Reviewed your champion as you had requested. I'd be interested in helping you work on a champion idea (you mentioned something about it in my review thread). Feel free to add me in game if you're still looking for help, though I haven't been on much in recent weeks.
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 (3/5): Lore is average in terms theme. Not too many mistakes are made, and the ones that exist are bearable
Interest (3/5): Lore was good enough to catch the reader's attention & in garnering interest in the champion, albeit with some difficulties
Total: 9/15 x2 = 18/30
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The lore was pretty good but there were a few inconsistencies/facts mentioned that bothered me. You mention his brother’s death as a factor for his personality change in three sentences hat are all side by side: “But once his brother Lament…. Evil that destroyed his blood.” This seems a little repetitive; and you could get the point across with a single, perhaps slightly longer sentence.
Another issue that I had with it is that you had him as a royal guard, for two reasons. Firstly, neither Kayle nor Morgana’s lores make any mention of royalty existing on their world. Secondly, you state that although he is a royal guard, which you’d expect to be the best of the best, you say that he was never meant for war. I felt that this was out of place because those two factors do not seem compatible (in my opinion). You could give him a role as a different kind of important figure in their world, because the fact that he is guard doesn’t seem necessary considering that his entire personality shift towards revenge occurs because of his brother’s death.
Finally, I didn’t quite understand why Kayle placed the mark upon him. If anything, it made him an even greater threat than before because it meant that Kayle would be unable to deal with him without great risk if he ever escaped. Did she fear that the prison guards would kill him for his act? I think it would make more sense if the mark was Arius’ own creation,
I find you did a good job trying to make his Lore consistent with both Kayle’s and Morgana’s, and that making changes to the above points could really help improve your Lore’s feel.
Seal of Vengeance:
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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 (2/3): Ability is either too complicated or lacking in synergy, but not lacking in both areas
Total: 5/9
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I found this ability to be far too strong in terms of its debuff. No other ability in the game grants nearly as much % damage increase, and the only abilities/items that increase all damage dealt (and not just the caster/user’s damage) grant 14% (Vlad Ult) and 20% (Deathfire Grasp). It would help to know what the slow amount is, but the damage increase should definitely be toned down.
The other issue that I could see arising from this ability is that Arius has little choice over who is affected by the debuff. You could easily find yourself debuffing a target that your team hadn’t set its sight on, especially when if all 5 enemies focus him down. Two possible changes could be to either allow Arius choose the target specifically after a short delay (Similar to Zyra’s projectile on-death) or further reduce the debuff but have it affect an AoE around where Arius was slain.
Sprint of Shadows:
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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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An interesting ability, I feel that it risks giving Arius too much power because of its mobility and high duration stun. You give him the means of choosing three enemies of his choice and stunning them for a longer period of time than any other non-ult stun in the game. You also give the player the illusion of choice by giving each cast a cost of its own, yet making 3 casts clearly better in almost any situation. Making the stun trigger regardless of whether or not the ability is cast would help make this ability more consistent.
Your ability also differs from other multi-cast abilities (such as Ahri Ult, Riven Q, & Xerath Ult), in the sense that they only have an initial cost, instead of a cost per cast. Changing it would help retain consistency, and would also allow you to reduce the total cost, which is currently too low at level 1 and too high at level 5.
The return to original location seems a little odd considering that he is a tank and that he would benefit more from closing in on his enemies than he would from poking them. I don’t think that this aspect of the ability or the ability to jump to allies is necessary, because the emphasis should be on closing the distance with the enemy, so that he can wreak havoc & disrupt them.
Chains of Justice:
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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 an interesting & unique ability, but one potential issue that I noticed almost immediately is that it is currently useless if Arius is only facing a single enemy. Some clarification as to what happens if only a single target is in range would be nice, as I don’t think making it fizzles/do nothing should be an option.
Blessing of Rejuvenation:
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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 suffers from a range of issues, and I would suggest either changing it completely, or replacing his health costs with mana costs, and reducing the duration & AoE component.
The ability’s current numbers make it the most potent heal in the game, albeit with the disadvantage of occurring over 15 seconds instead of being immediate. It currently heals for a total of 225/255/315/390/525 health, and completely negates its own HP cost after 2 seconds. This ability allows Arius and his ally to essentially negate enemy harass, and doesn’t actually have any cost or risk associated with it.
Another problem with this ability is that 15 seconds is too long a duration. Condensing the ability’s effect to 4-6 seconds would make it feel both more rewarding and make it more noticeable.
Finally, AoE heals run a very high risk of being too strong, especially if given similar numbers to Damaging AoE abilities. You would have to reduce the abilities effect on allies in order to help balance this ability.
Wings of Redemption:
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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 (2/3): Ability is either too complicated or lacking in synergy, but not lacking in both areas
Total: 5/9
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Reviewing this ability was made a bit difficult by the lack of numbers for the taunt and blind. Two CC effects seem a bit much, even for an ultimate, and this ability has the potential (depending on the CC values) to completely shut down the enemy team for the entirety of the fight. I would remove the blind from this ability, perhaps for a flat damage return, or another effect, because the CC it brings is currently too high
The wording on the ability gives me the impression that the taunt ends once he reaches the max distance, and this seems counter-intuitive because it means that granting him bonus move speed through items/ally abilities would actually reduce its effectiveness.
Trying to balance the ability by making it me a movement order at normal speed instead of a dash seems a little odd, but it could be workable. I’m not sure what to think about this aspect.
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 came up with a pretty neat concept, but there were some significant balance concerns that I felt held it back.
Your Champion has an unhealthy amount of CC (two slows, two stuns, and taunt, and a blind), and little to no damage. The values you have listed (including the slow from his passive) currently allow him to disable an enemy for up to 8.5 seconds, and that doesn’t even include the CC from his ult. At the same time, his total damage output from abilities on a single target currently stands at 245 + ?? AP. A decrease to his CC values, or even an outright removal of the CC on certain abilities, and the increase to the damage his abilities deal would be necessary to balance his current kit.
A lesser concern is that the benefits from leveling his abilities do not scale linearly. Abilities in LoL always gain the same amount from leveling them regardless of whether it’s the second or fifth point you’ve invested into them, but you E, for example scales from gains 2 heal per second at level two, 4 heal per second at level three, 5 heal per second at level four, and 9 heal per second at level five.
You have a very cool concept, and the only things holding it back are the balance issues that I’ve mentioned above (particularly the overabundance of CC in his kit).
Final Score: 62/98
Don't hesitate to argue with me 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