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(Tweak) Vindictam, The Vengeful Summoner

 
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FlamesofTerror ?? Senior Member
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06-08-2012

Hum. I would have to think on that for a bit. I'll get back to it tomorrow.

 
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Liam Geegeeson ?? Senior Member
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06-08-2012

Oh sure no problem ! I'm just grateful for all the feedback and suggestions. Thanks !

 
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FlashFree Zone ?? Senior Member
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06-08-2012

ok before I even get into the abilities, I have another joke suggestion
"In soviet Runeterra, Vindictum summons YOU!"

Generally, the only characters who have energy would be those with more of an Oriental styled backround. If this champion were say, modeled after a samurai or a japanese Shugenja, energy might not be too much of a stretch, since he seems to be more of a general caster though with an oriental asthetic, I'm not sure I totally support him having energy over mana. It's your call in the end, but I'm on the fence about it.

Also his only real summon is his ultimate, it does makes his moniker of the "Vengeful Summoner" a little misleading. If he's a summoner he should probably have a summon that's his Q, W, or E and his other two abilities should probably have some minor influence on the summoned creature. At this point Malzahar is almost more of a summoner because his pets would be more active than the summon of your champion idea. Just my two cents, moving along....

Passive 1 - 25% CDR for each enemy champion would be too high considering CDR caps at 40%. If it was dropped to say 4% at level 1, and progressed at level 7 to 6%, then again at level 13 for 8%. It would hit 40% if he was around 5 enemy champions, meaning you might want to get 1 item providing CDR to solidly hit the cap around 3 enemy champions.

Passive 2 - Same basic premise, if that's the energy regeneration per second, consider lowering it to a flat 10 energy per 5 seconds per enemy champion within X range. with 5 enemies nearby he regenerates 50 more energy every 5 seconds, and on a 200 energy bar, that'll be more than enough.

Q- At the rate of AD and AP your neutralizing you might as well just make it a silence effect with a significant attack speed debuff. I would regulate the damage at lower ranks, probably to 70/105/140/175/210 (+.5 AP) and at most make it an AP and AD % debuff at about 5/7/9/11/13 (+.01% AP). I'd also consider making the CD slightly higher, more in the 9 second area considering it does a secondary effect.

w- Don't worry about the armor and magic resistance cap on this one, people are either stacking armor and mr, or they aren't. I'd honestly increase the amounts and just not have them scale, or have them scale at .1. 5 armor and 3 magic resistance at level 1 isn't doing anything honestly, so raise the amounts at lower levels and have it scale a little slower into the higher levels, more like 10/20/30/40/50 armor lost and 8/16/24/32/40 magic resistance lost with an AP scale of (+.05). With the average AP build for endgame hitting 400-600 your going to increase your base numbers by about 20-25, and still have them high enough to make an impact in the early game when your champions AP is relatively low. Then make it a 4 second debuff and increase the base CD to about 12 seconds.

E- Not so sure about this one doing movement and attack speed since the higher one does AD and AP. A lot of people are under the impression that Champions NEED CC effects, and the most common one is a slow. This champion already debuffs AD, AP, AR, and MR. Now here's a slow that can get up to 50% for movement AND attack speed. General rule, if your set on it doing both, make the 50%the attack speed and have the movement slow be half the AS slow. Make the AS debuff 20/25/30/35/40%, and the movement speed debuff 10/12.5/15/17.5/20%. And again, since it has a secondary effect AND does damage AND affects movement speed, this one is probably best in the 12 second area as well for a CD.

R - This one would probably be good enough if it worked a little more simply. Cast once, pick target, spell hits and deals damage. If this spell hits a champion then Vinny gets a summoned clone of the Champion that essentially functions like Mordekaiser's ult if he kills the Champion. The clone has all the stats and items, ect. Like Shaco's clone but takes regular damage. If you make it for about 20 seconds you can definitely use the Ult as an initiator on a team fight to start beating on squishier targets, especially if you hit the enemies AD carry. It doesn't have all the flair yours does, but the function remains, the damage remains, and if nothing else a champion is getting hit for massive damage only to get the snot beat out of him by himself. At about 20 seconds of duration I'd put the base CD at about 120 seconds.

So there's my review, I hope it provides some insight and doesn't detract from what you have envisioned, hopefully it's provided a little inspiration. Thanks for checking out Efarius, if you'd like to see more I have Timmoth, a ranged Hybrid Pusher and Quintus a tanky melee battle commander.

Timmoth, Psion of Power - http://na.leagueoflegends.com/board/....php?t=2177652

Quintus, The Battle Captain - http://na.leagueoflegends.com/board/....php?t=2193972

 
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FangRush ?? Senior Member
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06-09-2012

his first passive is fine in my opinion, but it needs a buff, how about 10/15/20% cdr (scales with 1 champion, 3 champions, or 5 champions

alright so first of all, i cant help but notice he seems like he could possibly be a good ad or a heavy support, or both
P.S. bolded parts are things i changed, underlined things are thing i removed
__________________________________________________ __________________________________
Q – Law of Regulation (Active): Vindictam manipulates his targeted opponent dealing magic damage and debuffing their attack damage and ability power for 3 seconds. The debuffs caps at 70% of their ability power and attack damage. If cast at an ally they receive bonus movement speed, and attack speed.

Cooldown: 12
Cost (Energy): 60
Magic Damage: 45/90/135/180/225(+0.5 per ability power)
Debuffing of Ability Power: 20/40/60/80/100(+0.5 per ability power)
Debuffing of Attack Damage: 10/20/30/40/50(+0.25 per ability power)
Bonus Movement Speed: 10/15/20/25/30%
Bonus Attack Speed: 15/20/25/30/35%

Range: 650
__________________________________________________ __________________________________
W – Chant of Abatement (Active): Vindictam chants a spell that reduces his targets armor and magic resistance for 3 seconds. The debuff caps at 70% of their armor and magic resistance.

Cooldown: 12
Cost (Energy): 60
Debuffing of Armor: 5/10/15/20/25(+0.25 per attack damage)
Debuffing of Magic Resistance: 6/12/18/24/30 (+0.15 per ability power)
Range: 650
__________________________________________________ __________________________________
E – Spell of Stagnation (Active): Vindictam surges magical energy through his opponent dealing magic damage and slowing his target’s movement speed and attack speed for 4 seconds.

Cooldown: 12
Cost (Energy): 60
Magic Damage: 45/70/95/120/145(+.05 per ability power)
Slow: 10%/20%/30%/40%/50%
Attack Speed Reduction: 10%/20%/30%/40%/50%
Range: 650
__________________________________________________ __________________________________
R – Select/Summon (Active):

Select: Vindictam channels his energy in a beam that grasps and surrounds a single enemy champion that it collides with. This champion is stunned for 1.5 seconds and dealt magic damage. Within the next 2 seconds, Vindictam can cast Summon.

Cooldown: 100
No Cost
Magic Damage: 100/200/300(+1.0 per ability power) (+.5 per attack damage)
Range: 875
Linear Skillshot. It shouldn’t look like a projectile though; it should be similar to Viktor’s Death Ray. It’s a continuous beam that emits from his hands)

Summon: Once an enemy champion is ‘selected’ Vindictam may choose an area within Summons range for them to teleport to. Once the area has been chosen, Vindictam will stop all actions and begin channeling for 1.5 seconds. After channeling, the ‘selected’ champion is teleported to that area. A champion that is ‘selected’ is within a global range of activating Summon. Summon itself has a set amount of range. Vindictam can be interrupted while channeling Summon. If he is interrupted, summon is negated and reverts back to Select which will be on cooldown.

Cooldown: 100
Cost (Energy): 100
Range: 1000
__________________________________________________ _______________________ sorry for the wait, had a lot of homework to do over night :P

 
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Liam Geegeeson ?? Senior Member
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06-09-2012

Thanks to both of you for the reviews.

@EvilWereWaffle, Woah. Lots of feedback and suggestions. It's greatly appreciated.

Firstly, your explanation of him being a mana champion versus an energy based champion totally makes sense. I was initially going to make him a mana champion, so that he could be more diverse in builds - especially the support aspect - but alas, my limited knowledge could only sum up to energy based champions. If you would be willing to help me out with practical mana costs, I would be glad to your suggestions.

Also, I understand your reasoning behind his skillset being irrelevant to his nickname. However, I really liked the idea of him being a sort of 'anti-support' that renders the opposing team useless.

Concerning his Q, the subject of his magic damage being overpowered has been mentioned twice. Albeit, I'm confused as to why it is considered too powerful ? I think of it as Sona's Q, where she gives an aura to her teammates whilst also dealing damages to nearby enemy champions. For his scalings of the debuff, what if I made the bases lower but kept the ratio the same ? I find it would only be OP early game, but once it reaches late game, it's basically just a CC because it diminishes their damage ultimately rendering them useless for the duration.

For his W, I don't understand why the cap wouldn't be necessary ? If he completely reduced their armor and magic resistance, wouldn't it be 100% penetration ?

For his E, yeah I think that 50% is a bit much, and I like the idea of making it 40% and making the attack speed half that. I was thinking, what if I just made the percentage the same for both, but reducing the max percentage to 25% ?

I don't think I will change his R. I like your suggestion though as it is a cool alternative, but I think that changes my champion a bit too much.

Thanks for the suggestions and please provide feedback and explanations. It would be greatly appreciated as I am a novice League of Legends player that needs all the help he can get at developing this champion. Thanks !

 
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Liam Geegeeson ?? Senior Member
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06-09-2012

@FangRush, Yeah I was thinking the same thing too except an AP* and a heavy support. I never considered AD but now I realize it is a viable option ! I examined the changes you suggested and I think that they make perfect sense. Although, if we are to focus a bit more on adding AD ratios as well then I think that his E should have an AD ratio too.

Thanks for the suggestions and feedback !

 
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AkimboTaco ?? Junior Member
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06-09-2012

Gay.

 
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Liam Geegeeson ?? Senior Member
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06-09-2012

.. Thanks. Offensive.

 
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tomay93 ?? Junior Member
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06-09-2012

I would prefer a mana champ, but thats just me.
If you want to make his passive more unique but at the same time not too overpower. You could keep your concept of it increasing based on champs; however, try to see a fiddle passive but lower initially. E
Ex- Fiddle is -10 MR, Vindictam= -3 per enemy<-- amount can be tweaked if necessary. This way he disrupts well still, without being too broken.

Q- Debuff too overpowered, I would agree to keep your amounts (I like them), but the debuff part would/should not scaling. Then up the dmg scaling to .55 or .6 and reduce duration of debuff to 1.5 sec or 2 sec. I think that seems more balanced.

W- I like it, maybe a longer cooldown-10 or 12 sec initially. Perhaps make it to reduce either armor or mr, whichever of the two is higher. It can make you think whether to debuff the tank and at the same time, stop one team from building one resistance and stacking it high.

E- I like the concept but i would rework it to bring a certain individuality to him without being too much of an increase. Perhaps an aoe that increases the slow up to x% the longer they are in it. The damage would have to be tweaked and cost an amount of mana per sec. As you increase the levels the slow and dmg increase. The name would be more fitting now, as the longer you stagnate/stay in the spell, the more it costs you.

R- I like this and the dmg maybe increase each base level by 50,- 150,250,350, and keep scaling.
Range wise, i would see a tf range, and the range that the champ can be teleported would be range of a flash or the range that urgots ulti transfers-the distance it transfers not the distance in which the ability is useable.

My ideas to make him balanced more, not sure if anyone agrees.

I would picture him as a support that doesnt break the game and makes him an ap carry. So not ridiculouis dmg, but decent and good cc and disruption abilities.

 
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FangRush ?? Senior Member
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06-09-2012

lol how come u get all these comments >:3