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Are Champions As Awesome As They Could Be? @Morello @Feralpony @IronStylus @Xypherous

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M0mentkill3r ?? Member
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01-28-2013

I looked over the Caitlyn rework and I feel that it still suffers from the same problem as her current skills. Her ultimate doesn't really feel like an ultimate. Sure it has long range and high damage, but it is supposed to be a "Perfect Shot" A sniper's bullet can easily pierce through terrain and even people, so maybe give the projectile piercing effects at the cost of a % damage lost if someone intercepts it.

With the Cho rework, you make his ultimate do increased damage per each pet why not make his feast also do increased damage, if it is making all the units bite him logically it should do slightly more damage per unit biting the target. You could simply modify it so that each additional bite does less damage, like Zigg's mines or other examples from League.

 
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ItemsGuy ?? Senior Member
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01-28-2013

Quote:
Originally Posted by M0mentkill3r View Post
I looked over the Caitlyn rework and I feel that it still suffers from the same problem as her current skills. Her ultimate doesn't really feel like an ultimate. Sure it has long range and high damage, but it is supposed to be a "Perfect Shot" A sniper's bullet can easily pierce through terrain and even people, so maybe give the projectile piercing effects at the cost of a % damage lost if someone intercepts it.

With the Cho rework, you make his ultimate do increased damage per each pet why not make his feast also do increased damage, if it is making all the units bite him logically it should do slightly more damage per unit biting the target. You could simply modify it so that each additional bite does less damage, like Zigg's mines or other examples from League.
For Caitlyn, keep in mind her Innate's effect on her ult! It can also crit, so I decreased the scaling to 100% (implied, but available on the lolredesigns.tumblr.com site). I also wanted to keep a strong element of counterplay to allow the ability itself to be more situationally powerful (and thus more rewarding when pulled off perfectly), and I wanted to keep that cool element of "taking the bullet" for your allies! : )

Also, pretty sure that's already the case with Cho! His bite, his jump, and his ult all scale with his pets. Might've gotten lost in translation, I'll check when I get to my computer.

 
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BestBilbo ?? Senior Member
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01-28-2013

Quote:
Originally Posted by M0mentkill3r View Post
I looked over the Caitlyn rework and I feel that it still suffers from the same problem as her current skills. Her ultimate doesn't really feel like an ultimate. Sure it has long range and high damage, but it is supposed to be a "Perfect Shot" A sniper's bullet can easily pierce through terrain and even people, so maybe give the projectile piercing effects at the cost of a % damage lost if someone intercepts it.
Yep - wanted to say the same, the counterplay she has in there for the sake of counterplay or it would really be a 'haha i click on you and you die' ability.

 
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M0mentkill3r ?? Member
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01-28-2013

Ah I missed that it only dealt bonus damage on Cho if he had six pets.

And yes there is a certain satisfaction diving in the way of the bullet, you kinda feel like an agent protecting a VIP.

 
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M0mentkill3r ?? Member
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01-28-2013

I was looking at the Diana rework and her E confused me a bit.

"Diana hooks an enemy champion with her blade for 3 seconds, preventing them from moving more than 250 units away from her. If Diana moves over 600 units away from her original location while the enemy is hooked, she pulls her blade through, dealing X + (X% AP) magic damage. If her enemy is below 30% HP, Crescent Slash deals double damage. Crescent Slash can be ended early if the ability is used a second time, but will only deal 50% damage and immobilizes Diana for 0.75 seconds."

Does that mean she pulls them for the 350 units until she pulls her blade out?
Also does that mean she can hold them in place for 3 seconds if she doesn't move and hack away with her ultimate or would an additional spell cast force it to end prematurely?

 
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ItemsGuy ?? Senior Member
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01-28-2013

Quote:
Originally Posted by M0mentkill3r View Post
Ah I missed that it only dealt bonus damage on Cho if he had six pets.

And yes there is a certain satisfaction diving in the way of the bullet, you kinda feel like an agent protecting a VIP.
Whoops! Forgot to mention that it does bonus damage for every pet, with the % missing health occurring if he has six. Will fix this when I can (and remind me if I don't)!

And yeah, that's exactly it! Not only do I want a dynamic, balanced, and competitively meritable game, but one filled to the brim with these kinds of experiences as well! Like with the interaction between siblings/rivals (which Bear caught savvy to), and the basis of play styles within theming. I want LoL to be one of the best in terms of being a video game, not just an eSport!

 
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ItemsGuy ?? Senior Member
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01-28-2013

Quote:
Originally Posted by M0mentkill3r View Post
I was looking at the Diana rework and her E confused me a bit.

"Diana hooks an enemy champion with her blade for 3 seconds, preventing them from moving more than 250 units away from her. If Diana moves over 600 units away from her original location while the enemy is hooked, she pulls her blade through, dealing X + (X% AP) magic damage. If her enemy is below 30% HP, Crescent Slash deals double damage. Crescent Slash can be ended early if the ability is used a second time, but will only deal 50% damage and immobilizes Diana for 0.75 seconds."

Does that mean she pulls them for the 350 units until she pulls her blade out?
Also does that mean she can hold them in place for 3 seconds if she doesn't move and hack away with her ultimate or would an additional spell cast force it to end prematurely?
Yes with the pull (E+Q should look and feel cool!), and as of right now, I'd probably make it so that R breaks it, but the more I think about it, the more likely it will be that anything is fair game. The drawback is designed overcommitment!

 
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UnbearableBears ?? Senior Member
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01-28-2013

I got to say I love what you did with skarner. That e is just perfect on him. However I wanted to discuss hecarim one of my other favorite junglers. What caused the change on his w. I feel like it conflicts with his e in his play style. Hecarim has a unique gank path of running though their turret and pushing them out into lane. I feel his w does not help at all in this scenario. When he ults you usually want to split their team and cause them to go in different directions with his terrify. Ideally you push on of their key members like the carry towards your team and then push him further with the push on your e. While the back kick does fit a Calvary quite well I can't picture much use for it. If you could give me your idea behind it that would be great. Btw his q change is a great improvement.

 
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ItemsGuy ?? Senior Member
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01-28-2013

Quote:
Originally Posted by UnbearableBears View Post
I got to say I love what you did with skarner. That e is just perfect on him. However I wanted to discuss hecarim one of my other favorite junglers. What caused the change on his w. I feel like it conflicts with his e in his play style. Hecarim has a unique gank path of running though their turret and pushing them out into lane. I feel his w does not help at all in this scenario. When he ults you usually want to split their team and cause them to go in different directions with his terrify. Ideally you push on of their key memers like the carry towards your team and then push him further with the push on your e. While the back kick does fit a Calvary quite well I can't picture much use for it. If you could give me your idea behind it that would be great. Btw his q change is a great improvement.
He would actually be much more powerful in the situation you describe, at the cost of some independent damage (Q) and his heal. Charge in, turn and kick, keep driving forward and then push them forward with a Q! Hell, you can still use your ult for that extra "push" as well--now they've gone from the turret to the middle of the lane!

 
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Aznprideyea ?? Junior Member
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01-28-2013

Im not sure if this is pointed out yet, since I am honestly scared to look through 68 pages of comments, but I was looking through your Varus remake and here are some of my thoughts.

I feel like this is not what Varus is supposed to be like. In his lore, he is represented as a tragic hero, who has to choose his own destiny, either save his people, or defend the Corruption. It is in his choice to defend his post that he loses all that he loves, and then decides to merge his body with the evil that he was trying to protect from the world in order to take revenge for his people. Thus, he is dubbed, "The Arrow of Retribution". I feel like his kit should be more vicious, rather than "beautiful", for example:

Passive: What ever you want to call it, I'll call it "Corrupted Trace"

Each time Varus attacks an enemy (be it minion, monster, or champion) they will gain a stack of Corrupted Trace which will give Varus bonus armor penetration on the target. There should be 3 stacks, with 10% armor reduction with each hit. If Varus uses an ability on the target, then the ability will consume the stacks and deal bonus damage (20% bonus damage per stack). Stacks can be put on multiple targets at once, and they decay over a period of 5 seconds.

Q: Piercing Arrow: Unchanged, he will charge up his arrow and it will deal damage with respective range based on how long he charges his arrow.

W: Arrow Rain: Varus launches his corrupted arrows into the air over a target area (maybe 100-150 radius circle?) and targets in that area take X damage 3 times. Only after 3 hits do the stacks of Corrupted Trace disappear, since this should be calculated as a "burst skill", but logically, launching several arrows into the air will cause them to fall at different times. Targets hit by Arrow rain will be slowed for 3 seconds, with the slow increasing from 10%-30% based on how many times the target was hit. Damage will scale, enough so that by level 9, you will have a very fast wave clear (kills caster minion line), slow will not. Primarily, this will be more for the CC, so it would be ideal to see it either leveled early and maxed last. Also, the cd for this should be maybe 8 seconds flat, levels 1-5?

E: Burning Vengeance : Temporarily increases Varus' attack speed by 20/30/40/50/60% for 8 seconds, while also increasing his movement speed by 6/7/8/9/10% for the same duration. While Burning Vengeance is active, Varus is also less susceptible to CC, increasing his tenacity by 10/12.5/15/17.5/20% for 8 seconds. --The point of this skill is to give him that sense of "My people were slain by your hands, let my rage engulf you", in a sense, filling his body with rage and passion for revenge.

R: Chain of Corruption: Varus uses the corruption from within himself in order to launch an arrow so terrible that it snares the first champion it hits (same range as current ulti). Snare lasts for 3 seconds and all near by enemy champions are feared from the champion that was hit (giving it that sense of, oh god, what happened to you??) fear lasts for 1 second.

All in all, this kit that I thought up is just to give him a more lorebound set of skills, that utilizes his corruption that he is so known for. Feel free to disregard and change up what ever, but ideally, I just want to make the point that Varus is NOT an acrobat. If anything, he's balls deep in the fray.

TL;DR Varus is not an acrobat.