Lore:
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Flow (4/5): Lore is good, and no more than one or two mistakes exist
Theme (5/5): Lore fits perfectly into existing LoL Lore
Interest (3/5): Lore was good enough to catch the reader's attention & in garnering interest in the champion, albeit with some difficulties
Total: 12/15 x2 = 24/30
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The Lore was well written and made good use of existing lore. The only two significant concerns that I had were:
1) More detail could have been given about the regiment Legion was a part of. What were they known for? What distinguished them from the others? What defined them both as warriors, and as inhabitants of their city-state/nation?
2) Why was legion in stasis, and why does he live on as the combined consciousness of his regiment, and not as an individual? Was it a spell that backfired, or something else?
These two factors are the only things that I feel are holding your lore back.
Disciplined:
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Balance (1/3): Ability is seriously imbalanced (either overpowered or underpowered), and should not exist in its current form
Originality (3/3): Ability is unique and brings something new to LoL
Intuitiveness (3/3): Ability synergizes well with the champion’s role and is easily understood
Total: 7/9
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This ability is original and easy to understand, but my concern with it is that it adds next to nothing to Legion’s gameplay early on, and only becomes noticeable at later levels. A level 1 Legion will only receive 2% crit chance, which doesn’t feel very satisfying due to the fact that it effectively becomes sheer luck as to whether or not it’ll do anything against his opponent. Later levels make the ability more noticeable, but even with 3 abilities on cooldown, this ability doesn’t do much pre-level 6.
My suggestion would be to give it a base amount passively, or make the first stack give more than the others, and readjust the numbers accordingly. The only other change I’d recommend would be to make the ability’s effect stay constant, instead of making it increase when he reaches levels 6/11/16; Crit chance is a multiplicative stat, and 30% crit chance is going to be as good early game as it will be late game.
Tryndamere is a good example, because his passive has a somewhat similar effect, and gives him the same stat (crit chance), but it requires that he remain in combat for an extended period of time before reaching 30% crit chance.
Schiltron:
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Balance (1/3): Ability is seriously imbalanced (either overpowered or underpowered), and should not exist in its current form
Originality (3/3): Ability is unique and brings something new to LoL
Intuitiveness (3/3): Ability synergizes well with the others and is easily understood
Total: 7/9
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This ability is a pretty neat effect, it reminds me of Fiora’s riposte, but has a stronger effect, and is reliant on where Legion is facing, although I had two main issues with it:
1) The lesser concern is that your wording (brace, next enemy to
comewithin melee range) seems to imply that this spell immobilizes your champion, which would be a deadly thing for a position dependent ranged ad carry to do.
2) My main concern is the spell’s duration, which is too long in my opinion. Most reactive spells, primarily riposte/spell shields, have 2-3 second durations, with the duration decreasing as the effect grows stronger. You essentially force the opponent to wait 4 seconds or get hit by heavy damage + a knock up.
Clarifying the wording would make its effect clearer, and reducing the duration would make this ability feel more “clutch,” and would make it less frustrating to play against.
Gladius:
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Balance (1/3): Ability is seriously imbalanced (either overpowered or underpowered), and should not exist in its current form
Originality (2/3): Ability differs itself somewhat from existing champion abilities and still adds something to LoL
Intuitiveness (1/3): Ability is needlessly complicated and does not synergize well with the champion's role
Total: 4/9
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This ability is an interesting take on a dual ranged/melee hero, though it is otherwise similar to existing steroid skills. You run into the problem that the player has to either manually move closer to the enemy with each attack, or hope that the enemy is melee and closes in on them. Unlike other ranged/melee champions whose attack ranged changes, Legion simply gains attack speed when attacking an opponent who is at an arbitrarily determined range (I’m assuming 125). You’re accomplishing something similar Jayce/Nidalee/Elise’s ranged/melee form swap, where the melee form receives buffs over the ranged one, but you’re doing so at the cost of an ability, and accomplishing it in an unintuitive manner.
The attack speed numbers also seem to be a bit on the low side, both the duration and the buff amount seem a bit on the low side when you consider that he’s a ranged carry who has to get into melee range to benefit from it at all.
I’d recommend either changing the ability so that the active grants him a bonus regardless of whether the enemy is in melee range or making it a toggle that sacrifices his range in return for attack speed, though either of those could still have some of the issues I’ve mentioned above.
Pilum:
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Balance (3/3): Ability is well balanced, both its effect and its numbers appear to be reasonable
Originality (3/3): Ability is unique and brings something new to LoL
Intuitiveness (3/3): Ability synergizes well and is easily understood
Total: 9/9
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A pretty neat ability, the thematic effect of it summoning ghostly legionnaires is cool, and it’s a straightforward ability. My only concerns is that the delay between his throw, and his legionnaire’s throw might be too high, making it too difficult to hit a champion with both.
Centurion:
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Balance (2/3): Ability has some minor imbalances that either strongly encourage or discourage the player from choosing it over the other abilities
Originality (3/3): Ability is unique and brings something new to LoL
Intuitiveness (2/3): Ability is either too complicated or lacking in synergy, but not lacking in both areas
Total: 7/9
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This is a cool ability, and it fits Legion well thematically, but it seems a bit weak in my opinion. The stat bonuses are a bit on the low side, and the duration could potentially be too high if he gains kills/assists.
The invisibility/damage return is a cool idea, but it has the same problems as LeBlanc’s illusion: Legion doesn’t actually have any control as to when he goes invisible, and its low duration gives him little time to capitalize on it.
I would find another way to make the invisibility proc, because getting hit is exactly what he should be avoiding, considering that he is an AD carry. The other suggestion I’d make is that I’d remove the bonus duration on champion kill/assist, it doesn’t seem necessary, considering its already lengthy duration, and removing it could give you more room to buff the ability if it is on the weak side.
Champion (Overall):
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Balance (1/3): Champion kit is seriously imbalanced (either overpowered or underpowered), and should not exist in its current form
Originality (3/3): Champion kit is unique and brings something new to LoL
Intuitiveness (2/3): Champion's kit is either too complicated or lacking in synergy, but not lacking in both areas
Interest (4/5): Champion kit was captivating and effective at drawing in the reader & making them interested in the champion.
Total: 6/9 x2 + 4/5 = 16/23
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You’ve created a unique champion that has a cool set of abilities, but I don’t think they’re the right fit for a ranged AD carry. He has the necessary steroids, but two of his abilities require that he enter melee range in order to use them, which is the last place a ranged AD carry should aim to be, and the manner in which he gains the melee bonuses seems akward considering his longer attack range. His lore was well written, and I’m positive that a few tweaks, such as making his abilities have an effect regardless of whether he is in melee ranged of his opponent or not (specifically his W, Gladius), would help make him a competitive pick.
Final Score: 74/98
Don't hesitate to argue with me about an aspect of my review, be it a particular score you disagree on or an item that you think should/shouldn't be included. I'm still refining the process, and constructive feedback is always welcome. More information about the scoring rubric can be found here:
http://na.leagueoflegends.com/board/....php?t=2952952