[Champion Concept] Pyotr - the Blooddrunk
Pyotr Prokofiev - the Blooddrunk
Attachment 639219Tribal Pyotr, by Mr--Jack
Attachment 639220Zombie Pyotr, skin concept by Gorrem
Attachment 639230Mecha Pyotr, by Reza-Ilyasa
Innate - Blooddrunk: Every basic attack, Pyotr cuts deeply the enemy target, making them bleed for a short period, this damage is cumulative and is based on target current health. Pyotr also gains Life Steal, and this Life Steal is increased by Pyotr total health missing
Scale: 5, 10, 15
Damage: 1, 1.75, 2.5, 3.25% per attack as Magical Damage
Cap: 3 Basic Attacks
Duration: 3 seconds
Life Steal: 7.5, 10. 12.5, 15% (+0.2% per every 1% missing health) 34,8% Life Steal at lvl 15 or higher....with 99% health missing
Q - Maniacal Lullaby: Pyotr start to sing a calm and preety Lullaby, decreasing enemies defenses for a while. If he kills an enemy Champion Pyotr gains Armor and Magic Resist for a short period. While singing, every second he gives a backhand on enemy minions or neutral monsters, knocking back sligthly
Defenses Decrease: 10, 12.5, 15, 17.5, 20% Armor and MR
Time Singing: 6 seconds
Lullaby Length: 15 to 30 seconds (this has no effect, just to fit his theme)
AoE: 450 Units
Armor and MR Gain per Kill: 10, 15, 20, 25, 30 for 4 seconds
Cooldown: 20 seconds
W - Atrocious Behavior: Pyotr jumps into a enemy, fearing and damaging on the process, Pyotr can attack freely while attached.
Damage 40, 60, 80, 100, 120 (+0.5 Total AD) as Magical Damage
Leap Distance: 500 units
Fear: 1 second
Cost: 25, 50, 75, 100, 125 Health
ex: Garen's silence lasts 2,5 seconds...Pyotr's fear only 1 second, and both shares the same cooldown.
E - Riftmaker's: Pyotr gains massive attack speed but only for few attacks or the effect runs off, killing a unit refreshes the cooldown.
Attack Speed Bonus: 100, 125, 150, 175, 200%
Time Buffed: 3 seconds OR 3 basic attacks (kinda like Jayce's Hyper Charge)
Extra Damage: 10, 20, 30, 40, 50
Cost: 10, 20, 30, 40, 50 Health
R - Into the Mist: Pyotr transforms himself into a thick cloud of mist becoming undetectable, wich can be redirected, and if Pyotr leaves mist area or attacks an enemy he becomes detectable again.
ex: undetectable can not be seen by Oracle or Ward
Mist Diameter: 800
Cast Range: 300
MS Boost: 30, 50, 70%
Mist Duration 5 seconds
Mist MS: 70% of Pyotr Total MS
Cooldown: 80, 60, 40
complete...Lore by next week
Passive: That's quite a lot of lifesteal especially when the enemy is low on health, gives quite a lot of sustain when last hitting minions. At 90% missing health that's makes up to 36% lifesteal. Otherwise it's quite a good passive if he's going to use health as a resource.
Q - I'm just going to ignore the sweet and pretty part of the lullaby just so I can get my head around the ability. The defense decrease is pretty much like 30% armor AND magic penetration, a little OP imo if it can do both. The permanent AR and MR gain seems reasonable enough per kill.
W - Interesting ability, ratio seems slightly weak to reasonable as a damaging ability that uses health as a resource but the fear makes up for it by a little.
E - I like this ability, but if it's going to be of much use I'd say the buff lasts 3 seconds rather than just 3 attacks.
R - The ult should do more than just stealth and provide ms. Maybe temporary AD/AP boost?
It started off nicely, just needs a bit of work.
flat bonuses added
But Children of Bodom is a terrible band.
Unlimited scaling is a broken concept. Morello has said this is why Nasus and Veigar haven't seen any love. Having it give Resistances is even worse, considering how much damage he can do AND sustain himself with passive AND no mana.
The passive means he gets a free 30-35% life steal when he last hits, so consider reducing the amount for non-champions.
completely new Innate...hope you like it
added items and quotes
I really, really like this idea. It's creepy.
The Innate seems fine, I guess, good for harass in a lane, I bet.
Q: The armor and magic resist decrease should DEFINITELY increase every level he upgrades it... or there wouldn't be a point to upgrade it. And Wonderboy55 is right, unlimited scaling is pretty hard to balance. Might I mention Sion?
I think maybe he could steal the armor and magic resist for the duration, sort of like Malphite steals movement speed. That would be pretty original, I can't think of any champion that does that, really.
W: So let me get this straight, he jumps on the champion while they are feared and begins to hit them, like a jockey in Left 4 Dead? I'm not sure if you will get that reference.
If he doesn't do that, then this is weak. It should stack off of 100% AD or 100% bonus AD, partial stacks are for AP champs and hybrids, usually. Because his skills cost so much health, he should have some way to regain it, like Vlad's spellvamp or Mundo's health regen, or he will be tough to sustain anywhere. Maybe he heals for the damage his Innate does?
E: I like this idea, buffing attack speed for a number of attacks. 3 seconds would waaaaay OP with 200% attack speed but 3 attacks wouldn't. However, an additional 25% extra attack speed every level up is pretty lame, give them something extra, like 10/20/30/40/50 bonus damage points per attack, or bonus arpen, or crowd control on the final strike, like Xin Zhao's knockup. The cooldown on champ kill is a good idea.
R: No. An ultra stealth for an ult? That's kind of going out of game bounds, inventing this new "undetectable" thing, and it has not much to do with a vampire. Anyway, Rengar and Kha'zix took all the stealth ults this game can give, I think. I don't know what you want to give him, but it needs to do more than just that.
I know it sounds like I just criticized a lot, but I still really love the idea. Maybe it was because I was thinking about something like this guy, but I couldn't come up with the right stuff. Anyway, the creepy vampire-monk thing sounds really cool. Just remember, his abilities need to scale somewhat with their level and his stats, or he might as well just build pure tanky.
And btw, his base stats are extremely low. You might want to double what his per level increase are. Most champs go up by 85-90 health per level, 3-4 attack damage per level, and 3-4 armor per level. The lowest champion attack speed is .580 or something like that, and the highest is about .690. The per level increase are more in the range of 2-4% per level also. Because he isn't ranged, his mr will start at 30 and increase by 1.25 per level.
AND i like the bonus damage per attack...sinergyses with Q Thank You for this!!
you make the changes on Base Stats....
THANK YOU VERY MUCH DUDE!!!
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