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Taking a crack at your champ:
JonGalt, the Whipmaster
Style/Mechanics- A CC-heavy caster meant to counter the myriad heavily mobile AD assassins in the game right now (Khaz, Zed, Rengar, etc etc).
Passive: Cat o' Ninetails- JonGalt attaches magically-envenomed glass shards to the end of his whip, dealing [Level+X+%AP] damage over 3 seconds. Using an ability adds a stack of Cat o' Ninetails, which are triggered when JonGalt uses an autoattack. Stacks to 5, minimum 1.
This ability means that every autoattack deals some additional magic damage over time, scaling with level and ability power. Early game, this adds to his harass potential and assists with last hitting. The stacking buff allows strategic play and micro, allowing you to "charge up" what ends up being some very decent burst for a passive. Using the passive to its maximum is crucial to high-level play for this champ, as his kit is low on the damage side but high on the CC side.
Q: Lightning Strike- JonGalt lashes his whip, dealing damage to all units in a line. Units at the whip's tip (a small aoe at the max range of the ability) take double damage.
This is a normal wave-clearing, damage dealing ability that all AP casters need with a neat caveat. Rewarding positioning play by the player, or punishing it by opponents, people at the very tip of the hitbox take significantly increased damage. Not sure about missile speed yet.
W: Whiplash- JonGalt swings his whip in a circle, dealing damage and knocking back enemies.
Self-explanatory. This is one of the abilities that gives JonGalt his "assassin-counter" status. If a Khaz or Zed jumps on you, you knock them back and gain some breathing room. Additionally, this could be used creatively in teamfights to interfere with the other team's positioning, knock someone into a turret, etc etc. Probably 1/2 or less of a Janna ult radius.
E: Drop it!- JonGalt sends out his whip to coil around the opponent's weapon and disarm them, reducing their physical damage done by 50%[+ X%AP] for 3 seconds.
This is an ability used to negate assassins, and a unique CC mechanic. Different from a snare, root, or stun, this ability reduces the effectiveness of an enemy without removing their control of their character. A good opponent would immediately see that they've been disarmed, and move away from the fight or do something else. A bad opponent would just stand there doing no damage. This ability scales to reduce effectiveness of 6-item ADCs in the lategame.
R: Flay- JonGalt gains 3 charges of Flay. Flay lashes his whip out in a line at a champion, dealing damage in a line and rooting the primary target for .5 seconds.
This ability is also unique. It uses charges similar to Irelia's ult, and deals damage in a line as well. The similarities stop there. The primary target of each use of the spell is rooted for only a short time- .5 seconds. However, you may decide to use this on the same target 3 times for a decent root-lock, use it on 3 different people to help peel, etc. Additionally, because it has charges and does line-aoe damage, a pro could use it to great effect by stutter-stepping to line up his opponents. R, move, R, move, R, all while assessing where the greatest effect will be. This also adds 3 stacks to his passive, for excellent damage synergy for burst. R R R Q AA would be a full 5stack of Cat 'o Nine.
This isn't perfect since I only had a few minutes to think about it, but its a new, very unique idea that incorporates a whip champ. Let me know what you think.
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Pootie too good!4331 Posts
On February 26 2013 00:10 Crownlol wrote: Taking a crack at your champ:
JonGalt, the Whipmaster
Style/Mechanics- A CC-heavy caster meant to counter the myriad heavily mobile AD assassins in the game right now (Khaz, Zed, Rengar, etc etc).
Passive: Cat o' Ninetails- JonGalt attaches magically-envenomed glass shards to the end of his whip, dealing [Level+X+%AP] damage over 3 seconds. Using an ability adds a stack of Cat o' Ninetails, which are triggered when JonGalt uses an autoattack. Stacks to 5, minimum 1.
This ability means that every autoattack deals some additional magic damage over time, scaling with level and ability power. Early game, this adds to his harass potential and assists with last hitting. The stacking buff allows strategic play and micro, allowing you to "charge up" what ends up being some very decent burst for a passive. Using the passive to its maximum is crucial to high-level play for this champ, as his kit is low on the damage side but high on the CC side.
Q: Lightning Strike- JonGalt lashes his whip, dealing damage to all units in a line. Units at the whip's tip (a small aoe at the max range of the ability) take double damage.
This is a normal wave-clearing, damage dealing ability that all AP casters need with a neat caveat. Rewarding positioning play by the player, or punishing it by opponents, people at the very tip of the hitbox take significantly increased damage. Not sure about missile speed yet.
W: Whiplash- JonGalt swings his whip in a circle, dealing damage and knocking back enemies.
Self-explanatory. This is one of the abilities that gives JonGalt his "assassin-counter" status. If a Khaz or Zed jumps on you, you knock them back and gain some breathing room. Additionally, this could be used creatively in teamfights to interfere with the other team's positioning, knock someone into a turret, etc etc. Probably 1/2 or less of a Janna ult radius.
E: Drop it!- JonGalt sends out his whip to coil around the opponent's weapon and disarm them, reducing their physical damage done by 50%[+ X%AP] for 3 seconds.
This is an ability used to negate assassins, and a unique CC mechanic. Different from a snare, root, or stun, this ability reduces the effectiveness of an enemy without removing their control of their character. A good opponent would immediately see that they've been disarmed, and move away from the fight or do something else. A bad opponent would just stand there doing no damage. This ability scales to reduce effectiveness of 6-item ADCs in the lategame.
R: Flay- JonGalt gains 3 charges of Flay. Flay lashes his whip out in a line at a champion, dealing damage in a line and rooting the primary target for .5 seconds.
This ability is also unique. It uses charges similar to Irelia's ult, and deals damage in a line as well. The similarities stop there. The primary target of each use of the spell is rooted for only a short time- .5 seconds. However, you may decide to use this on the same target 3 times for a decent root-lock, use it on 3 different people to help peel, etc. Additionally, because it has charges and does line-aoe damage, a pro could use it to great effect by stutter-stepping to line up his opponents. R, move, R, move, R, all while assessing where the greatest effect will be. This also adds 3 stacks to his passive, for excellent damage synergy for burst. R R R Q AA would be a full 5stack of Cat 'o Nine.
This isn't perfect since I only had a few minutes to think about it, but its a new, very unique idea that incorporates a whip champ. Let me know what you think.
It loses the whole animal thing I was going for, but other than that - this is AWESOME. I love it! So much better than my idea haha.
I really like E and R as they seem different. E is really clever and I like it because this could be a niche pick when you see a heavy AD team. For the root on R, does it only root the person hit by the end of the whip or the whole line? I think damaging the whole line, but only rooting the end so you have to be skilled with it to root people, and not just get lucky with the whole line.
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On February 26 2013 00:26 JonGalt wrote:Show nested quote +On February 26 2013 00:10 Crownlol wrote: Taking a crack at your champ:
JonGalt, the Whipmaster
Style/Mechanics- A CC-heavy caster meant to counter the myriad heavily mobile AD assassins in the game right now (Khaz, Zed, Rengar, etc etc).
Passive: Cat o' Ninetails- JonGalt attaches magically-envenomed glass shards to the end of his whip, dealing [Level+X+%AP] damage over 3 seconds. Using an ability adds a stack of Cat o' Ninetails, which are triggered when JonGalt uses an autoattack. Stacks to 5, minimum 1.
This ability means that every autoattack deals some additional magic damage over time, scaling with level and ability power. Early game, this adds to his harass potential and assists with last hitting. The stacking buff allows strategic play and micro, allowing you to "charge up" what ends up being some very decent burst for a passive. Using the passive to its maximum is crucial to high-level play for this champ, as his kit is low on the damage side but high on the CC side.
Q: Lightning Strike- JonGalt lashes his whip, dealing damage to all units in a line. Units at the whip's tip (a small aoe at the max range of the ability) take double damage.
This is a normal wave-clearing, damage dealing ability that all AP casters need with a neat caveat. Rewarding positioning play by the player, or punishing it by opponents, people at the very tip of the hitbox take significantly increased damage. Not sure about missile speed yet.
W: Whiplash- JonGalt swings his whip in a circle, dealing damage and knocking back enemies.
Self-explanatory. This is one of the abilities that gives JonGalt his "assassin-counter" status. If a Khaz or Zed jumps on you, you knock them back and gain some breathing room. Additionally, this could be used creatively in teamfights to interfere with the other team's positioning, knock someone into a turret, etc etc. Probably 1/2 or less of a Janna ult radius.
E: Drop it!- JonGalt sends out his whip to coil around the opponent's weapon and disarm them, reducing their physical damage done by 50%[+ X%AP] for 3 seconds.
This is an ability used to negate assassins, and a unique CC mechanic. Different from a snare, root, or stun, this ability reduces the effectiveness of an enemy without removing their control of their character. A good opponent would immediately see that they've been disarmed, and move away from the fight or do something else. A bad opponent would just stand there doing no damage. This ability scales to reduce effectiveness of 6-item ADCs in the lategame.
R: Flay- JonGalt gains 3 charges of Flay. Flay lashes his whip out in a line at a champion, dealing damage in a line and rooting the primary target for .5 seconds.
This ability is also unique. It uses charges similar to Irelia's ult, and deals damage in a line as well. The similarities stop there. The primary target of each use of the spell is rooted for only a short time- .5 seconds. However, you may decide to use this on the same target 3 times for a decent root-lock, use it on 3 different people to help peel, etc. Additionally, because it has charges and does line-aoe damage, a pro could use it to great effect by stutter-stepping to line up his opponents. R, move, R, move, R, all while assessing where the greatest effect will be. This also adds 3 stacks to his passive, for excellent damage synergy for burst. R R R Q AA would be a full 5stack of Cat 'o Nine.
This isn't perfect since I only had a few minutes to think about it, but its a new, very unique idea that incorporates a whip champ. Let me know what you think. It loses the whole animal thing I was going for, but other than that - this is AWESOME. I love it! So much better than my idea haha. I really like E and R as they seem different. E is really clever and I like it because this could be a niche pick when you see a heavy AD team. For the root on R, does it only root the person hit by the end of the whip or the whole line? I think damaging the whole line, but only rooting the end so you have to be skilled with it to root people, and not just get lucky with the whole line.
Thanks! I like to game design in my freetime, been doing it for ten years. If only I could get paid for it. The R is actually directed at a champion, not a skillshot, so it only roots the person you clicked on. This makes it even more complex to deal aoe damage, as you need to pick an "anchor" victim, and align yourself with them in such a way to deal max damage.
I realize it completely takes out the animal angle, but since they JUST added a pet champion, I doubt Riot is on the market for new ones.
I'd like to find a way to make his passive scale non-linearly, really rewarding players that can stack it to 5 before using it. A 5stack of Cat o Nine should be more damaging than a 3stack and a 2stack.
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Pootie too good!4331 Posts
Ahhh ok. I like it.
I want to make him Noxian, but I am so bad at knowing LoL lore. Looks like I gotta read up.
Background story to follow!
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On February 26 2013 00:10 Crownlol wrote: Taking a crack at your champ:
JonGalt, the Whipmaster
Style/Mechanics- A CC-heavy caster meant to counter the myriad heavily mobile AD assassins in the game right now (Khaz, Zed, Rengar, etc etc).
Passive: Cat o' Ninetails- JonGalt attaches magically-envenomed glass shards to the end of his whip, dealing [Level+X+%AP] damage over 3 seconds. Using an ability adds a stack of Cat o' Ninetails, which are triggered when JonGalt uses an autoattack. Stacks to 5, minimum 1.
This ability means that every autoattack deals some additional magic damage over time, scaling with level and ability power. Early game, this adds to his harass potential and assists with last hitting. The stacking buff allows strategic play and micro, allowing you to "charge up" what ends up being some very decent burst for a passive. Using the passive to its maximum is crucial to high-level play for this champ, as his kit is low on the damage side but high on the CC side.
Q: Lightning Strike- JonGalt lashes his whip, dealing damage to all units in a line. Units at the whip's tip (a small aoe at the max range of the ability) take double damage.
This is a normal wave-clearing, damage dealing ability that all AP casters need with a neat caveat. Rewarding positioning play by the player, or punishing it by opponents, people at the very tip of the hitbox take significantly increased damage. Not sure about missile speed yet.
W: Whiplash- JonGalt swings his whip in a circle, dealing damage and knocking back enemies.
Self-explanatory. This is one of the abilities that gives JonGalt his "assassin-counter" status. If a Khaz or Zed jumps on you, you knock them back and gain some breathing room. Additionally, this could be used creatively in teamfights to interfere with the other team's positioning, knock someone into a turret, etc etc. Probably 1/2 or less of a Janna ult radius.
E: Drop it!- JonGalt sends out his whip to coil around the opponent's weapon and disarm them, reducing their physical damage done by 50%[+ X%AP] for 3 seconds.
This is an ability used to negate assassins, and a unique CC mechanic. Different from a snare, root, or stun, this ability reduces the effectiveness of an enemy without removing their control of their character. A good opponent would immediately see that they've been disarmed, and move away from the fight or do something else. A bad opponent would just stand there doing no damage. This ability scales to reduce effectiveness of 6-item ADCs in the lategame.
R: Flay- JonGalt gains 3 charges of Flay. Flay lashes his whip out in a line at a champion, dealing damage in a line and rooting the primary target for .5 seconds.
This ability is also unique. It uses charges similar to Irelia's ult, and deals damage in a line as well. The similarities stop there. The primary target of each use of the spell is rooted for only a short time- .5 seconds. However, you may decide to use this on the same target 3 times for a decent root-lock, use it on 3 different people to help peel, etc. Additionally, because it has charges and does line-aoe damage, a pro could use it to great effect by stutter-stepping to line up his opponents. R, move, R, move, R, all while assessing where the greatest effect will be. This also adds 3 stacks to his passive, for excellent damage synergy for burst. R R R Q AA would be a full 5stack of Cat 'o Nine.
This isn't perfect since I only had a few minutes to think about it, but its a new, very unique idea that incorporates a whip champ. Let me know what you think.
Passive: Like Riven's, except all the charges are used at once Q: Interesting, kind of like a linear Darius Q. Maybe combos well with W: Knock back to double damage Q distance, then Q. The way I envision the whip, it would be more like Xerath Q: Delayed, but instantaneous line effect. W: How much does this knock back? To the end of the radius? A fixed distance? E: % damage reduction already scales with opponent's damage, no need to make it scale additionally. However, I feel that damage reduction, on the whole, is a mechanic that Riot is moving away from. Most people who play LoL are never going to read the patch notes, and it's going to be really hard for them to realize that something has damage reduction. Think about how still people don't know to click the Thresh lantern. Stuns / snares / slows / etc. work because it's extremely obvious what's going on. I was actually surprised that they are going to release another champion with a Blind, since that also falls into the same category. I suppose they feel it'll be okay because they're coming out with the new loss-of-control indicators which will make the state of being blinded more obvious. EDIT: Blinds also kinda work because at least some other champions have blinds already, and there is a consistent visual to represent them. Short of Arcade Sona's big flashing "DMG DOWN" thing I'm not sure how you can communicate damage reduction well, especially to people who don't own JonGalt and don't read the patch notes. 50% reduction is also entirely too high. It's equivalent to giving a 100 armor target a 200 armor extra buff. R: The wording would probably be "This can be used up to two more times within X seconds at no additional cost" similar to Xerath's R (unless you mean it to be an ammo system, in which case it's closer to Corki or Teemo R than Irelia R)
Also, Riot has probably a somewhat long champion pipeline, meaning that there's no reason an idea for a pet champion should be ruled out right now, because any champion idea that gets started now isn't going to be released for six months at a minimum.
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On February 26 2013 01:01 thenexusp wrote:Show nested quote +On February 26 2013 00:10 Crownlol wrote: Taking a crack at your champ:
JonGalt, the Whipmaster
Style/Mechanics- A CC-heavy caster meant to counter the myriad heavily mobile AD assassins in the game right now (Khaz, Zed, Rengar, etc etc).
Passive: Cat o' Ninetails- JonGalt attaches magically-envenomed glass shards to the end of his whip, dealing [Level+X+%AP] damage over 3 seconds. Using an ability adds a stack of Cat o' Ninetails, which are triggered when JonGalt uses an autoattack. Stacks to 5, minimum 1.
This ability means that every autoattack deals some additional magic damage over time, scaling with level and ability power. Early game, this adds to his harass potential and assists with last hitting. The stacking buff allows strategic play and micro, allowing you to "charge up" what ends up being some very decent burst for a passive. Using the passive to its maximum is crucial to high-level play for this champ, as his kit is low on the damage side but high on the CC side.
Q: Lightning Strike- JonGalt lashes his whip, dealing damage to all units in a line. Units at the whip's tip (a small aoe at the max range of the ability) take double damage.
This is a normal wave-clearing, damage dealing ability that all AP casters need with a neat caveat. Rewarding positioning play by the player, or punishing it by opponents, people at the very tip of the hitbox take significantly increased damage. Not sure about missile speed yet.
W: Whiplash- JonGalt swings his whip in a circle, dealing damage and knocking back enemies.
Self-explanatory. This is one of the abilities that gives JonGalt his "assassin-counter" status. If a Khaz or Zed jumps on you, you knock them back and gain some breathing room. Additionally, this could be used creatively in teamfights to interfere with the other team's positioning, knock someone into a turret, etc etc. Probably 1/2 or less of a Janna ult radius.
E: Drop it!- JonGalt sends out his whip to coil around the opponent's weapon and disarm them, reducing their physical damage done by 50%[+ X%AP] for 3 seconds.
This is an ability used to negate assassins, and a unique CC mechanic. Different from a snare, root, or stun, this ability reduces the effectiveness of an enemy without removing their control of their character. A good opponent would immediately see that they've been disarmed, and move away from the fight or do something else. A bad opponent would just stand there doing no damage. This ability scales to reduce effectiveness of 6-item ADCs in the lategame.
R: Flay- JonGalt gains 3 charges of Flay. Flay lashes his whip out in a line at a champion, dealing damage in a line and rooting the primary target for .5 seconds.
This ability is also unique. It uses charges similar to Irelia's ult, and deals damage in a line as well. The similarities stop there. The primary target of each use of the spell is rooted for only a short time- .5 seconds. However, you may decide to use this on the same target 3 times for a decent root-lock, use it on 3 different people to help peel, etc. Additionally, because it has charges and does line-aoe damage, a pro could use it to great effect by stutter-stepping to line up his opponents. R, move, R, move, R, all while assessing where the greatest effect will be. This also adds 3 stacks to his passive, for excellent damage synergy for burst. R R R Q AA would be a full 5stack of Cat 'o Nine.
This isn't perfect since I only had a few minutes to think about it, but its a new, very unique idea that incorporates a whip champ. Let me know what you think. Passive: Like Riven's, except all the charges are used at once Q: Interesting, kind of like a linear Darius Q. Maybe combos well with W: Knock back to double damage Q distance, then Q. The way I envision the whip, it would be more like Xerath Q: Delayed, but instantaneous line effect. W: How much does this knock back? To the end of the radius? A fixed distance? E: % damage reduction already scales with opponent's damage, no need to make it scale additionally. However, I feel that damage reduction, on the whole, is a mechanic that Riot is moving away from. Most people who play LoL are never going to read the patch notes, and it's going to be really hard for them to realize that something has damage reduction. Think about how still people don't know to click the Thresh lantern. Stuns / snares / slows / etc. work because it's extremely obvious what's going on. I was actually surprised that they are going to release another champion with a Blind, since that also falls into the same category. I suppose they feel it'll be okay because they're coming out with the new loss-of-control indicators which will make the state of being blinded more obvious. EDIT: Blinds also kinda work because at least some other champions have blinds already, and there is a consistent visual to represent them. Short of Arcade Sona's big flashing "DMG DOWN" thing I'm not sure how you can communicate damage reduction well, especially to people who don't own JonGalt and don't read the patch notes. 50% reduction is also entirely too high. It's equivalent to giving a 100 armor target a 200 armor extra buff. R: The wording would probably be "This can be used up to two more times within X seconds at no additional cost" similar to Xerath's R (unless you mean it to be an ammo system, in which case it's closer to Corki or Teemo R than Irelia R) Also, Riot has probably a somewhat long champion pipeline, meaning that there's no reason an idea for a pet champion should be ruled out right now, because any champion idea that gets started now isn't going to be released for six months at a minimum.
Solid points. I initially had E as a single target root, to combo off W. W, E, line up your Q for max effect. I like the idea of a chargeup with no missile speed. Wording on R is better with yours, I agree.
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On February 25 2013 20:13 ihasaKAROT wrote: Shes still the highest constant burst AP in the game, but shes squishy and her ult is somewhat predictable . Shes still dangerous tho. constant burst is an oxymoron
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On February 26 2013 01:30 kainzero wrote:Show nested quote +On February 25 2013 20:13 ihasaKAROT wrote: Shes still the highest constant burst AP in the game, but shes squishy and her ult is somewhat predictable . Shes still dangerous tho. constant burst is an oxymoron
You mean Tons of Damage.
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On February 26 2013 01:37 ninjakingcola wrote:Show nested quote +On February 26 2013 01:30 kainzero wrote:On February 25 2013 20:13 ihasaKAROT wrote: Shes still the highest constant burst AP in the game, but shes squishy and her ult is somewhat predictable . Shes still dangerous tho. constant burst is an oxymoron You mean Tons of Damage.
You mean Terrible, Terrible Damage
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On February 26 2013 01:30 kainzero wrote:Show nested quote +On February 25 2013 20:13 ihasaKAROT wrote: Shes still the highest constant burst AP in the game, but shes squishy and her ult is somewhat predictable . Shes still dangerous tho. constant burst is an oxymoron Photons? :p
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On February 25 2013 20:02 iCanada wrote:Show nested quote +On February 25 2013 19:51 Bwaaaa wrote: Is cassio still a top tier AP worth learning? A good cassio scary as all hell, imo. But right now she hard to play really well because of all the assassins being picked, hard for her to stay and do the big damage she needs to because she is a sustained damage champion and not really as much of a burst caster; needs to be continuously fanging every second to deal maximum damage, but much harder for her to stay in the fight and just DPS when the Zeds/Talons/Leblancs can eat her alive pretty quickly. A different element than most APs because most of them have longer cooldowns and getting a full round of spells off more beneficial to team.
You know, I've played her top a couple of times and went a more tanky build (heard Voy mention it on his stream so I was curious). Absolutely denies some melee champs of cs unless they want to lose half their HP. Endgame you're a monster and if you've played it right. The only issues are you probably won't get blue buff and champs like Riven that can get in your face and melt you are tough to handle until you get Seeker's.
I went 9/21/0.
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On February 26 2013 02:04 Mondeezy wrote:Show nested quote +On February 25 2013 20:02 iCanada wrote:On February 25 2013 19:51 Bwaaaa wrote: Is cassio still a top tier AP worth learning? A good cassio scary as all hell, imo. But right now she hard to play really well because of all the assassins being picked, hard for her to stay and do the big damage she needs to because she is a sustained damage champion and not really as much of a burst caster; needs to be continuously fanging every second to deal maximum damage, but much harder for her to stay in the fight and just DPS when the Zeds/Talons/Leblancs can eat her alive pretty quickly. A different element than most APs because most of them have longer cooldowns and getting a full round of spells off more beneficial to team. You know, I've played her top a couple of times and went a more tanky build (heard Voy mention it on his stream so I was curious). Absolutely denies some melee champs of cs unless they want to lose half their HP. Endgame you're a monster and if you've played it right. The only issues are you probably won't get blue buff and champs like Riven that can get in your face and melt you are tough to handle until you get Seeker's. I went 9/21/0.
Did you mean 9/0/21?
I've played Cass a few times, the zoning ability in lane is just incredible. I had a rough time doing sustained damage in teamfights, it felt like playing Kog'maw- without peels you just flop over, but if you get to tee off on people watch out.
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On February 26 2013 00:10 Crownlol wrote: Taking a crack at your champ: [champion]
I see what you did there.
Numbers-wise, obviously could use tweaking. (Exhaust is only 35% damage reduction, for example.) The E, as mentioned above, though, is a mechanic that is difficult to convey, especially if it's only physical damage. Perhaps make it visually similar to Exhaust? Trundle, afaik, is the most recent champ that does -damage in their kit, and Trundle/Tryndamere both do it as flat AD amounts as their 'less physical damage' thing.
This isn't to say that it's not a good or interesting mechanic, though.
What about melee AP assassins such as Akali or Diana? Perhaps it would be less polarized if it were a smaller amount of -damage reduction, but all damage (Like Exhaust or Sona's W chord)
Also, I agree that having it scale with stats is bad. If you want it to scale, make it scale with skill level if anything, so there's a hard cap and you can't somehow reach absurd levels of damage reduction.
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On February 26 2013 02:13 sylverfyre wrote:Show nested quote +On February 26 2013 00:10 Crownlol wrote: Taking a crack at your champ: [champion]
I see what you did there.Numbers-wise, obviously could use tweaking. (Exhaust is only 35% damage reduction, for example.) The E, as mentioned above, though, is a mechanic that is difficult to convey, especially if it's only physical damage. Perhaps make it visually similar to Exhaust? Trundle, afaik, is the most recent champ that does -damage in their kit, and Trundle/Tryndamere both do it as flat AD amounts as their 'less physical damage' thing. This isn't to say that it's not a good or interesting mechanic, though. What about melee AP assassins such as Akali or Diana? Perhaps it would be less polarized if it were a smaller amount of -damage reduction, but all damage (Like Exhaust or Sona's W chord) Also, I agree that having it scale with stats is bad. If you want it to scale, make it scale with skill level if anything, so there's a hard cap and you can't somehow reach absurd levels of damage reduction.
Teehee :D
The more I think about it, the more I like just having E be a root. It synergizes better with his Q, and gives him a real skillcombo. The only problem is R R R E would be a TON of "just stay there, bro" rooting.
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On February 26 2013 02:11 Crownlol wrote:Show nested quote +On February 26 2013 02:04 Mondeezy wrote:On February 25 2013 20:02 iCanada wrote:On February 25 2013 19:51 Bwaaaa wrote: Is cassio still a top tier AP worth learning? A good cassio scary as all hell, imo. But right now she hard to play really well because of all the assassins being picked, hard for her to stay and do the big damage she needs to because she is a sustained damage champion and not really as much of a burst caster; needs to be continuously fanging every second to deal maximum damage, but much harder for her to stay in the fight and just DPS when the Zeds/Talons/Leblancs can eat her alive pretty quickly. A different element than most APs because most of them have longer cooldowns and getting a full round of spells off more beneficial to team. You know, I've played her top a couple of times and went a more tanky build (heard Voy mention it on his stream so I was curious). Absolutely denies some melee champs of cs unless they want to lose half their HP. Endgame you're a monster and if you've played it right. The only issues are you probably won't get blue buff and champs like Riven that can get in your face and melt you are tough to handle until you get Seeker's. I went 9/21/0. Did you mean 9/0/21? I've played Cass a few times, the zoning ability in lane is just incredible. I had a rough time doing sustained damage in teamfights, it felt like playing Kog'maw- without peels you just flop over, but if you get to tee off on people watch out.
Nope, went 9/21/0 for the tankiness. I could see 9/0/21 being good though for the sustain if you're in a passive lane.
For mana issues I just build chalice or tear first depending on the matchup(sometimes seeker rush is necessary). Once you get Rabadons/Rylais/Seraphs/Mogs you can take a beating and dish out a lotttt of deeps.
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Pootie too good!4331 Posts
On February 26 2013 01:19 Crownlol wrote:Show nested quote +On February 26 2013 01:01 thenexusp wrote:On February 26 2013 00:10 Crownlol wrote: Taking a crack at your champ:
JonGalt, the Whipmaster
Style/Mechanics- A CC-heavy caster meant to counter the myriad heavily mobile AD assassins in the game right now (Khaz, Zed, Rengar, etc etc).
Passive: Cat o' Ninetails- JonGalt attaches magically-envenomed glass shards to the end of his whip, dealing [Level+X+%AP] damage over 3 seconds. Using an ability adds a stack of Cat o' Ninetails, which are triggered when JonGalt uses an autoattack. Stacks to 5, minimum 1.
This ability means that every autoattack deals some additional magic damage over time, scaling with level and ability power. Early game, this adds to his harass potential and assists with last hitting. The stacking buff allows strategic play and micro, allowing you to "charge up" what ends up being some very decent burst for a passive. Using the passive to its maximum is crucial to high-level play for this champ, as his kit is low on the damage side but high on the CC side.
Q: Lightning Strike- JonGalt lashes his whip, dealing damage to all units in a line. Units at the whip's tip (a small aoe at the max range of the ability) take double damage.
This is a normal wave-clearing, damage dealing ability that all AP casters need with a neat caveat. Rewarding positioning play by the player, or punishing it by opponents, people at the very tip of the hitbox take significantly increased damage. Not sure about missile speed yet.
W: Whiplash- JonGalt swings his whip in a circle, dealing damage and knocking back enemies.
Self-explanatory. This is one of the abilities that gives JonGalt his "assassin-counter" status. If a Khaz or Zed jumps on you, you knock them back and gain some breathing room. Additionally, this could be used creatively in teamfights to interfere with the other team's positioning, knock someone into a turret, etc etc. Probably 1/2 or less of a Janna ult radius.
E: Drop it!- JonGalt sends out his whip to coil around the opponent's weapon and disarm them, reducing their physical damage done by 50%[+ X%AP] for 3 seconds.
This is an ability used to negate assassins, and a unique CC mechanic. Different from a snare, root, or stun, this ability reduces the effectiveness of an enemy without removing their control of their character. A good opponent would immediately see that they've been disarmed, and move away from the fight or do something else. A bad opponent would just stand there doing no damage. This ability scales to reduce effectiveness of 6-item ADCs in the lategame.
R: Flay- JonGalt gains 3 charges of Flay. Flay lashes his whip out in a line at a champion, dealing damage in a line and rooting the primary target for .5 seconds.
This ability is also unique. It uses charges similar to Irelia's ult, and deals damage in a line as well. The similarities stop there. The primary target of each use of the spell is rooted for only a short time- .5 seconds. However, you may decide to use this on the same target 3 times for a decent root-lock, use it on 3 different people to help peel, etc. Additionally, because it has charges and does line-aoe damage, a pro could use it to great effect by stutter-stepping to line up his opponents. R, move, R, move, R, all while assessing where the greatest effect will be. This also adds 3 stacks to his passive, for excellent damage synergy for burst. R R R Q AA would be a full 5stack of Cat 'o Nine.
This isn't perfect since I only had a few minutes to think about it, but its a new, very unique idea that incorporates a whip champ. Let me know what you think. Passive: Like Riven's, except all the charges are used at once Q: Interesting, kind of like a linear Darius Q. Maybe combos well with W: Knock back to double damage Q distance, then Q. The way I envision the whip, it would be more like Xerath Q: Delayed, but instantaneous line effect. W: How much does this knock back? To the end of the radius? A fixed distance? E: % damage reduction already scales with opponent's damage, no need to make it scale additionally. However, I feel that damage reduction, on the whole, is a mechanic that Riot is moving away from. Most people who play LoL are never going to read the patch notes, and it's going to be really hard for them to realize that something has damage reduction. Think about how still people don't know to click the Thresh lantern. Stuns / snares / slows / etc. work because it's extremely obvious what's going on. I was actually surprised that they are going to release another champion with a Blind, since that also falls into the same category. I suppose they feel it'll be okay because they're coming out with the new loss-of-control indicators which will make the state of being blinded more obvious. EDIT: Blinds also kinda work because at least some other champions have blinds already, and there is a consistent visual to represent them. Short of Arcade Sona's big flashing "DMG DOWN" thing I'm not sure how you can communicate damage reduction well, especially to people who don't own JonGalt and don't read the patch notes. 50% reduction is also entirely too high. It's equivalent to giving a 100 armor target a 200 armor extra buff. R: The wording would probably be "This can be used up to two more times within X seconds at no additional cost" similar to Xerath's R (unless you mean it to be an ammo system, in which case it's closer to Corki or Teemo R than Irelia R) Also, Riot has probably a somewhat long champion pipeline, meaning that there's no reason an idea for a pet champion should be ruled out right now, because any champion idea that gets started now isn't going to be released for six months at a minimum. Solid points. I initially had E as a single target root, to combo off W. W, E, line up your Q for max effect. I like the idea of a chargeup with no missile speed. Wording on R is better with yours, I agree.
I really like the idea of the W into Q combo for max damage.
Passive could be Lvl * Stacks + %AP. Stacks could be from 0 to 5. This means that the better comboer gets more AA damage to finish the combo. So while it isn't mathematically linear, it is skill wise non-linear. Similar to the Darius passive, except instead of using autos to charge your ult for the all in, you use your abilities to charge up your AA for the all in. The stacks should fade over time I think if this is the case.
I think the ult should do a 1 second root, but if you hit the target again, it does 50% less root and damage. So you can still duel and root for 1.75 seconds for one person, AND add teamfight presence with a great peel for three different people.
I still like the E damage reduction, but I definitely get your point. Not sure what to do with it. I think a single target root would be too much with the ult.
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Pootie too good!4331 Posts
Oh, and what if his W could interrupt some skills, like the Diana R, Akali R, Vi Q, Xin dash. That could add in a really cool element if the player had the reaction to stop those skills.
Should have made this an edit to the last post but too late now!
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So I wanted to play some Talon and figured Diana was as good a lane as another, her being melee for easy WautoQ action early on. I got destroyed because every time I hit her meant that she could 100% land a Q on me, and her shield would negate most of my damage, while being popped systematically as she'd just need to add a E on top of it to make sure I'd stay in range long enough. Coincidentally it also allowed her to get a passive-powered aa at the same time, adding even more on her damage. The silence from Cutthroat doesn't last long enough that I can combo her before she gets to use her shield, making 100-0ing her impossible, and I'd lose most trades. My best best would be to all-in her, disengage, and then have her leave lane because she'd be in range for an EWautoQ kill (I'd be killable too, but E is click'n'point while her Q is a skillshot). The cooldowns also heavily favored her, with Q being so cheap and spammable compared to Rake. Her 10s cd shield would coincide with Rake's cd whenever she had blue buff to negate my harass too for basically 0 mana, and post-6 her ult is much better of a gapcloser than my E, on a shorter cd too.
Starting long sword+2 pots against her flask+3 pots start was certainly an error (and her shield makes the sustain so much stronger, while I had no mana regen myself) but was it me misplaying or the match-up being heavily Diana-favored?
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god damn it that curse video i hate seeing shit like that breaks my heart god bless that old woman doing her 20 minutes a day for 6 animals a day
LOL @ jackys cat ganking him on stream hahaha genius
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On February 26 2013 03:00 Alaric wrote: So I wanted to play some Talon and figured Diana was as good a lane as another, her being melee for easy WautoQ action early on. I got destroyed because every time I hit her meant that she could 100% land a Q on me, and her shield would negate most of my damage, while being popped systematically as she'd just need to add a E on top of it to make sure I'd stay in range long enough. Coincidentally it also allowed her to get a passive-powered aa at the same time, adding even more on her damage. The silence from Cutthroat doesn't last long enough that I can combo her before she gets to use her shield, making 100-0ing her impossible, and I'd lose most trades. My best best would be to all-in her, disengage, and then have her leave lane because she'd be in range for an EWautoQ kill (I'd be killable too, but E is click'n'point while her Q is a skillshot). The cooldowns also heavily favored her, with Q being so cheap and spammable compared to Rake. Her 10s cd shield would coincide with Rake's cd whenever she had blue buff to negate my harass too for basically 0 mana, and post-6 her ult is much better of a gapcloser than my E, on a shorter cd too.
Starting long sword+2 pots against her flask+3 pots start was certainly an error (and her shield makes the sustain so much stronger, while I had no mana regen myself) but was it me misplaying or the match-up being heavily Diana-favored?
These are probably reasons that Diana gets played so much and Talon doesn't. If you're set on an AD mid (which are stronger than people give credit for these days), I'd use Khaz, Panth, or Caitlyn. Cait mid new meta is really good.
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