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Originally Posted by Samus93
Katsuni! Have you just started champ crafting again? Cuz about 4 days ago i just randomly got the urge to make champions, so i typed up 2 and bam, now i'm reviewing again  i'll take a look at Nemhain when i have some time ye?
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Not so much started again. I've been making a few in my off time here and there, but I've been really, really busy as of late.
If yeu wants to see all my more recent thingies, yeu can go here:
http://na.leagueoflegends.com/board/showthread.php?t=1404443
Has a mostly fullish list =3
Honestly, I'm probably not going to bother updating new champions though, as yeu'll notice that, even with bumps, most of them have not even gotten a single reply.
The main reasons to post a champion here, are to show off something yeu're proud of, and to seek additional help on making it even better. With no views/replies, neither of those occur. As such, I'm mostly just going to update Nemhain here, since she's been in need of an update for ages anyway, and there's a few people, such as yeurself, who are still interested in her specifically.
Otherwise, I'll mostly just be remaking my guide, since at least that has direct value to people, though I am noticing bumps are getting far, far less views on that as of late, and no replies, worrying me that people simply don't want the help anymore either.
The whole forum's culture seems to be sliding down into a "I don't care about anyone but myself" mentality, with just people spam bumping their own ideas and providing nil in return to anyone else.
I'm all for providing help for other people, by all means, though I'm starting to get mildly irked that people actively seek me out for help, for reviews that they know take at least an hour or two to complete, and then they don't even return the favour at all. I'm not like GRRR and demanding it, but it'd be polite, and I'm noticing the rather unwavering trend that pretty much no one even tries to pretend that they're giving anything in return.
I don't mind helping at all, I just am becoming rather disillusioned towards putting my stuff up here, since it's becoming obvious that there's no real purpose towards doing so.
Anyway, if we could get people reviewing each other again actively, and reforge the community into something that tries to help each other, then sure, I'd put more stuff up. I just don't think I'll be adding anything for the time being as there's no real reason to do so.
I'm still going to make champions though. That's just fun to do, even if they never see the light of day.
As the changelog's getting rather large... adding the last list of changes here, as well as the previous ability stats here as well, since there's no room otherwise any longer.
Changelog:
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5th May, 2011, 3:30am AST - Set "bloodied" effects to BOLD so that they stand out more obviously and are easier to read. Also, changed Bloodthirst to increasing attack speed, as per my original idea, from increasing healing received. She's hard enough to kill as it is and she needs the attack speed if building tank or jungling.
2nd June, 2011, 4:39PM AST - Minor typo fix on decimate which accidentally made it sound like it screwed up her Q instead. Oops! There will be a heavy overhaul of this champion in the near future if I ever get off my lazy butt and do it.
8th June, 2011, 11:41PM AST - MASSIVE overhaul of pretty much everything to some degree. The original design has been copy/pasted into a reply to this thread on Page 2 if anyone is interested in the pre-changes. The new design plays with her health, as well as her synergies and tankyness considerably more.
9th June, 2011, 12:04AM AST - Update COMPLETED. Took about 23 minutes of work just to get everything updated and correctly formatted.
9th June, 2011, 1:48AM AST - was in bed, and suddenly realized something was very wrong with the design. Got up to check and yep, pure scaling, no innate absorption on her W. Added in 30/level, enough to eat half a standard nuke without factoring AP or MR and such on either side. This may need balance tweaks as I'm half asleep right now, but I don't think it matters how much AP scaling or base power it has if enemies focus fire an enemy due to only being able to block 1 ability per person per 7 seconds. Once again, half asleep so this may not be accurate! XD
20th June, 2011, 7:51PM AST - Many changes here, with a few minor reworks. Not enough to completely replace the champions abilities though like last time =3
- Battlelusts' bloodied effect has been reworked; instead of draining the health of targets for 1/2/3% of their max health every second and healing her for this amount, she now instead lowers their armour/magic resistance by 20%, and reduces their health by 12% of their maximum and heals herself by 12% of her missing health. Each subsequent hit against a target that is already bloodied only gives 4% damage/healing instead. Updated with explanation of the change.
- All abilities with a health cost changed from % of max health, to a lower % of current health. This is twofold, in that she heals far less now than she did before, but also encourages her to stay at low life. Before, the max % with the high damage resistance at low life, literally meant she'd be hurting herself more than the enemies would be, which encouraged her far too much to just not attack at all. This new method, she's far more adept at low life fighting, and can tank significantly better.
- Matronage has had its' health cost removed entirely, as being double penalized for aiding an ally is a really stupid idea, and I think I must have inhaled something from having my window open while living in a ghetto to cause this in the first place. Also specified the 2 second buff duration, which I had forgotten to do so before, despite being very important information to understand the ability.
- Frenzy got some reworks to make it more in line with whot I wanted Nemhain to accomplish in the first place... to punish enemies for not killing the tank (herself) first, and to let her live longer in combat at low life. As such, the damage has been changed from 100/125/150% of her AD, to instead be a flat 125/175/225, which heals her and deals bonus damage if she has allies that are low on health or dead. This change encourages enemies further to attack her first. Also, because she now heals with her ultimate, if allies are harmed or dead, she has reduced damage reduction.
- Also added some minor notes and updates to a few different sections, and completely rewrote her overall purpose section to be more in line with her fully fleshed out form now.
21st June, 2011, 9:40pm AST - A few minor balance tweaks. Bloodthirst costs changed from 40/0/30/35, to 27.5/10/27.5/35. (27.5 is enough for 2 melee hits with 40% CDR to be used). Decimation has had its' individual cooldown increased from 6 to 12 seconds, and some rewording on her ultimate so it makes more sense.
08th October, 2011, 12:55pm AST - Many minor balance tweaks
- Bloodthirst increased to 1000 cap from 100; regeneration to 20 from 2, and bloodthirst per melee hit to 75 from 10. This means she'll generate slightly less per hit as costs are increasing respectively, but the 100 per hit desired amount, will now be reached at 33.33% CDR, which gives her more reason to stack CDR than before. Also, her passive portion, has been changed from 7.5% damage and 7.5% healing on first hit, then 2.5% damage and 2.5% healing on subsequent hits, to 8% damage and 4% heal first hit, and subsequently 4% damage and 2% healing. This makes her a bit more useful in damage, but not overpowering, and keeps her from sustaining indefinately in a dominion style game.
- Feral charge: bloodthirst cost adjusted to 275 from 27.5
- Matronage: bloodthirst cost adjusted to 75 from 10. Wanted this to still maintain 1 hit cost even with the bloodthirst change per hit
- Decimation: bloodthirst cost adjusted to 275 from 27.5
- Frenzy: bloodthirst cost adjusted to 375 from 350. Adjusted so that 1 round of each attack still costs 1 full bar of bloodthirst.
- Consolidated most notes, in a rush though so will be rewriting those later today.
- Re-bolded the bloodied benefits, as this was lost awhile ago.
14th October, 2011, 3:58pm AST - Fixed a typo (missed correcting it last patch) on the passive (thanks Samus93); also doubled the "cooldown" on her ultimate from 6 seconds to 12 seconds.
17th February, 2012, 3:22AM AST - Added a "patch preview" on page 7. Nemhain's finally getting that long overdue rework <3
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Previous abilities which have been changed.
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Abilities:
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Passive: Battlelust
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Nemhain is addicted, pure and simply, to combat. When not actively tearing something apart, she grows impatient, her desire to kill rising rapidly. When shedding blood, it only heightens her desire to kill, and she feeds directly from her enemies.
Regains 20 Bloodthirst per second, up to 1000 maximum. Each melee hit also gains 75 additional Bloodthirst. "Cooldown Reduction" directly increases how fast she gains Bloodthirst, both passively and from combat. 40% CDR = +40% more Bloodthirst. Additionally, each melee hit causes the "Bloodied" effect upon the enemy damaged, granting unit sight and reducing the targets armour and magic resistance by 20% for 6 seconds. Applying the bloodied effect to a non-bloodied target deals 8% of the targets current health as magic damage, and heals Nemhain for 4% of her missing health. Attacking enemies which are already bloodied, causes each melee hit to deal 4% of the targets current health as magic damage, and heals Nemhain for 2% of her missing health.
Purpose: This has multiple purposes built into it, due to various issues. First off, it serves as her resource system. Second, it allows her to soften up enemies for her allies to start whacking them senseless. Third, it allows her to sustain herself in the jungle, but not so well in group fights; for those I wanted her to use her ultimate. This also helps restrict her power in dominion games. This also encourages her to act like a tank, in that she's supposed to constantly hit everyone and endlessly disrupt enemies; encouraging her to hit everyone in a fight helps this out considerably. It also gives her the capacity to actually fight another tank, and typically win, without being particularly powerful against lower life champions. She should still have enough healing to survive at low health as she's intended, however.
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Q Skill: Feral Charge
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Nemhain dashes at a targeted enemy, slashing at them with both her axes and lands behind them. If the target is bloodied, she also slows the target, lasting longer the farther away they are from her initial casting position. There is no cooldown on the skill itself, instead, it can only target individual enemies every so often, as they gain a buff which prevents them from being charged again for a short time.
Purpose: The changes are minor, but important. The cost has gone up considerably due to how her passive, ultimate, and "Bloodied" effect have been changed, but also, the slow was reversed to be stronger in melee, allowing her to chase, but making it more effective to slow an enemy that she knocks back into her allies than to be used as a chasing tool. The odd double-AP+AD scaling has been changed as well, now that her W benefits her AD, I wanted her to be a little more clear on that.
Targets allowed: Enemy champions
Range: 800
Cooldown: Enemies gain a buff that prevents them from being targeted by Feral Charge again for 10 seconds (Creates a BLUE CIRCLE icon of an AXE over their head that gradually fades as the timer runs out.)
Slow duration: 3.0 at melee, to 1.5 at max range
Bloodthirst cost: 275
Health cost: 5% of current health
Rank 1: Charges at the target, dealing 60% of Nemhain's attack damage, and landing behind them. If the target is bloodied, their movement speed is also slowed by 20%, and damage increases to 90%.
Rank 2: Charges at the target, dealing 70% of Nemhain's attack damage, and landing behind them. If the target is bloodied, their movement speed is also slowed by 24% and damage increases to 105%.
Rank 3: Charges at the target, dealing 80% of Nemhain's attack damage, and landing behind them. If the target is bloodied, their movement speed is also slowed by 28% and damage increases to 120%.
Rank 4: Charges at the target, dealing 90% of Nemhain's attack damage, and landing behind them. If the target is bloodied, their movement speed is also slowed by 32% and damage increases to 135%.
Rank 5: Charges at the target, dealing 100% of Nemhain's attack damage, and landing behind them. If the target is bloodied, their movement speed is also slowed by 36% and damage increases to 150%.
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W skill: Matronage
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Nemhain does not accept her 'children', as she thinks of the others under her protection, to be harmed, and will dive in front of them to take a hit that was meant for someone else. As she does this more often, she also becomes significantly more aggressive.
Purpose: This was added as a way to help her "guard" allies, and to give her a "snowball" effect of sorts, which would encourage enemies to further try to focus her down. The damage bonus works nicely with both her passive, as well as her Q, Feral Charge. Combined with her Q, she can move pretty much unhindered around the battlefield, being where ever she needs to be immediately. Combined with her other abilities, this should leave her without the need for a direct taunt ability.
Targets allowed: Allied champions
Range: 650
Cooldown: Allies gain a buff that prevents them from being targeted by Matronage again for 7 seconds (Creates a GREEN TRIANGLE icon over their head, shaped like a SHIELD that gradually fades as the timer runs out.)
Duration: 2 seconds
Bloodthirst cost: 75
Health cost: 0
Rank 1: Teleports in front of target allied champion and the effect of the next enemy champion attack or ability is instead directed to Nemhain. Damage from the attack is reduced by 30 +60% of her AP. Each time she intercepts an attack or ability like this, Nemhain gains +1 bonus attack damage, to a maximum of 20, losing half upon her death.
Rank 2: Teleports in front of target allied champion and the effect of the next enemy champion attack or ability is instead directed to Nemhain. Damage from the attack is reduced by 60 +70% of her AP. Each time she intercepts an attack or ability like this, Nemhain gains +1.5 bonus attack damage, to a maximum of 30, losing half upon her death.
Rank 3: Teleports in front of target allied champion and the effect of the next enemy champion attack or ability is instead directed to Nemhain. Damage from the attack is reduced by 90 +80% of her AP. Each time she intercepts an attack or ability like this, Nemhain gains +2 bonus attack damage, to a maximum of 40, losing half upon her death.
Rank 4: Teleports in front of target allied champion and the effect of the next enemy champion attack or ability is instead directed to Nemhain. Damage from the attack is reduced by 120 +90% of her AP. Each time she intercepts an attack or ability like this, Nemhain gains +2.5 bonus attack damage, to a maximum of 50, losing half upon her death.
Rank 5: Teleports in front of target allied champion and the effect of the next enemy champion attack or ability is instead directed to Nemhain. Damage from the attack is reduced by 150 +100% of her AP. Each time she intercepts an attack or ability like this, Nemhain gains +3 bonus attack damage, to a maximum of 60, losing half upon her death.
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E skill: Decimation
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Slamming an enemy with the flat side of one of her axes, she sends the target flying. If the target is Bloodied, also silences them upon landing. Has no cooldown on itself but is instead prevented from targeting the same target again for a duration.
Purpose: This is meant to set enemies up for being torn apart by allies, or to be used in a gank scenario if she's jungling. Utilizing her other abilities, she can pop out of nowhere, slow an enemy, remove their defenses, and knock them back into her team mates, slowed and silenced, allowing a few free seconds of attacking them. This is a much more involved and complex method of essentially "taunting" an enemy, that requires more skill on the players' part, but can be significantly more rewarding if done well.
Targets allowed: Enemy champions
Range: Melee
Cooldown: Enemies gain a buff that prevents them from being decimated again for 12 seconds (Creates a Creates a YELLOW HEXAGON icon of a PAW WITH CLAWS over their head that gradually fades as the timer runs out.)
Bloodthirst Cost: 275
Health Cost: 5% of Current health
Rank 1: Backhands the target, knocking them back up to 400 distance away and dealing 40 (+0.6 AP) damage. If the target is bloodied, they are also silenced for 1 second, and damage increases to 60 (+0.9 AP).
Rank 2: Backhands the target, knocking them back up to 500 distance away and dealing 60 (+0.6 AP) damage. If the target is bloodied, they are also silenced for 1.5 second, and damage increases to 90 (+0.9 AP).
Rank 3: Backhands the target, knocking them back up to 600 distance away and dealing 80 (+0.6 AP) damage. If the target is bloodied, they are also silenced for 2 second, and damage increases to 120 (+0.9 AP).
Rank 4: Backhands the target, knocking them back up to 700 distance away and dealing 100 (+0.6 AP) damage. If the target is bloodied, they are also silenced for 2.5 second, and damage increases to 150 (+0.9 AP).
Rank 5: Backhands the target, knocking them back up to 800 distance away and dealing 120 (+0.6 AP) damage. If the target is bloodied, they are also silenced for 3 second, and damage increases to 180 (+0.9 AP).
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R skill: Frenzy (Ultimate)
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Nemhain revels in combat, and is not at home unless she's drenched in blood, be it her own, her enemies, her allies, it really doesn't matter, but like any animal, she is at her most dangerous when she's either wounded, or her "children" are harmed or killed. Passively, the lower on health she becomes, the greater her damage reduction against incoming sources and the faster her attack speed becomes. Also, when activated, she bites an enemy, dealing damage. If the target is bloodied, then Frenzy gains enhanced damage and heals Nemhain for a portion of her missing health, based on the number of allies who are wounded or dead. Has no cooldown on itself, but is instead prevented from targeting the same target again for a duration.
Purpose: The passive effect was updated into her ultimate, and the healing migrated into her innate passive so that she wouldn't be forced to pick an ability while jungling. This new functionality, encourages her to engage in combat and stay there, even when low on health. It also grants her significantly stronger allied support, as she's supposed to be fighting with her allies anyways as a tank. Combined with her Q and E, she can set enemies up perfectly for her team mates to tear them apart. This also works well with her new W's bonus, further encouraging enemies to attack her without needing a taunt.
Targets allowed: Enemy champions
Range: Melee
Cooldown: Enemies gain a buff that prevents them from being targeted by Frenzy again for 12 seconds (Creates a RED SQUARE icon of a pair of FANGS over their head that gradually fades as the timer runs out.)
Bloodthirst cost: 375
Health Cost: 5% of Current health
Passive Benefit: For every 1% health Nemhain is missing, she attacks 0.4/0.7/1.0% faster and takes 0.2/0.35/0.5% reduced damage. This is active at all times once learned.
Scaling: To clarify, this ability does not scale from attack damage, nor ability power, unless there are allies below 50% health or dead and the targets are already bloodied. If so, then it scales directly off total attack damage.
Rank 1: Deals 125 physical damage to the targeted enemy. If the target is Bloodied, this attack also deals an additional +15% of her attack damage for each ally on the map below 50% health, or +30% of her attack damage for each ally who is dead, and she is healed for 5/10% of her missing health for each wounded/dead ally.
Rank 2: Deals 175 physical damage to the targeted enemy. If the target is Bloodied, this attack also deals an additional +20% of her attack damage for each ally on the map below 50% health, or +40% of her attack damage for each ally who is dead, and she is healed for 5/10% of her missing health for each wounded/dead ally.
Rank 3: Deals 225 physical damage to the targeted enemy. If the target is Bloodied, this attack also deals an additional +25% of her attack damage for each ally on the map below 50% health, or +50% of her attack damage for each ally who is dead, and she is healed for 5/10% of her missing health for each wounded/dead ally.
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