I apologize for the delay, I've been quite busy of late. Here's the review you requested:
Lore:
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Flow (3/5): Lore is average in terms of flow. Not too many mistakes are made, and the ones that exist are bearable
Theme (2/5): Lore has some sizable thematic issues that prevent it from fitting well 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: 8/15 x2 = 16/30
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You’ve created an interesting premise for a champion, but two main factors seem to be holding back your champion lore.
The first issue is the length of your lore. A champion’s lore should be able to concisely introduce the champion to the player and to garner interest. Most Champion lores tend to be between 225-325 words, but yours is a whopping 1350. You’ve created a unique background for your character, and it shows that you’re very interested in conveying it to the reader, but part of the challenge of writing champion lore is being able to do so while avoiding too high a word count. One way to do so would be to replace the dialogue and/or shorten the description of her own world in a manner that still conveys the important information.
The second issue, and the more significant one in my opinion, is that while cool and interesting, the lore does not fit well into league of legends. A high tech society based around a virtual reality deathmatch conflicts with the more primal worlds that exist in the League of Legends “multiverse.” Other champions who hail from different worlds (Kayle, Nasus, Malphite, Anivia, etc) come from worlds that fit into a fantasy setting, despite being completely different from Valoran. Altering your lore so that it becomes more compatible, while remaining true to your original vision of the champion will likely be a challenge, if you choose to undertake it, but I’d be willing to bet that it would be a worthwhile one. Some ideas that come to mind would be to change the games from being technologically based, to techmaturgically or magically so, although there are plenty of other options as to what you could do.
A minor note that was mentioned previously in this thread is that it feels a little odd to have Viktor use magic in her lore. Techmaturgy/hextech implies a combination of both magic and technology, but neither his lore nor his abilities say that viktor himself has any magical abilities.
Regeneration:
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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 (2/3): Ability is either too complicated or lacking in synergy, but not lacking in both areas
Total: 6/9
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The current mechanics for this ability make it very difficult to gauge its strengths, as both her current % hp, and her current energy determine the regeneration amount, but the current value seems very high, as it has the potential to heal almost four times as much as Mundo;s passive (I say almost because it heals based off of missing health), and makes it incredibly difficult for enemy champions to force her off the lane.
The fact that casting other abilities reduces her health regen would be alright on its own, as it would make it primarily a non-combat heal, but the fact the it heals based off of missing health means that it would be best after she has committed to a fight. These two components seem to conflict with each other, and make this ability difficult to balance as it stands. I suggest reducing the regen per second, and either changing it to % of max health or making it be unaffected by her current energy (effectively making her a manaless champion) so that it would be more consistent.
Chain Strike/Sword Dash:
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Balance (2/3): Ability has some minor imbalances that either 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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Chain Strike is an interesting concept for an ability, and Sword Dash is rather straight forward in its effect (resembling Riven’s Ki Burst in functionality, but with a dash tossed in).
My concerns lie primarily with the current setup for Chain Strike, as it seems a bit odd, and unintuitive, to have the spell fail completely if a third unit happens to be in the spell’s path. I would recommend making always pull the first two units struck, regardless of whether or not further enemies are in its path.
A lesser concern is that Sword Dash’s cooldown seems a bit high, but it’s hard to say because you haven’t listed how far she dashed forwards (a longer dash distance would make the current cooldown more suitable).
Tech:
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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 (3/3): Ability synergizes well with champion role and is easily understood
Total: 6/9
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This ability is pretty straight forward in its effects, but it doesn’t feel as if the two passives differentiate themselves enough. Both passives are extremely strong in their effects, but the Blades passive comes across as being clearly better than the Swords passive, as 48 true damage is almost guaranteed to be better than 48 + (0.15*Bonus AD) attack damage.
My suggestion would be to change one of the two passives so that they’re more noticeably different, and to reduce their strengths, as both versions are currently strong enough to be an ability on their own, without the inclusion of the active.
Kick:
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Balance (2/3): Ability has some minor imbalances that either 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 really neat and unique ability, and although I do have two concerns about it, they aren’t particularly large.
The first is that the ability has a lot packed into it. It gives Nayenne a speed boost, a dash that can potentially reach 775 range total, a powerful single-target nuke, and a single-target attack speed/move speed slow. This can work, but it is a lot to balance in a single ability, and making it all balanced may make the ability feel a bit lacking overall. As things currently stand, it gives a significant amount of mobility on its own. The combined dash distances exceed most jumps/dashes, and that doesn’t even include the speed boost she gets for 3 seconds.
The second issue is that it although it makes sense thematically for her to jump away from her target; it seems a bit counterintuitive for a melee champion to do so.
I would recommend decreasing the total dash distance, particularly the on-hit portion, in order to reduce the total utility it grants, in order to make it fit better with her melee attack range.
Stasis:
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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 (3/3): Ability synergizes well with champion role and is easily understood
Total: 6/9
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Adding in the second active to a toggle form ability is an interesting idea, but this ability’s currently suffers from the same problem as her E. Neither passive really differentiates itself from the other as both increase he damage output. She isn’t given a choice between added defense or offense, added range or mobility, added ability effects or added auto-attack strength, or any combination of the above, and it limits the effect that the player will see when changing form.
The active suffers from the problem that it requires energy to use, especially at early levels, but odds are that she won’t have enough to cast it if she’s in a prolonged fight. This ability is likely to be unavailable for use when she needs it most, which feels odd for an ultimate.
I’d suggest further differentiating the passive so that they give her a choice other than more damage or more damage. As for the active, I’d recommend completely removing the energy cost, so that it will be there when she needs it.
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 (3/5): Champion kit was good enough to catch the reader's attention & in garnering interest in the champion, albeit some difficulties
Total: 6/9 x2 + 3/5 = 15/23
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You’ve created a unique champion, but some of the issues in her kit, namely her interaction between energy and her passive/ultimate, and the lack of differentiation between her Sword/Blades forms are holding her back. Resolving these issues, and making her lore more compatible with existing LoL lore would go a long way towards improving her appeal. Best of luck!
Final Score: 63/98
I encourage you to raise any concerns you may have 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