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Originally Posted by ItemsGuy
You seem to be using the "numbers are power!" approach and are forgetting that League of Legends is a game played by humans. God forbid I include psychological aspects into play! And even then, by taking that advantage element of surprise, you're also boosting your offensive capabilities as well! That moment of apprehension of a player going "wait is that Rammus or LeBlanc? (It's LeBlanc)" is the only opportunity your Rammus needs to come completely out of left field while LeBlanc pops an enhanced spell from her Deceive and spells the enemy's fate. If you want strict numerical advantages, LeBlanc wouldn't be the champ for you--but if you thrive off of mind games, there's no better pick!
She also isn't a competitive pick anyway, because she falls off immediately after laning phase because she only has one instance of single-target burst and then she's useless for 30 seconds.
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I didn't say competitive pick, i said viable pick (ie on the level of picking heimer atm in my opinion), but nevermind that. If LeBlanc isn't at all threatening on her own, then the psychological presence you're trying to create is destroyed. In order for her illusions to create fear and paranoia in her opponents, she first has to prove to them that she's an actual threat, and I honestly can't see how she could be in your rework. Sorry :/
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Originally Posted by ItemsGuy
Playing redesign LeBlanc like current LeBlanc is a recipe for disaster. Is she a little more teamwork/coordination-reliant? Of course--how else are you going to pull off convincing Deceives? But it doesn't cripple her power by any means. She gives up a bit of damage output for lots of utility, and grants her team a psychological advantage that no other champion can provide.
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See above. She doesn't actually gain any utility beyond an AoE blind if she can't make her opponents fear her, and she can only do that if she's a threat.
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Originally Posted by ItemsGuy
Of course--if you played the Deceiver in a way the Deceiver wouldn't be played, you would be "boned!" The trick with LeBlanc is to avoid that sort of head-to-head confrontation. Your enemy can't go "all in" if you have incredible escaping power with your clone, and avoiding that damage is how you gain access to yours! That's how the Deceiver works, man, you're not Rambo. Be underhanded!
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Just exactly how much AP are you expecting her to gain from her passive? On that note, a %damage increase on all abilities rather than a flat AP increase would probably work better for an AP carry, since it would incentivize building damage better.
I'm envisioning her playing somewhat like live AP nidalee, as I sort-of mentioned earlier, in that her poke and harass are deadly, and she has the tools to get away if chased, but in a straight-up fight kind of falls over because her sustained damage is ****. But then her ult just doesn't seem to have a place with the rest of her kit, as it seems more fitting on a jungle hero than one that lives in a lane (you don't have the speed to reach another lane before your opponent calls you out as missing). It may fit thematically, but the kit just doesn't seem to hang together well to me.
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Originally Posted by ItemsGuy
I think you've got a misconception here--champions aren't designed to be fun to play against, they're designed to be fun to play as, and fun to counter-play. The fun to playing against Shaco is foiling his plans with strong map awareness and the occasional truesight (or sticking close to your allies), that's the incentive to beat him. Likewise with Vi (if I were to redesign her, I'd change her ult and innate)--the fun of counter-playing her would be to dodge her blows (again, why I'd change her ult), as if she winds up that Vault Breaker and you whiff out of the way, she doesn't really have much to keep you in place! It's the same feeling as dodging an extremely heavy punch--now that they've put all their weight behind it, that's where you keep on using that momentum to give them a tap and push them over the edge.
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You're completely ignoring the fact that Shaco is incredibly unfun to play against for the majority of the playerbase, and this fact has been the root of almost every Shaco nerf since the start of the game. Riot themselves have admitted that Shaco is a tricky problem because he's just as fun to play as he is unfun to play against.
I have no comment on the subject of Vi, other than to say that as a character she wants to punch her enemies as much as she can, and her innate facilitates that by allowing her to live longer so she can keep punching.
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Originally Posted by ItemsGuy
Again, I have never claimed to prize thematics over gameplay! I design with both, hand-in-hand. Themes are useful because they're already there--if they're defined, they give way to defined playstyles and defined counterplay. Themes are helpful and great when tying stuff together, but I'm not just throwing things around to JUST be thematic! If you're looking at something and going "no, this wouldn't work"--chances are that you are just unfamiliar with such a concept within the narrow frame that is LoL's current champ design. Like with the LeBlanc example--her power isn't with "just numbers"--it's through sewing confusion and doubt in the enemy team. Is it thematic? Yes. Is it hard-coded into the game? No--it's something that affect players, which play the game. Same deal with Fiddlesticks--he grants a psychological advantage.
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I never said that it was your intention to weight thematics higher than gameplay, but I think you may still be doing it unintentionally through tunnel-visioning too hard on the themes you've selected. I am of the opinion that while it's a bad thing if a kit or gameplay element runs directly contrary to a champion theme, it is NOT a bad thing if it doesn't directly stem from it, if it is necessary to provide good gameplay. A prime example of this would actually be Vi's passive shield that we just mentioned. No, it doesn't flow from her "punch stuff" theme, but it supports her overarching character of being a rough-and-tumble brawler, and beyond that it just helps her durability in fights. This is still important.
On the subject of Fiddlesticks though, his was one of the kits of yours that I REALLY like, and I think does the whole psychological terror bit far better than LeBlanc's does. It still doesn't synergize quite as well as I think it could, but it's a really cool concept. Probably horribly overpowered though, being able to crowstorm effectively anywhere on the map just by having a scarecrow in a nearby bush xD
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Originally Posted by ItemsGuy
Another example--Twisted Fate isn't good in teamfights, so you'd automatically think "ehhh, this guy isn't good like those other mages that are good at teamfights," but then why is he picked so consistently in high-leveled play? He gives his team the psychological leverage of being able to show up just about anywhere, at any time. A well-played TF would keep fights as unfair as possible--opting for ganks and ambushes over teamfights or siege-based play. Number-wise, his abilities aren't very impressive (he doesn't even have a damage-dealing ult, and his innate only gives his team gold!), but it's that huge amount of utility and psychological advantage that he gives his team. Same applies to the redesign LeBlanc!
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No, the same doesn't apply to the redesigned LeBlanc. TF has incredible map presence from his ult, and powerful ganks with the 2 second stun from gold card, along with really good poke from his Q. These factors make up for his lacklustre damage compared to most mages, he snowballs his team rather than himself with destiny ganks. LeBlanc has neither hard CC, nor the same level of mobility as TF.
However, the redesigned Fiddlesticks would be comparable to live TF (in fact, I have a feeling with this kit fiddle might require a damage nerf on his ult. Might be too strong with that kind of mobility).