It seems that I’ve touched a nerve of some sort in my previous review, and for that I apologize, I don’t mean to be harsh or unduly critical of others in my reviews and I was here.
I’ll answer your questions a bit out of order, and please forgive me for paraphrasing; “why would you offer to review champs if you’re just going to read the abilities and nothing more.”
If you look at the very first page of my thread you’ll notice that while I do offer to do background/lore reviews I primarily look at numbers, abilities, and kit synergy when I do my review. This is because I’m not a great writer, and because Moby the White offered to collaborate with me in reviewing champs; he does lore, I do numbers. That aside I do generally review lore after I’ve looked through a kit, to determine if the kit synergizes with the lore, and to see if it’s appropriate to the champion. In your case I thought the kit was fairly straightforward, tank, contained way too much synergy for the base values, and that most of the abilities were overpowered even when taken on their own. For this reason I did not do a very in depth review of your post as I felt some level of discussion was necessary to start a revision. As we do not see eye to eye on this issue, I will give you a second review, this one aimed at an impartial view of your champion.
Thoughts for champion kit based upon lore: Some sort of shield, Some sort of resurrection ability (possibly temporary) involving dolls, damage transferral from target to self (read, cut self to heal target ally), different doll companions.
For reference, in regards to your earlier question, there’s nothing in there which made me change my mind about your kit; the only thing which really struck me about it is that you list his role as tank. For the kit, support might be more appropriate.
“I have a really awesome original creative idea which no one else has thought of, and you’re trying to ruin it.”
Vudu the Witch Doctor; your concept predates it by about 2 months, but this is what I saw first, so I didn’t see yours as exceptionally novel until I had a reason to look at the original post date.
Furthermore about 3 of the posts within a week previous to yours were from people with different doll themed ideas which are generally more creative. Again, your post predates theirs considerably, but I saw theirs first so when I saw your post I took it the unoriginal temporary result of a fad the forum was going through. Apparently this is not the case.
“With no unique skill set.”
No, I’m not saying your champion should be Rengar 2.0 (as an example); I’m saying some elements of your kit are overpowered and suggesting ways that you could revise them in line with what I perceived your champion to be. As I missed the mark I will do a new review. In fact, I believe my very first major suggestion for revision ended up being a different, existing element of your kit. If you’re saying that that suggestion is a standard run of the mill tank skill which does not contribute to having a unique skill set, you probably shouldn’t have included it on your champ in the first place.
“You simply misread the abilities and nothing more.”
I did misread the % max health vs % health thing. It would be nice (for future readers) if you add the chalice analogy to the text. I have only what you’ve written down to judge your champ by, I don’t know what’s in your head. There are a number of people on the forum who don’t understand that there is a difference between what you’re describing, and what I read it as. There’s a larger number of people who don’t know English well enough to realize that they’ve described one thing while meaning another until it’s been pointed out to them; without knowing where you fall on the spectrum I have no way of knowing what you mean without some analogies. Thank you for correcting my misconception.
I think that summarizes everything you raise in your response, so on to the review:
Passive: Values and effect taken from yorick’s passive. Note that the reason he gets flat physical and magical damage reduction is that he has to constantly spam his abilities to gain the effect. Since your ability is passive (and therefore innately stronger), I suggest making this an armor/mr buff rather than a flat reduction, as it provides more possibility for counterplay.
Health regen varies from 0% bonus to 50% bonus as health bar goes from full to empty.
Since you get the bonus health regen from your passive, your base regen should be on the poor side; again using yorick as the example, he has a base regen of 8.5, with .7 regen per level scaling this is higher base than most tanks (i.e. garen’s), and with average scaling, about .7-.8 per level. Wodu has 11 base regen, and .75 scaling per level; currently the highest base health regen in the game is trundle’s, at 8.85, which is because his backstory says he has magical regenerative powers greater than any other being on Valoran or elsewhere. 0.7 is the average health regen per level, they go up as high as .9 (Vi) and as low as .55 (jax, evelyn, etc). Considering you get an automatic (lets average the numbers) 25% boost to the stat, he should have a low base health regen, say around 5-6, so that he has a reason to buy health regen items. A moderate gain per level I think is reasonable since it gives the opponent time to get a few items of their own, so .7-.8 is good; your .75 is perfectly fine w/in that range. Also consider that many people buy a rejuvenation bead on tanks or supports as their first item (and rush warmogs if they aren’t support); the regen from these items is enough that top/mid lane often has trouble dealing with their laning opponent, and so buffing the regen would be overpowered, unless he has to buy regen to offset low base values.
Q: You’re angry at me for agreeing with you that the values are too high, not sure what to say about that. Note that I actually didn’t say that the shield amount was overpowered, just that the base values were. Also, it provides too much inherent tankiness, you don’t have to build anything except health to get more health; this is an issue. It needs a scaling other than hp. It helps if champions are viable for more than just taking damage, as that relegates them to the support role exclusively (for which there are better options that Wodu—note that this is a large reason why sejuani is unpopular). Also, having abilities which hurt yourself don’t hurt if you have a free shield. This makes them overpowered. Abilities should have trade offs; large amounts of damage means long cds and no cc. High cc means little damage. High sustain (shields/health regen/mana regen) means moderate to long cds, no damage, and limited duration. Hurt yourself abilities (Morde, Sion, and Vlad are the current examples) become overpowered if they have a shield which allows them to ignore their penalties. Sion has various other balancing factors which means he’s not overpowered, vlad doesn’t have a shield, and does not have enough base regen to offset spamming his abilities, and both he and morde have had to be rebalanced several times to offset their sustain:damage ratio. In other words the ability is overpowered with respect to the rest of your kit unless it is meant to benefit allies, and not yourself, or the ability persists for a very short (i.e. 1 second) duration so that you have to be very skilled to benefit from it.
W:
As it was originally when I posted my comment: Sure it doesn’t reflect the damage that person does to you. Fine. In a team fight you use this on the enemy bruiser or assassin, make yourself a threat so the enemy adc has to agro onto you, and the enemy adc kills their team. This is inherently overpowered and impossible to balance. It’s Poppy’s Ult on steroids. You’re delusional if you think this is a good idea.
As it is Now: you’ve added a damage cap. Damage caps are good, again the health scaling is a bad idea, if only because a tank with a **** ton of health and nothing else will not ever be targeted by the enemy team the enemy adc could wail on your tower while you’re attacking them and not care. The only time you’d be a threat is during tower dives when you’d be turning the enemy turret against them. Note: you say takes half damage from minions, but the ability description says “all outside sources of damage” are transferred to target enemy champ. Is it one or the other? I’m against the idea on a whole it’s unoriginal, and generally detracts from gameplay.
E: Since the introduction of the damage cap on your w this actually isn’t too bad, but I’d prefer to see a kit which doesn’t have to give the enemy team huge steroids to be balanced. If anything the mana and cd are both low. Look at rammus or shen for a balanced approach at taunts. Also, while they are a perfectly legitimate mechanism, I tend to prefer to see champs who are not reliant upon the pure cc of their abilities to remain viable. It’s nice if tanks have an agro pulling mechanism (damage, very short duration cc, AoE threat on Naut, buffs/damage from taric, skill shots, damage, and burst assassination from cho), and if they don’t have a good mechanism other than their cc, then that cc should at least be either skill based (malphite, amumu, cho), or moderate range and single target (rammus/taric); this is a personal philosophy so you can take it or leave it, but I’ve seen developers for riot post that they’ve been trying to make champs more along this angle.
R: Again, health is ok for a couple of things, but shouldn’t be the focus scaling of the kit; damage cap is rather high, looking at pure hp build (since there isn’t a reason to build anything else, you’re looking at a 600 base hp shield, with 500+ scaling from hp). This would basically just be a higher risk shen ult if it were based off the ally’s resistances, in which case it should have higher shield strength than shen’s, since it would be a high risk/reward mechanism. Since you’ll have 200+ armor, and 150+ mr on a typical tank build, having this scale off your resistances means that it’s a very low risk, high reward mechanism (that’s German for overpowered). I’ve seen a lot of variations of this on different champs, some of which have been balanced, some of which have not.
General Comment: You should look around the forum some and see what a creatively designed champ looks like; there are several I could point you to, but it’ll mean more if you find them on your own.
Story: Generally well written, but with major character discrepancies. First, your champion’s motivation for saving others is rooted in anger and darkness. When people are subjected to disturbing traumas they generally react in one of three ways; they give in to despair and fall into a black abyss of torment (amumu), they rush to aid others out of a greater sense of justice/communal preservation (garen), or they get really angry and just want to kill everyone (Have you seen the movie fightclub?—There’s not a direct tank analogy because killing everyone and protecting everyone aren’t exactly analogous). Of the three it sounds like Wodu best fits the black abyss of torment category. In that case why isn’t he driven to resurrect Marrietta? Why would he care about other people at all for that matter? He’s never had any friends, no one other than her ever cared for him. Your background, and ending imply path #3, the dps of kills everyone. Your story makes him into path #1 the emo who cuts himself to bring others to life, and your kit is path #2, the righteous defender. It makes no sense motivationally.
So, once again my critique is harsh for your champ. I apologize if you find it to be so, but this is as in depth a description of my reasons for my comments as you are likely to get. I hope they are helpful.