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Originally Posted by Shadowmender
Ted, the Minion Commander, is a large (champion-sized) melee minion. This champion will be very much a tank/pusher champion. His body is more defined, with better, form-fitting clothes and armor fittings over his hunched back, and the hammer(lance) and shields have obsidian imbedded in it (unlike other champions, he gets 2 outfits as his classic [blue/purple]). In addition, he has a name tag on his left torso.
I got the idea for Area of Defects: Minions Too. Here are the stats I have thought of for him:
Dance: http://www.youtube.com/watch?v=xnYYfl58v0o 0:54 - 1:13 Include equipment falling off. (maybe add more of it falling off, just for comedic effect)
Roles: Support, tank, pusher, melee
Auto Attack: He attacks very similarly to a minion of his team. On a critical hit, there's a brief blood splatter on the ground, and a crunching sound.
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Haha I already love this champ. I was going to go to bed, but I had this guy pulled open in a tab and after skimming over him I had to do one more review for the night. So the sentient and powerful minion who still manages to specialize on pushing through lanes and taking down towers ^.^ Cute I like it. Let's go into some details shall we.
Quote:
Originally Posted by Shadowmender
Passive: Name Tag
Ted's name tag makes him less vulnerable to powerful figures. Reduce damage he takes from champions by 5/10/15% (before other resistances)
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Okay cool, so it's a minion who is special and not like the rest of them. Neato and the passive certainly adds to the tankiness. Idk about 5-15% scaling though since percentual damage reduction naturally scales as damage values go up. I'd do just a flat 12 or 15% cause he's hardly going to feel 5% imo. Otherwise simple but useful passive.
Quote:
Originally Posted by Shadowmender
Q Ability: Focused Passion
Allied Champion bonus Attack Damage: 1.5/3/4.5/6/7.5%
Active: Targets a single champion, and attracts all minions in range to them. The target takes 3/6/9/12/15% bonus damage.
Lasts: 4 seconds
Cooldown: 15 seconds
Range: 300
Attraction range: 600
A target (like a marksman target) appears over the target, and he takes bonus damage for the duration. Minions are attracted to him, even going into the brush. (If it still isn't seen, they stop chasing him.) This ability works on towers, but doesn't add damage.
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Attack damage aura, 1.5% seems too low but 7.5% seems just right, I'd try 3.5/4.5/5.5/6.5/7.5% imo. Useful skill none the less. The active funny and useful would like to see it happen in game. The casting range seems a little short though. Think about it.
Quote:
Originally Posted by Shadowmender
W Ability: Resolute Aura
Bonus Minion Armor: 3/6/9/12/15
Passive: Allied Champion Armor and MR bonus: 2/4/6/8/10
Lasts: 4 seconds
Cooldown: 10 Seconds
Range: 800
Any effective commander knows a battle is won by the last one standing, not by the one who hits the hardest. Active: Minions gain armor. Passive: Allied Champions gain armor.
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Cute and nifty, the numbers may seem a little low to be really noticeable. If you number crunch, how much damage will you reduce if you give ally minions 3-15 armor for 4 seconds. Not much I think. Anyways more numbers to ponder on.
Quote:
Originally Posted by Shadowmender
E Ability: Siege Warrior
Passive: Protection from towers: 8/16/24/32/40 % (before armor)
Lasts: 8
Duration: 7 seconds
Cooldown: 20 Seconds
Range: 800
Having seen more than his fair share of warfare, he learned techniques to reduce the effectiveness of enemy towers. This knowledge can be shared with his allies in preparation for a rush. Passive: Ted reduces damage from towers (armor applying afterward).
Active: -Ted may choose to either target a minion or champion with this ability. He loses his passive for the duration. Champion targets gain priority if it's a close target. While affected by this shield, targets gain 1/2 his passive.- For minion target, all minions within 500 range gain a shield of 20/30/40/50/60. For champion targets (including himself), that champion gains a shield of strength of Janna's base, but, instead of scaling, it offers bonus protection. The shield will act as though it had either .7 of Ted's defenses, or the target's defenses +.15 of Ted's defenses, which ever is higher.
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I really think think this ability is nice and it fits well with the pushing theme. Again I'd check the numbers, 8 seems a little low and 40 maybe a little high. Riot really is afraid giving players a lot of tower diving potential so I'd think about that. I like it though very theme fitting.
Quote:
Originally Posted by Shadowmender
R ability (ultimate): Pile on the Pain (as suggested by Invisibleally)
Passive: Summons up to 3 elite minions (stats as though cannon minions)
Refresh timer: (1.5 times heimer's turrets) (reduced by cd)
Active's CD: 2 seconds
Range: 700
Lasts: 8/10/12
Any good Tactician knows that focus is key in any operation.
Passive: The elite minions circle around Ted, and attacks nearby champions, and blocks skill shots like a minion would, he also gains +5 armor and magic resist for each one circling him.
Active: Ted orders one of his elite units to a target champion. They encumber and harm the target while attatched. They deal 150/300/450 physical damage over their duration, each. When 1 is on a single target, they are slowed by 20/25/30%. With 2, they are stunned. With all 3 are on one target, not only are they stunned, but they can be slowly moved (at 1/2 their speed) where you want. (Like Shaco's Clone)
___The minions can be targeted and destroyed whether on an enemy or circling Ted. Abilities that cancle CC remove one of the elites, where as the summoner spell will dispell all of them. They instantly attatch to the target, and, when the duration is up, or they have been dispelled, they disappear, and go onto the refresh timer. They grant no gold. They automatically start circling when 'refreshed.' Each minion is kept track of seperately on Ted's Buff Bar. The buffs will be read as "Red Elite", "Blue Elite", and "Yellow Elite." ___
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Beautiful, this really give this champion what he was missing. Actual damage potential. The extra protection is also nice but the guy was seriously lacking some actual ability other some auras and shields. I think this ultimate is very fitting and the risk reward of being offensive or defensive is very nice. I'm not really sure how long the minions "mob" the enemy champion and too long of lengths would be very dangerous with a long stun plus move. I'd just check over the numbers just in case.
OVERALL: I love it. You set out to make a minion who has a mind but still does what a minion does best which is push a lane. Idk if such pushing potential would be balanced, but he would definitely add a new feel to the game that hasn't really been seen since original heimerdiner who could have I 7 or even more turrets originally. It was crazy.
I commend you for a splendid job and a very entertaining read. Keep doing what you're doing my friend ^.^
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Thanks
-Deeplight