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[Champion Suggestion] Gaia, the Archon of Mana

 
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NAProlomac ?? Senior Member
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03-23-2012

Quote:
Originally Posted by Rocky TB View Post
Great concept. I can see you put alot of effort into this.

I feel her ulti is too strong. You said that "Whenever an unit uses an ability they will take magic damage/be healed by 3/4/5% of Gaia's missing mana (+1% for each 80 AP) and restore her mana by 80% of the damage dealt/healed."

This will be extremely broken on champs that can spam spells like evelyn. (actually she is the only champion that can lol). that means every 1 second, evelyn is healing like 100 hp. Ofcourse it goes the other way around, as it will prevent enemy evelyn from spamming q.

I suggest having an internal cooldown, like the effect will occur every 2 seconds for each champ or something.
Actually, yes. I should make a timer. Tnx on putting my attention to this. I like it when you people do something to help others (critic opinions always welcome) instead of saying ''Wow, great concept, Can you look at mine [insert link here]''

 
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Rocky TB ?? Member
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03-23-2012

your welcome sir.

edit: or mam'

 
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NAProlomac ?? Senior Member
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03-23-2012

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Originally Posted by Rocky TB View Post
your welcome sir.

edit: or mam'
Actually it's Professor Lord DR. Mister High Councillor of Valoran.
And a he.

 
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OninomizuRaaxon ?? Senior Member
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03-24-2012

Lore: Interesting... Unique, and leads to questions. I like it a lot. However, it doesn't really STATE anything. What was she like when she came out? Was she more powerful? Was it obvious she had found the answers the was looking for?

Passive: Ho hum, a rather bland Vladimir-esque passive. Honestly, I dislike these passives. Sure, it gives you direction with how to build a champion, but it also means that a champion can build either way and still get the same result. This works on some champions - such as Singed, who needs to be build tanky and AP, thus its easier to get mana items for him. Or Rammus, who needs the tankiness, but also needs some sort of damage output. This however simply has a "build mana! It'd give you more damage!" Or "build AP for early game! Great damage output, and you get rid of that pesky mana problem!"

Q: No. 15% of max mana? And then you gain that mana BACK? And if you kill an enemy with it, you STEAL their mana? What, so you make their mana pool smaller? No. Very bad ideas. All of them. % of mana is a TERRIBLE idea. It means your early game spells cost the same as your late game spells. Its like Vlad - people are like "Oh, his Sanguine Pool costs health! You have to build health on him!" Its actually a lot better to NOT buy health on him, as that'll make the ability cost more. Plus, it will mean that in the late game, rather than being able to go out and stay other for ages due to your large mana pool, having % of mana means you'll have to remain out for the same amount of time. Therefore, you need a large amount of mana regen rather than mana. Also, literally stealing mana from an enemy's mana pool and making it smaller just 'cause they died is a bad thing and bloody hard to program in. All in all, this ability has SO many things wrong with it.

W: So, you activate this, and every enemy takes damage when they cast a spell? Again, no. This is VERY situational. I mean, look at champions such as Ryze. His power comes from spamming. He'd kill himself by doing this. Then you have AD carries, who's main damage comes from auto-attacks. They don't USE any abilities, therefore, this ability is useless on them! The passive is decent, but still not that great. Also, another % of mana.

E: Alright, this is the first and only spell that actually NEEDS to have the % of mana cost. And honestly, I don't like this spell. Its a ripoff of Ryze's Rune Prison, that stuns for a second before just rooting them in place? That's a pain in the ass ability, and not needed. The second part is cool - however, why would you want to be at the target location? That seems extremely... Useless, considering you build AP and mana, and no AD.

R: An interesting idea, but... Again, I'm not a big fan of it. Reducing incoming damage by 75%, gives an ability-based thornmail and heals allies who use any ability while its active. The cost is non-existent late game, so you could keep it on for the entire fight. Plus, if anyone uses an ability, you regain mana.

All in all, this champion is great! Powerful, strong! And completely broken. She'd make a perfect mid lane champion - she can stay there forever with her Q, harass like crazy with all her non-ultimate spells, and easily survive tower dives with her ultimate. She'd be a complete ball to play AS, but a horrendous champion to play AGAINST. She'd be amazingly easy to build, and simply building her AP would give her mana, and vice versa. She'd be a late game BEAST, and hard to counter earlier game. I think you need to take a step back, look at her from and enemy's point of view, and rethink this entire champion.

 
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NAProlomac ?? Senior Member
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03-24-2012

Quote:
Originally Posted by OninomizuRaaxon View Post
Lore: Interesting... Unique, and leads to questions. I like it a lot. However, it doesn't really STATE anything. What was she like when she came out? Was she more powerful? Was it obvious she had found the answers the was looking for?

Passive: Ho hum, a rather bland Vladimir-esque passive. Honestly, I dislike these passives. Sure, it gives you direction with how to build a champion, but it also means that a champion can build either way and still get the same result. This works on some champions - such as Singed, who needs to be build tanky and AP, thus its easier to get mana items for him. Or Rammus, who needs the tankiness, but also needs some sort of damage output. This however simply has a "build mana! It'd give you more damage!" Or "build AP for early game! Great damage output, and you get rid of that pesky mana problem!"

Q: No. 15% of max mana? And then you gain that mana BACK? And if you kill an enemy with it, you STEAL their mana? What, so you make their mana pool smaller? No. Very bad ideas. All of them. % of mana is a TERRIBLE idea. It means your early game spells cost the same as your late game spells. Its like Vlad - people are like "Oh, his Sanguine Pool costs health! You have to build health on him!" Its actually a lot better to NOT buy health on him, as that'll make the ability cost more. Plus, it will mean that in the late game, rather than being able to go out and stay other for ages due to your large mana pool, having % of mana means you'll have to remain out for the same amount of time. Therefore, you need a large amount of mana regen rather than mana. Also, literally stealing mana from an enemy's mana pool and making it smaller just 'cause they died is a bad thing and bloody hard to program in. All in all, this ability has SO many things wrong with it.

W: So, you activate this, and every enemy takes damage when they cast a spell? Again, no. This is VERY situational. I mean, look at champions such as Ryze. His power comes from spamming. He'd kill himself by doing this. Then you have AD carries, who's main damage comes from auto-attacks. They don't USE any abilities, therefore, this ability is useless on them! The passive is decent, but still not that great. Also, another % of mana.

E: Alright, this is the first and only spell that actually NEEDS to have the % of mana cost. And honestly, I don't like this spell. Its a ripoff of Ryze's Rune Prison, that stuns for a second before just rooting them in place? That's a pain in the ass ability, and not needed. The second part is cool - however, why would you want to be at the target location? That seems extremely... Useless, considering you build AP and mana, and no AD.

R: An interesting idea, but... Again, I'm not a big fan of it. Reducing incoming damage by 75%, gives an ability-based thornmail and heals allies who use any ability while its active. The cost is non-existent late game, so you could keep it on for the entire fight. Plus, if anyone uses an ability, you regain mana.

All in all, this champion is great! Powerful, strong! And completely broken. She'd make a perfect mid lane champion - she can stay there forever with her Q, harass like crazy with all her non-ultimate spells, and easily survive tower dives with her ultimate. She'd be a complete ball to play AS, but a horrendous champion to play AGAINST. She'd be amazingly easy to build, and simply building her AP would give her mana, and vice versa. She'd be a late game BEAST, and hard to counter earlier game. I think you need to take a step back, look at her from and enemy's point of view, and rethink this entire champion.
(Just for the quote, this champion idea is way older than Ryze himself. I used her cery often in my custom maps in Warcraft III way back in 2006, and since then. Youc ould say this idea is my ''concept muse'')

Yeah, the passive is rather bad. but i had no better idea for it. I am still breaking my head over what to use there. I was actually thinking of something in the line of an ability that is similar to a passive mantra. I am still working with the idea.

Her Q isn't really that broken. I mean, yes you steal 3% of the max mana pool wheh they die. This was maybe a tad bit broken, it doesn't really need a steal, just to increase her own. And with the new incoming passive, it should be able to give her mana. Maybe just increase it by a set amount. Now, it may have great sustain, but lets be honest, 15% of max mana isn't a small amount. But maybe too strong early game.

Her W is fine. I mean, yes, you deal damage to them when they use abilities, but is it bad that this is situational? Kassadin is a strong anti-AP. She would need to level up this ability to become something like that. And it deals 40 pure damage per ability cast. I mean, that isn't too much, it is there just so the enemy casters think twice before casting abilities on her.

Her E is way way older than Ryze's rune-prison. Also, what does Ad have to do with getting close. This ability helps her get in perfect range for W and R to be used efficiently.

Her R isn't that OP, since you will lose 2/1.5/1 mana per point of damage absorbed (i will change it to 2 at all levels, makes more sense). As such, it will significantly reduce the effectiveness of her E. It does however power-up itself cause it gives it's own passive a benefit. But to be able dto deal 250 damage with her R passive you would need to have 500 AP and 5000 missing mana.

Also, the lore, so mysterious. You want to know what happened but you can't
I made a League Judgement where the summoners cant read her mind unless she lets them. Kinda funny. But then again, if you need a judgement to get deeper into a story, it needs some redesigns.

Criticism is very helpful, one of the most important things here is quality control. Tnx for the review man.

 
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Megames1 ?? Senior Member
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03-25-2012

Are you still continuing this concept? If you are, I'll give you my opinion on it.

 
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NAProlomac ?? Senior Member
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03-25-2012

Quote:
Originally Posted by Megames1 View Post
Are you still continuing this concept? If you are, I'll give you my opinion on it.
this concept followed me since 2006 (WC3 maps), so i don't think i will ever stop using it
Also, man, if you have any idea for her passive, please, ****ing please tell me. I really am crushing my skill with this.

 
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Megames1 ?? Senior Member
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03-25-2012

Hmm, why not make it something like Gragas, but for mana instead.

 
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NAProlomac ?? Senior Member
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03-25-2012

Quote:
Originally Posted by Megames1 View Post
Hmm, why not make it something like Gragas, but for mana instead.
That is why I am crushing my skull on it. Every ability is Original for Lol
(Q - not so much besides the bonus mana passive
E - Guinsoo ripped me off. Ok he didn't, i never really released my maps so he couldn't know)

I want the passive to be something that can help both her ap carry and her tanky potential, but leaning more towards AP. The current one is just a demo to satisfy the viewer.

 
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Megames1 ?? Senior Member
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03-25-2012

Hmm, if you want something unique, make it so that every 8th ability cast, she gains mana instead of paying and gain some spell vamp. Not the best, but it is unique.

New Passive: Manastore: Every 4th spell will instead restore mana instead of consume.