champ (this is not an insult, don't take it the wrong way). Nice concept, I hope my analysis was helpful.
: Misaki, The Weeping Lotus(Champion Concept)
Am I the only one attracted by the _SWORD_??? Sigh, people these days only see superficial things (shaking my head). The best part of the artwork is the background (that mix of red and blue... sooooo good :D), those beautiful coloring literally put the woman to shame. _____ Well, enough of that nonsense, time to do some classic analyse. ____- One quick question, does damage reduction apply to true damage? My guess is that it doesn't, but I'm honestly just not sure. ___________-- I really like her overall kit. Combined with that image, it really gives the feel of a graceful... killer? (just write that bio man, I know you can do it. I've written a bio and I can't even come up with names for abilities). Her ult is almost poetic (at least that's how I imagine it), and it is just... different. It is not blunt like garen's DEMACIA or vicious like ww's ult, but one of those abilities that when the official trailer comes out, I would break the repeat button just to enjoy the beauty of the animation. (and yes, I like text better because they don't just limit my mind to the League universe with the font and all that, but let my imagination go wild... hopefully) _____________ Her q is all good. I think uppering the cost and lowering it as she levels it up (so like 80/75/70/65/60) and lowering the cd by 1 second in all ranks can help out a lot because as of currently, it isn't a consistant damage source unless she builds cdr (I see her as an skirmisher/assassin, if there's any misunderstanding, my bad). Her w is pretty interesting. Increasing her attack RG by that much is certainly a huge power spike period, and building lifesteal (since she's hybrid, I'm a bit afraid of the {{item:3812}} {{item:3146}} build) can almost heal her right back up if she used it when she was low enough. Perhaps give her w some scaling depending on how much AP she lost from the active? It would certainly prevent abusing this with things like {{item:3053}} (since this does not break the shield), but I'm uncertain if this is the direction you want to go lore-wise. By the way this ability reminds me of [Lax'rah](https://boards.na.leagueoflegends.com/en/c/skin-champion-concepts/lgTNoY63-laxrah-the-voidborn)'s ult, but I used self-sacrifice in a complete different direction. There is not much to be said about her e. Short and useful, something I've been trying to achieve for some time now. For her r, I think auto-procing "second cast" isn't really the greatest idea. Of course, this arguement is made based on my view of the concept, so this part really doesn't have that much importance balance wise. What I mean is that instead of: >Misaki causes the area around her to overflow with falling Sakura Blossoms as she channels for 1.5 seconds, after channeling the blossoms gather together shaped like a dragon and fly in a target direction, taking Misaki with them, and stopping at the first enemy champion hit. Misaki gains 50% damage reduction while channeling. If the blossoms hit an enemy champion then Misaki instantly teleports behind the enemy and does a spinning slash, if the blossoms don't hit a champion then she ends up at the blossoms' final destination and does a spinning slash. perhaps make it >Misaki causes the area around her to overflow with falling Sakura Blossoms as she channels for 1.5 seconds, after channeling the blossoms gather together shaped like a dragon and fly in a target direction, taking Misaki with them, and __enabling recast after the first enemy champion hit__. Misaki gains 50% damage reduction while channeling. __Second cast__: Misaki instantly teleports behind the enemy __that was last hit by the dragon__and does a spinning slash if the blossoms don't hit a champion then she ends up at the blossoms' final destination and does a spinning slash. In terms of getting countered by Zhonya's, it still works. I just don't really like the dragon stopping at the first enemy hit because... dragons are too mightly for that? I know, that's why I said this arguement is made based on my depiction of the image. The damage is also not that overwhelming for it to become an aoe. What do you think? ________ As for my recent lack of work. My school email got shutdown in the beginning of the week... and my school uses chromebooks, so sucks for me. I'm going to release two concepts in a role some time later this week, and I'm currently trying to rework one of my previous concepts (passive and q already reworked, now I'm trying to change the w, e, and give it a reasonable r) The concept is [here](https://boards.na.leagueoflegends.com/en/c/skin-champion-concepts/JF3iQzAj-idolion-the-human-watcher-champion-concept), if you can find the time to help me (all my concepts are pretty complicated, overcomplicated, I would say), I would really appreciate it. ________ Once again, I want to say I love this concept. It is simply amazing.
Meddler (NA)
: Quick Gameplay Thoughts: March 13
Hi Meddler, Any news on Volibear? At the beginning of this year I heard (from an unreliable source on reddit) that he will be more juggernaut-like than he currently is. His current kit is very repeatitive (q,e,q,e,q,e....), and to be honest there aren't any real possible combos with him (as seen as a common theme for melee fighters, I don't think it matters, though). This year is said to be a split between champions and reworks (heard it from a rioter months ago on the boards, I'll find it for you if you think it's necessary), but a lot of unpopular champions are desperately in need of reworks (pathetic {{champion:96}} mains are all building AP...). Have a good day
Søøt (NA)
: Maz, the Visionary
First of all, I respect your speed in reworking a concept. I'm still trying to rework my [last concept](https://boards.na.leagueoflegends.com/en/c/skin-champion-concepts/JF3iQzAj-idolion-the-human-watcher-champion-concept), and it's been 2 weeks...... (reworked only passive and q, it's a work in progress...) I'm also working on two other concepts (on google docs) now, so time is a bit limited. but enough about me, let's talk about the reworked Maz. _______ Now he is much more useful in terms of ultility. No matter how picky I am, each ability is truly amazing on their own. _On their own_. Let me summarize Maz in the simpliest way possible: * passive: gains usable stacks upon interacting with wards * q: directional skill shot that applies true sight of enemy hit in a radius * w: upgrade/repair wards at great mana cost * e: powerful mobility when near her wards * r: active: grant w to allies passive: when ally get to low hp, heal them and drop a ward. In even simplier terms, I'll say that her kit does: 1. little to none direct (aka burst) damage 2. mana-reliant 3. ~~teemo's friend~~ vision hoarder 4. plays her stacking mini-game _________________ My words might sound a bit rude, but it is kind of hard to state what I want to say in other words because this is some pretty technical stuff (ironically stuff isn't a technical word xP). _____________________ What I'm trying to say is that when you were trying to "rebuilt her in a fashion I find much more akin to what I intended for her playstyle", you probably got a little... distracted, since you were trying to put that image in your brain into reality. This leads to inconsistancy in practicality of the concept, which can be fixed by re-reworking one or few of its abilities. I used to do that too, but I got into the habit of asking myself questions like "How to play as/against/with him/her?" Sometimes people like to "god-mod" their concepts, as a fellow concept maker, ChaosReyn puts it. I'm not saying yours is, but that certainly can happen if you eventually focus on concept-making (meaning making concepts weekly or something like that). Well, Maz has too little to occur her teams. She has little to no damage (people will learn soon enough not to hit her wards), and some inconsistant utility. Her entire playstyle can be denied if the enemy simply puts a control ward in a bush and guard it at all times, making it pointless to destroy her wards. Before going into suggestions, let's break up _support_ in general. They offer: * CC, sometimes little and sometimes excessive (looking at you cow) * heal/shield, enchanters * sometimes different steroids (aa, ms, whatever), think nami * high burst, mage supports (brand/lux) * ability to peel (in all sorts of ways), best examples are tahm and braum I'm not saying you need to follow this "guideline", but it can only be ignored to a certain degree. Most supports have at least 2 of the traits, and Maz need to have at least one. Like I mentioned above, her cc is inconsistant due to the fact that her wards can just be ignored... .... So, here comes my suggestion. ______________________________ > **W: “Tools of a Visionary”** Range: \* 300 (100 means you have to be literally on top of the ward...) Mana Cost for repairing a ward: \* 100 at all levels Mana Cost for altering a ward: \* 40 / 50 / 70 / 95 / 125 Cooldown: **1.5** s at all levels > **Passive Effect**: When an allied ward expires or is destroyed, it is replaced with a marker that grants no vision and lasts for a certain amount of time. Stealth Wards and Warding Totems get 30 second markers while Control Wards and Farsight Wards get 15 second markers. If the wards are not repaired within the marker's duration, the marker disappears and the ward is irreparable. However, if Maz repairs the target ward before the marker expires, it is instantaneously restored with full health and a reset duration and it also gains a “Fragile” debuff. If a Fragile ward is destroyed or expires, it is unable to be repaired. (To repair a ward, get within range and click the marker.) Maz is unable to repair Zombie Wards. > **Active Effect**: Maz consumes a stack of "Visionary" to upgrade the “trap tier” of a nearby ward by 1 tier up to a cap of Trap Tier 5. Using Tools of a Visionary on Fragile wards doubles the mana cost of each cast. Maz can only upgrade wards up to a trap tier equivalent to Tools of a Visionary’s ability rank. **(Note: In other words, if she puts three points into her W, she can upgrade a ward to Trap Tier 3, but no higher. This is mostly to stop people from abusing the ability by putting one point into it to conserve mana costs and still get a ward to Trap Tier 5.)** **_Now comes the major difference_** > Upgraded control wards and Farsight Wards will not deal continuous damage, but their detonation will deal 1.25/1.4/1.55/1.7/1.85 times more damage. > Trap Tier 1: The ward deals 2 / 4 / 6 / 8 / 10 (+4% AP) magical damage every 0.5 second in a 225 unit radius until it expires. It also detonates upon expiration or destruction, dealing 6 / 12 / 18 / 24 / 30 (+15% AP) magic damage to all enemies in a 300 unit radius. > Trap Tier 2: The ward deals 2 / 4.5 / 7 / 9.5 / 12 (+4% AP) magical damage every 0.5 second in a 225 unit radius until it expires. It also detonates upon expiration or destruction, dealing 6 / 12 / 18 / 24 / 30 (+15% AP) magic damage to all enemies in a 300 unit radius and slowing them by 20% for 2 seconds. > Trap Tier 3: The ward deals 3 / 6 / 9 / 12 / 15 (+5% AP) magical damage every 0.5 second in a 250 unit radius until it expires. It also detonates upon expiration or destruction, dealing 10 / 20 / 30 / 40 / 50 (+20% AP) magic damage to all enemies in a 350 unit radius and slowing them by 20% for 2 seconds. > Trap Tier 4: The ward deals 5 / 10 / 15 / 20 / 25 (+8% AP) magical damage every 0.5 second in a 250 unit radius until it expires. It also detonates upon expiration or destruction, dealing 13 / 26 / 39 / 52 / 65 (+35% AP) magic damage to all enemies in a 350 unit radius and slowing them by 40% for 2 seconds. > Trap Tier 5: The ward deals 10 / 20 / 30 / 40 / 50 (+15% AP) magical damage every 0.4 second in a 300 unit radius until it expires. It also detonates upon expiration or destruction, dealing 50 / 75 / 100 / 125 / 150 (+60% AP) magic damage to all enemies in a 400 unit radius and stunning them by for 2 seconds. So, now the wards deal damage just by being there. If you look at the cost, the cost almost grows exponentially (not as dramatic, for obvious reasons). This is meant for Maz to perhaps upgrade most wards to tier 2, but in some important places to have control over (like the bushes in top land and bot lane, the ones _in_ the lanes), she will upgrade them further. The constant damage will also lead to her opponent support (if she herself is support) start the game with {{item:3364}} , which leads her team further ahead in terms of vision. _______________________ This version gives her much more kill pressure in lane phase (dropping wards in a team fight xD), and also an more-than-average objective control. *Please tell me what you think* _______ and 2 last things 1. I suggest giving Maz no limit to wards she can have in a game 2. I suggest making her ultimate's passive's ward have only 2-5 health when respawned, so it can explode right away for more purpose (and possible outplay) Well, that's it. I hope this is helpful (certainly long, but quality over quantity, eh?) Edit: oh and I forgot to mention now that her wards deal continuous damage, it will be pretty obvious which one is hers, but the decision (for the opponent) between leaving it there since it's a weak aoe (if low tier) or destroy it to deny zoning will be interesting to see.
: he still says voice lines for other items. "shiny? bleh" "it's mine! I licked it!" "shiny. not for long" "a little stench and it'll be perfect"
Imagine twitch saying "boop" after buying a ward... ROFL
nasu010 (NA)
: lmao well this brings back memories the whole gang is here once again you know we should all do a collaboration concept similar to an essay relay. a concept where each of us create 1 ability each we all agree to a passive (containing multiple parts of course) and then we agree on a name but heres the title the asura / the face less. Thoughts?
Sounds cool to me. Here are __*some*__ pictures that I've gathered over the months, perhaps we can use one of them? 1. https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/f/c9fdd95c-c2e1-4994-a78b-62381c56a4e7/dcekurm-f88c767e-2a9a-4b94-a89a-e5c61d3fd8a3.jpg/v1/fill/w_1024,h_624,q_70,strp/ruan_jia_charr_reckoner_01_1_by_ruanjia_dcekurm-fullview.jpg?token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOjdlMGQxODg5ODIyNjQzNzNhNWYwZDQxNWVhMGQyNmUwIiwiaXNzIjoidXJuOmFwcDo3ZTBkMTg4OTgyMjY0MzczYTVmMGQ0MTVlYTBkMjZlMCIsIm9iaiI6W1t7ImhlaWdodCI6Ijw9NjI0IiwicGF0aCI6IlwvZlwvYzlmZGQ5NWMtYzJlMS00OTk0LWE3OGItNjIzODFjNTZhNGU3XC9kY2VrdXJtLWY4OGM3NjdlLTJhOWEtNGI5NC1hODlhLWU1YzYxZDNmZDhhMy5qcGciLCJ3aWR0aCI6Ijw9MTAyNCJ9XV0sImF1ZCI6WyJ1cm46c2VydmljZTppbWFnZS5vcGVyYXRpb25zIl19.o2UcIYVtJ7rv3e1ekSixbJQKLzo_-wd91sIHz1l3hLQ 2. https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/f/bd879c0d-f90c-4ce8-83a6-a8d530365867/dcr96fr-70afead6-296d-4770-8654-ec9aa01a6ebd.jpg/v1/fill/w_1348,h_593,q_70,strp/hod___fluid_nightmare_by_alectorfencer_dcr96fr-pre.jpg?token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOjdlMGQxODg5ODIyNjQzNzNhNWYwZDQxNWVhMGQyNmUwIiwiaXNzIjoidXJuOmFwcDo3ZTBkMTg4OTgyMjY0MzczYTVmMGQ0MTVlYTBkMjZlMCIsIm9iaiI6W1t7ImhlaWdodCI6Ijw9NzMyIiwicGF0aCI6IlwvZlwvYmQ4NzljMGQtZjkwYy00Y2U4LTgzYTYtYThkNTMwMzY1ODY3XC9kY3I5NmZyLTcwYWZlYWQ2LTI5NmQtNDc3MC04NjU0LWVjOWFhMDFhNmViZC5qcGciLCJ3aWR0aCI6Ijw9MTY2NSJ9XV0sImF1ZCI6WyJ1cm46c2VydmljZTppbWFnZS5vcGVyYXRpb25zIl19.1M6z9Rxgt6gRBQBam0w5DvJjMvTSTXSoldck81NJp9M 3. https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/f/e321524d-9746-4eef-856a-8aabb953de8e/dcrouq4-f74085af-c9e7-45c0-8c67-907bfe13c940.jpg/v1/fill/w_900,h_720,q_70,strp/brizo_by_benedickbana_dcrouq4-fullview.jpg?token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOjdlMGQxODg5ODIyNjQzNzNhNWYwZDQxNWVhMGQyNmUwIiwiaXNzIjoidXJuOmFwcDo3ZTBkMTg4OTgyMjY0MzczYTVmMGQ0MTVlYTBkMjZlMCIsIm9iaiI6W1t7ImhlaWdodCI6Ijw9NzIwIiwicGF0aCI6IlwvZlwvZTMyMTUyNGQtOTc0Ni00ZWVmLTg1NmEtOGFhYmI5NTNkZThlXC9kY3JvdXE0LWY3NDA4NWFmLWM5ZTctNDVjMC04YzY3LTkwN2JmZTEzYzk0MC5qcGciLCJ3aWR0aCI6Ijw9OTAwIn1dXSwiYXVkIjpbInVybjpzZXJ2aWNlOmltYWdlLm9wZXJhdGlvbnMiXX0.s7X4f7h_9zj4fkCaMIZFrTCttXRs6HyMD-G9aZ0OgbQ 4. 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https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/f/6f91404f-4350-4e2b-ab42-9e0426ca389c/dcz0zb3-8e9a6eab-808b-4f6d-93b9-3f0fc4feafbb.jpg?token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOjdlMGQxODg5ODIyNjQzNzNhNWYwZDQxNWVhMGQyNmUwIiwiaXNzIjoidXJuOmFwcDo3ZTBkMTg4OTgyMjY0MzczYTVmMGQ0MTVlYTBkMjZlMCIsIm9iaiI6W1t7InBhdGgiOiJcL2ZcLzZmOTE0MDRmLTQzNTAtNGUyYi1hYjQyLTllMDQyNmNhMzg5Y1wvZGN6MHpiMy04ZTlhNmVhYi04MDhiLTRmNmQtOTNiOS0zZjBmYzRmZWFmYmIuanBnIn1dXSwiYXVkIjpbInVybjpzZXJ2aWNlOmZpbGUuZG93bmxvYWQiXX0.cbHUEoYISnylgHWrKOAwPRUZGPCLymSPL9okqevzBgQ 7. 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: Hyshio, The Thundering Abdicator(Champion Concept)
Nice concept, enough said. ________ Just kidding (I always have something to say). Overall kit is near perfect, or as perfect as it can be without going live. Her passive, however, is a bit limiting on her playstyle. She cannot go on-hit (which isn't a big problem), but the fact that her abilities use that much SC means that she cannot... auto frequently. To me she sounds like an ap assassin/ control mage, but she is forced to walk around without having any real mobility (not counting ult). I suggest to increase the maximum SC charge (to 1500 or something) so she won't just run out of resources after 1 full combo, and possibly some other way to spend SC since her ultimate charges it up pretty fast. ____________ Just wondering, how would you alter the abilities, do you have to edit the pictures? Sounds like a lot of work to me (I don't know how to code, photoshop, or anything... a computer dummy xD). Since you asked for feedbacks.... I respect all the work you went through to make those images, but to be honest, I like the normal text ones better since they are easier to change and just seems more organized in general. Edit: Oh, and congrats on reaching 40 concepts, I myself reached 10 not long along (trying to put on a proud face xP).
: 7 New Items - My take on more "Quest" Items
Darn, I haven't been on boards lately and look at what I missed! I like most, if not all, of the quest items. A lot of them grants medium-low stats by themselves, but by fulfilling the "quest" their gold-effecienty are quite nice. _______- I might have missed a few aspects of the items since I'm not a big item guy, so if my suggestions don't make sense, sorry. _____- For Leumin's Longbow, I feel like the stats the quest give and the quest itself... contradicts each other. What I mean is that it requires 200 successful crit, yet grants critical chance in return. Wouldn't the player already have very high crit chance by the time the item is finished? I think making it grant AD or even 5% movement speed will be better. Of course, for pure on-hit champions like Kog'maw and Varus, this item can still be a very potent pick. As for Ancient Wyvern Circlet. I simply love it, especially as a once - shyvana - main. The idea behind it is admirable, but I feel like it gives too much power for successful takedowns of epic units. In a game where a team gets 5 elemental dragons, 1 rift herald, 1 baron, and 1 elder drake (would be sad if they haven't won yet xD), the total stats will be: * 700 Health * 1050 Mana * 17.5% Cooldown Reduction * 35% Attack Speed * UNIQUE Active - Power Shift: Swap between Physical and Arcane Power bonuses.(10 second cooldown) Physical Power: Gain +70 Attack Damage and +35 Armor Arcane Power: Gain +105 Ability Power and +35 Magic Resist I know I'm overexaggerating, but it is a possible situation. _Personally_, I also feel like items like this should be the privilege of the jungler. So perhaps make this into multiple items? where each focuses on a different stat (like the normal jungle items) and only players with smite can get them? Just a thought, but besides those things this is a true quality post. {{sticker:slayer-pantheon-thumbs}}
Søøt (NA)
: Maz, the Visionary
I liked the concept a lot. It is true that, just like you said, the idea of a champion centered around vision is often explored upon, but I daresay yours is one of the best concepts portraying that idea. ___________ Balance wise, there are only a few necessary tweaks. Q seems alright at first glance, but the fact that it also grants true sight of enemy hit... perhaps lower the initial damage and increase the explosion radius? Would be a interesting counter to invisible champions. The cooldown is also a bit low due to its utility, perhaps 6.5 seconds cd at max rank? As for her ultimate... it is a cool concept, but I find it a bit strong. Granting her entire team mobility is just beyond what should be allowed for an ultimate (sivir's ult doesn't grant true vision). It should be fine if her teammate's dash has a limited range though (say 400). This is a get-out-of-jail card at too low a cost for using it, but I suppose its mana cost kind of compensated for it? Cool concept though, and here comes some suggestions that are straight personal preference _____________- Everyone loves vision, but to be honest, Maz just has too much potential for her to be just focused on vision. _How about give her Maz wards special interactions with regular wards?_ There is no point in having 2 wards in the same bush, so how about let her Maz wards strengthen regular wards (in whatever way you prefer)? To be honest, support items give an excessive amount of wards if you back frequently, so having that many Maz wards really isn't as impactful as it should be (but rather wasteful, because storing up all that wards means they won't be used up...) Just my two cents, I hope you can dig some useful information out of this. Good job, it really was a cool concept. (Make more ;)
: Is there a single tahm kench main who isn't a troll ?
All, _all_, Tahm Kench 1-tricks plays top-lane. Either they go tank, bruiser, on-hit, or full ap... It depends on their troll-ness ;)
: Either way, when's your next concept? I'm interested to see what you've come up with to combat that feeling of repetition you feel you've got. I'm taking a step back from concepts for the moment...more like I'm attempting to come up with something actually mind-blowing, and that something is going to take more than just a quick "let's make a champion that can do this one thing in a refreshing way!" Trying something a bit more out of my comfort zone...will be trying to come up with groundbreaking mechanics, a unique take on the ancient history of the Shadow Isles (as much is lost there, and that means there's plenty of room to make something crazy...also hint - this is a Shadow Isles champion in the making) and possibly even try my hand at making other elements to go along with this (music and dare I say I may even attempt art...I'm bad at art...) It may be quite some time before I post a serious concept again...but the one I'm working on is something they'd usually dedicate an entire TEAM for in most places...and it's part of my attempt to understand exactly how much effort making even a single serious champion design from top-to-bottom like that would actually take. I know it's a lot...but I want to understand how much "a lot" accounts for.
Sorry to disappoint you xP, but I'm attempting to give Idolion a last try. I actually have another concept almost done (just need an ultimate... meh), let me just say it's a different type of enchanter (hint hint not support) Despite me being super excited to post that one, I've decided to finish Idolion first, since you know, remember that guy whom I promised to? I told him I'll change the concept for it to be legit, and I meant business (putting on serious face, xD). _______________ Over the last week I actually made no progress (had a competition on Saturday, spent the whole week preparing, I even pulled the first all-nighter in my life.), but I did brainstorm the direction I want Idolion to go. I was trying to group each... "race" in general terms. Void: vicious, bloodthirsty... fighter Aspect: wise, mysterious... mage Just Scathian: cunning... assassin? Still trying to work on him, but I kind of gave up the lore. I'm really not a great writer (sigh) I'm thinking of giving him only 2 forms (since you mentioned that staying in either form was... more difficult than my intention). ______________ Hope you don't mind me talking all about my concepts on your thread. Just feels good to be back :D
mckaøs (NA)
: Riot, give me an Abathur clone from HoTS. A Champion that sits in base all game
About a month ago me and Voidling actually talked about this idea. ____ Our conclusion was: it would be trash for soloque and op for proplay. ____ In all honesty, I would love such a champion, but League is not HoTS. League has a much clearer position system and the requirement for each role. Back in season 2 where everyone was just picking whomever they want, Abathur might have worked, but now the positions themselves are too restricting (well, not restricting restricting). What I mean is: top needs 1 player jungle needs 1 player mid needs 1 player bot needs 2 players If any of the positions have too many or too little champions (in a normal, non-iron SR game), you are likely going to lose unless you come up with some "big-brain-things". _____ All these obstacles aside, if you decide to make a concept like that, I'll support you with all I've got (and by that I mean only some experience lolol).
: Positive Reinforcement For Role-Fluid Play? ANIMATED Loadscreen Flairs?
Hi Reyn, I'm baaaaaaaack!!!!!!!!!!!!!!!! lol _________ Your suggestions are actually really cool, but as for animations, let my put in my two cents. Personally, I've never been a supporter of animations for loading screens/inanimate characters. In Hearthstone (that card game, you know...), I'm pretty sure your character gets some sort of animation and a gold banner if you wins 300 ranked games with that guy. It was an interesting way of rewarding hard-core players, but in all honesty, I just don't like that sort of animations. I know this is an unpopular opinion, but sometimes an un-moving (what is the word to use...?) picture sometimes gives off more... epicness. When I look at Azir and think of his powerful voice lines, I think of him as an emperor, but an emperor doesn't act to attract attentions (animations), you know what I mean? It just... loses the feel. The idea for rewarding players who master multiple roles is certainly one that can be explored. How about _more_ ranked armors? I mean make the ranked armor consist 5 parts, each is determined by your rank for a specific role. This will definitely take a lot of the time for the design team, but let's be real, it shouldn't be that complicated for all those professionals. It should also be able to be turned on/off in your profile though (on is showing all five parts, whereas off is showing a different type of armor, the current one, that is determined by your highest ranked position) Just some thoughts, though I believe many people still welcome animations.
: Story behind your league names?
I originally wanted to make my name Gilgamesh (for two reasons: 1. the anime fate/stay night is just awsome, 2. I'm a big fan of history, and Gilgamesh plays a big role in some of the earliest scriptures) Too bad it was already taken, so I changed it to Gilgayu since my last name is Yu. And to this day my friends call me Gil gay u......
: What’s up with them always overturning the hell out of non existent champs
> [{quoted}](name=Peel for my ADC,realm=NA,application-id=3ErqAdtq,discussion-id=6vvJItQ2,comment-id=0001,timestamp=2019-02-26T15:00:35.639+0000) > > What’s up with them always overturning the hell out of non existent champs Riot collects the most data if that champion has a high play rate, and most people only play strong champions. So.. yeah, definitely understandable move by Riot
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