Gawd feel so awful this morning, can barely think XD
Anyways, thanks for the review samus, some useful information there, and made me rethink it, same with nick...
Actually, I think I may have a solution of sorts, to many of these issues.
First, I do want her to heal considerably while fighting high health targets, but I think I can do some tweaking here... change the passive bloodied effect to a flat 20% reduction to armour/mr, and heals only on initial hit, and only refreshes if yeu hit a different target, which would encourage fighting things like the golem or lizard early, because then yeu'd be encouraged to actually use those little minions they have and swap back and forth.
The next issue, would be the problem with % max life costs... I think I can fix that too, having it as maximum health isn't working, because once she's low on life, she's hurting herself more than anyone else due to her resistance to damage at low life... instead, I really want her to be encouraged to sit at low life, which this is pretty much the anti-thesis of. Soooo, instead make all the abilities to be % CURRENT life, which would get her to that 50% or less zone I want her in more readily, but wouldn't harm her as much once in that spot, and encourages her staying there.
Toss in that healing only occurs when hitting a new target, and this should actively encourage her to be mixing it up in a team fight more readily, while not making her so strong 1v1.
I *MAY* consider lowering the effect of the passive on her ultimate down to 50% from 65%, as that is admittedly a bit high. I don't think I'd lower it that much past that point though, otherwise it wouldn't even be as effective as poppy's passive of all things, and if a passive is stronger than an ultimate at 16, this kinda bothers me, especially when that champion can already give herself armour and invincibility.
Finally... the ultimate's active. Yeu are right, it is kinda boring. It was intended moreso to make use of the bonus attack damage, and to weaken enemies to set them up for a kill. By switching the reduced armour/mr over to her passive instead, however, this fixes the high values needed to make an ultimate feel... ultimate, and also leaves open the opportunity to mix and match the previous one with the current one a bit.
I'm thinking... change it to a flat base damage, but if the enemies are bloodied, then it deals an additional bonus % of her AD based on the number of dead allies. So if she's the last one alive on her team, she might get +50% bonus AD for each ally that's dead, so instead of just a 125/175/225ish physical nuke... (which may steal health, as I do want her to be healing considerably more in group fights), it would have 0 scaling by default, so no bonus from AP or AD. But if allies are dead nearby, then it'd go to 30/40/50% bonus AD for each, so 4 dead allies = 2.0AD scaling, making her hit far, far harder if the enemies try to leave her for last, instead of just killing her (yeu need to encourage them to target the tank first, in some method other than a taunt =3 ), then yeu pay dearly for it. Perhaps make it also the life steal in that AD... so maybe 225 damage but 4 allies dead means she drains 50% of her AD per dead ally, so that if yeu kill allies first, she gets very difficult to kill and does way more damage, but if yeu kill her first, then her healing doesn't even come into play.
I really want her to be designed in such a way that if a team fight goes that the enemy team is all at like 20% health, but her allies are all dead, because people just couldn't focus fire, that she is ideal for mopping up because they "DON'T FOCUS THE TANK GUYS" spammed all game, and will pay for it. I want her to tank well, but I want that tanking to come from encouraging enemies indirectly to attack her, through stacks (her matronage), and through becoming more dangerous when allies are dead. Ideally, she should be encouraged to be at less than 50% health, constantly attacking different targets in battle, and should be the first target to kill, despite being difficult to kill.
Lemme know if yeu like the idea on those changes, as it may be capable of making her more interesting to play as =3
EDIT: OOPS! Almost forgot!
The reason why she has cooldowns in the way she does is for a very specific reason. I don't want her to be able to spam a single target over and over with the same attacks. Instead, it's supposed to be breaking up the whole "AoE interrupt" idea into manageable chunks that the player can choose when to use each one. Using the same ability 5 times in a row on the same person would not be fair.
Instead, the way it's set up, by temporarily making enemies immune, means she can spam the same ability over and over if she wants... but only on separate targets. The high bloodthirst cost is set up so that she has to actually attack targets in melee as well to afford to use her abilities. Energy "tries" to make it so that yeu can spam an ability but not so often, but kinda fails in doing so since it regenerates so fast and the abilities still have considerable cooldowns; this newer system allows her to spam any ability she wants, so long as she's A: in combat, B: it's against different targets. I want to bypass that thing where a tank is forced to sit by and just watch sadly while an ally gets attacked by shaco, just after they knocked master yi away, and have nothing left with which to prevent it. Instead, she should be at her strongest, not when fighting lots of enemies coming in all at once like a traditional AoE (think Malphite), but rather at her strongest when enemies stagger their attacks off, or only send 1-3 people to attack a target.
Making the cooldown changes yeu suggested, would kinda kill the whole purpose of the champion, sorries =3
The other thing, was the range on her Q charge is like that more so that she can get into range of casters that hang in the back, and yeu'll find almost all charges (other than shen's really) go a similar distance, as they're intended to be in range of ashe or anivia quickly, who would otherwise just back off. The shorter range on the allied one is intentional, as the concept is to punish her for going too far out of range to attack, and not defending as well. She needs to keep close to allies to keep them safe from melee, not get too blinded by enemy casters and ignoring the melee, which can be a constant problem with bruisers.
Everything's actually very carefully designed to serve a specific purpose, usually several, and to encourage a specific type of highly mobile supportive game play =3
However, being so specific at times sometimes takes a few attempts to get it right, so she's likely not finished yet, though I do think she's done most major revisions at this point, and will be more so tweaks to get her abilities to pull off their desired role instead, by more specifically strengthening the game play aspect I want each to.
Anyways, sorries, meant to put this in earlier, but as I said, brain is dead ;_;
Another substantial rework has been done, though not nearly as large as the previous one. No new abilities have been added and none have been removed, though the way some of them work, namely her passive and her ultimate, as well as her ability costs, have been adjusted to more accurately make her fit the role I want her to fill.
Hey again, unlike most players on this forum you don't mind if i keep trying to bring my point across (you actually seem to like debating) and so i've had a look at your changes and i still have a few things to say:
Firstly, the new passive is much better than the old one, you've rationalised it quite well. the only problem is that its still quite powerful - not as bad as before, but still very powerful. You see, the flat 9% straight up is already too much, as thats a huge chunk of health in one melee hit. I realise it can only happen once every 6 seconds per person, but i would still recommend dropping it to about 6%, and then the continuing on hit effects should be lowered to 2%. Not huge cahnges, but otherwise i think you're gonna be too powerful still. even with those changes i still think its powerful ..... but yes the new passive is good, and i quite like the new bloodied effect
OK the changes you made on Q and E are ok i think, the idea of taking %current health instead of total works much better i think. However you should add a minimum cost for each one, maybe 0.5% of total health? Thats a tiny amount, but that means that if you're below 10% health you cant just spam abilities without worrying about costs. Oh and if you're not gonna have %health scaling on W, then you need to give it bloodthirst cost (much lower than offensive abilities) - actually i'm gonna suggest an idea that is not all that fantastic but i reckon adds more order to the champ as a whole. Q and E cost 25 bloodthirst, making them more likely to be used before being fully drained. W costs 15 and Ult still costs 35, making the total cost for all 4 abilities ... 100 so using all 4 abilities without attacking once will drain all of your bloodthirst. But ye, just an idea. You do need a cost for W though
And c/d's .... i know i went on for a little before about it, but you definitely need c/d's, at least on E. After spending so much time writing your Creation Tips thread, how can you not see it as a problem? "Making fun abilities for both sides" .... well beign able to individually knock back every enemy player in any direction you want (different direction if you want to split them up, or same if you want to utilize a nunu ult or something) is so not fun for the enemy. And the buff only has a 6 second timer, so give it a few seconds and then you can do the same thing again ...... please dude, add a 6 second c/d onto this ability on top of the 'buff' you already have (and i think you should change that to 10 seconds). I still think that is unfair, but well i doubt you're going to make a more drastic change so that'll have to do. and maybe a 3 second one for Q and W? everything else seems fine with the abilities i think ...
Oh and your Ultimate ... dude i STILL dont understand the passive properly, can you reword it? like does it activate with the ability? if so does it transfer liek a buff to the enemy or does it just stick around Nemhain until the ability ends. Or is it active all the time? I'm just a little confusedd by parts of it (mainly when does which part activate and so on). The idea behind it is great though, so kudos for that. And ye, thats basically everything i felt needed a change. Look forward to what you have to say
hey hey hey, don't dis the Rammus, i main that guy and while a agree that a tank on their own often can't do enough damage to kill in a 3v1 fight, Rammus is one of those you do not want to run into. Him and mord i reckon .... anywayz somewhere in the middle of that ^^ you were talkign about emailing Riot about champ suggestions. Well i saw that you accepted Boston Stapler's request to review some of the champs on the PL - he also asked me to help if i could, and ive actually decided to sort through the PL and make a list of champs that i consider to be interesting or viable. I'll lower my standards somewhat so those that are not fleshed out but have an interesting mechanic/ playstyle etc still get in. But once i get this list, i might get you and Nick and the other 'regulars' to have a look through, and those that we all consider to be spectaculr we can send into Riot. Sorry ^^ bit long winded, just trying to explain everything.
Ye so i'm making a list of good champs, and once its done i'll try to do your idea and grab Riots attention ... maybe this time itll work and Nemhain will be on that list btw, and probably your Aradia.
EDIT: Sorry i forgot to mention that i'm only making a list at this stage, i will not be reviewing until i've finished searching through them all. But ye, the reviewing part could be interesting ..
Actually... I like the idea of that, rounding up the best ideas and packaging them all together <3
A list alone is useful and will help me on doing my reviews on the list as well since I have to do a lot more, have only done the one so far which took something like 2 hours XD
Sigh, I need to buy more hours in a day.
That or just not waste so many >.>;
i really love what you changed to the hero ALOT better it seems you and samus are working it out well : ) but i love the idea of a tank ult that makes it to where if you dont kill them first they get alot meaner that was absolutely brilliant the % of current health change was much needed i really like the changes to the champion much much better than the last time i looked at the champion
cant wait for the criticism on Dagon your comments are always so helpful
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