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Originally Posted by Samus93
Nah man, i actually dont mind it that much myself, and well its a much better system then the post'n'leave thing most people do (including myself sometimes). And you're right, its mainly just balancing and stuff now, but when i first saw this champ that was really the only issue anyway - everything else is pretty much perfect.
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Hei, I've been trying to tell people, accept criticism and do revisions XD Nothing, I repeat, NOTHING is ever done right the first time as good as it can possibly be... well, I guess there are exceptions in games in terms of set criteria can be matched flawlessly, but that's only because there are measurable criteria =3
Anything like character design, never done right the first time XD
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Works for me, i guess the passive/bloodied effect is this champs selling point anyway so its better to make it slightly OP then UP. But i don't actually think it is OP anymore, kinda hard to see without proper testing. Really the only issue is that AS is essential on her, but honestly armour is essential on Rammus and AP is essential on Annie so who really cares =P so ye Riot come chuck this guy in the game just so we can find out!
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Yarr, and cooldown reduction works almost as well, in its' own way =3
The idea was that it'd be kinda silly for her to not be able to reduce cool downs in any way at all. Having it let her cast more quickly makes up for this nicely, I think =3
The attack speed, paired with her ultimate giving her extra at low health, also helps out so it's not like "tank that has to build no tanky items", otherwise it'd be near impossible to balance and people would just play her as a bruiser totally.
But yeah, there's too many champions already which have some "gimmick" that fail in their gimmick so totally that it's like, why is there even one present in the first place O.o
Only reason she's not using rage/energy/mana, is because each of these has a very specific purpose, and none of them will work properly with how I want her to play, so was forced to make an entirely new system up, because there literally wasn't a system present to properly do whot I wanted it to.
Rage was close, but once again, it'd still need so massive of an overhaul that it just wouldn't be rage anymore.
Also, I'd love it if Riot actually looked at it XD However, there's SO many champion postings on this forum, most of which are really, really sub-par (not saying they're bad, but very little thought or originality put into them due to just not devoting many hours of effort into them is all), which means they can't realistically dig through it for the good ones, other than those which get a lot of comments... of which, yeu'll notice, the ONLY ones which have riot posts are... the ones that were made before the forum was released, and were transferred over to it after the fact, and got hundreds of views/replies because they were in general chat and got a riot reply, which means massive population of people and everyone flocks to a red post.
The only way this will ever really stand out, is either it gets a TON of replies (as in literally 100+), which is highly, highly unlikely, considering that people tend to post their own champions and never look at any others, paired with the "TL-DR" syndrome of anything of quality people won't even look at because it takes too much time to read it.... or there is one alternative, but I can't do that on my own XD It can also get attention by being actively brought to the moderators' attention through email or posts... but if the originator of such is myself, it won't work, because then it'll just sound like a whiny brat going "HAY HAY HAY LISTEN LOOK AT MY STUFF PLEASE PLEASE PLZPLZZZZZZZZZZ", which won't accomplish anything.
So... yeah, I can only hope that somehow the quality gets enough attention somehow, and that it's somehow bumped back to the front page often enough through either people who look at it, or sneaky subterfuge ways (such as how I've intentionally waited for it to be on page 2-3 before replying to most comments *cough* ), to indirectly keep some attention on it.
Oh well.
Anyways, I'mma add some pictures and probably a 3D model soon too; got some basic sketches done, so will probably work on getting the scanner working soon, and see if I can't get mudbrush reinstalled so I can sculpt up a head model at least, and hopefully get maya reinstalled shortly after to do the in-game character model with some animations, and put it on youtube. THAT should get some views hopefully...
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Ye and thats fair enough, but i'd rather have the limit as it stops things from getting more silly (if you're on like 8% or something). And the only reason i have an issue with it is cuz it means that the lower on health you are: the less damage you take, the more AS you have and the less abilities cost .... but the fact that you have to be on low health to get these benefits balance it i guess so ye do what you want here man, just a suggestion that randomly popped into my head, its not really vital or interesting
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Yarr, I want her to get low on health semi-easily; if she spams abilities at the beginning of a fight and properly uses matronage, she'll get there even if enemies AREN'T targeting her... but once she gets to about 50% health, she'll become exceedingly difficult to kill, so it balances out =3
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Ye i hadnt actually considered that - see i was visualising using this ability more for its utility then for its support, but now you've said that ... have you considered reducing the damage that you can take by 25% or something? Cuzi just saw you (having just returned from the fountain) seeing two of your allies about to being ulted by Karth, and so you go over and tag both and take the fallout great ability, gets better the more i learn about it. But ye, maybe reduce the damage a bit, just so people will actually want to use it. Oh and yes 30/10/30/35 would definitely work, so go for it
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I considered it, but it'd be too strong that way. It already puts up a damage shield as it is, and she also has her ultimates passive further boosting her resistances, on top of any other tanky items she may normally build on top of that. Consider how much of a pain it can be to kill Shen or Cho'gath when played full on tanky as it is... giving her too much more resistance may be problematic :O
Though... I may make a minor tweak so that she takes reduced effect from CC effects used in this way. It's nice she can take the hits meant for someone else, but if she's intended to be active in a fight, it'd be kind of silly if she's constantly eating every silence, stun and disable the enemy team has, even if they're not targeting her, which would make it near impossible to play her.
I'll have to consider how that works. I may replace the damage shield with it actually, since both together may be too strong since she's already good at taking hits.
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honestly, all that ^^ is fine, i wanted E to not be able to be misused over and over again, and so the new buff should do. I also didnt realise you had a 1 second global cooldown after every cast ... im sure you can see why i thought you're abilities were OP now =P so: i;d go for 12 i think, that seems like a good number. and i'm just wondering if you think a one second silence after every ability may be a bit too .... annoying? not sure if thats the right word but ye ... you know what i mean
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Yarr it's not quite as obvious since there's nowheres to put it in her normal abilities that makes sense. I listed it under her "targeting" sub-section, as it made the most sense to put it there.
The idea for that, is it'd be near impossible to even target her if she could literally spam Q like 4 times a second... and it'd be virtually impossible to prevent her from charging someone and instantly knocking them back, so a short, 1 second delay, allows her to still be excessively spammy, without being too overboard =3
The 1 second delay between spells isn't THAT bad... I play Sona a lot, and it's part of the price to pay for being able to spam so ridiculously fast. In this case though, she needs to be able to combo her abilities quickly, more so than Sona does.
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Thx man for that, I understand it now i can see how all the passive effects would tie in together, and i'm assuming the ally wounded/dead thing is a situational-activation like deal similar to the bonus damage and life steal? apart from that, everything is great. like i said, i dont really have many issues with this champ, and i think you've fixed/ explained away most of them now anyway.
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Yeps, the idea is that if she had say... 1 dead ally and one at 30% health (it's under 50%), then she'd get +25% for the wounded, and +50% for the dead one at rank 3, so that it'd be +75% total. It would also heal her for 5+10% (15% total) of her MISSING health, so if she's nearly at full health, it doesn't do much, but if she's low on life, and has a large health pool already from items and her naturally high base life, she'd become near impossible to kill.
The idea is that if her team dies in a fight and the enemies do not attack her during that fight, that she'll then be PISSED and capable of actually taking 3-4 people on solo by herself at that point, assumming of course their ultimates are all gone now and they're all kinda low on health. It sucks having a tank who was just ignored all fight after their taunt was up *coughrammus* and then they're stuck with 3 people each at like 20% health, and just can't finish any of them off because they have no damage output, and all their allies are dead.
A tank needs to have some way to encourage people to attack them instead of someone else, and I consider taunts to be such a lame cop out that just doesn't work. This method, although very complex, should make for pretty much the ideal perfect "tank", without relying on taunt and stun as a crutch that every other "real tank" so far uses.