A very intersting idea.
Here are my thoughts (although note they are FAAAAAAAAAAAAR from objective, and I could as well be wrong)
The concept is solid. For some reason I'm always thinking of a gnoll from Warcraft III.
The idea of having a non-human female character is good too, too few of those around.
The Bloodthirst thing is kinda iffy. It seems to be too similar too energy, and although I could certainly understand why you wouldn't want to use energy (normally reserved for martial artists), it's still too similar to be worth a NEW resource system.
The whole bonus attack speed thing could easily serve as her passive, or even better, a passive for one of her skills.
As for the main skillset:
Firstly, All your abilities benefit from the Bloodied effect, yet you need to research a skill in order to have access to it. This kinda limits the ways you could build her.
Don't get me wrong, you won't find any guides for Veigar that suggest you don't get Baleful Strike, or any Sion guides that suggest you skip Gaze, but you get my point.
Her whole idea kinda sound like Brand minus the flexibility. Here you ALWAYS need to cast her W to get the other effects.
The bloodied thing COULD be her innate passive, or you could just put 1 point in her W, and max her other skills.
I like the sweet synergy between her Q, and her E, a charge and a knockdown are two abilities that can be used in any order and still be effective. I imagine the clasic Tristana combo of dash+knockback, or even better knockback+dash into a tower (same ,with the slow). However I do think it's a bit too strong since her q makes you appear automatically behind her opponent, and it also slows.
So a W+Q+E combo is a guaranteed death sentence near a tower or a teammate. Her Q doesn't need any skill to land (unlike tristana) so you'll always end up pushing the enemy into the direction you want.
My main problem with her seems to be that she's simply way too difficult to play.
I know that kinda makes me sound like a moron, but let me elaborate.
Firstly, you say she's a tank. Tanks are already notorious for being an unpopular choice, making one that's incredibly hard to play is not good.
Here you're asking players to know on which enemies they have cast which spells.
If i'm reading this right, you're asking players to keep an eye on 3 seperate debuffs on EACH player, in a hectic teamfight, whilst they're already busy with their role (ganker, or worst tank). As a Casiopeia player, just keeping an eye on ONE buff on 5 players is hard, let alone 3.
How will these 3 buffs display on each player?
Are you asking players to time how many seconds each buff has been on each player? What if they get merc treads? Or Cleanse?
Secondly, your ult requires that you KNOW which player has done the most damage to your team to use it at its full potential.
So, in addition to keeping track of 3 buffs on 5 players AND tanking, you must know who has done the most damage?
Ok sometimes it'll be easy to spot (that 1200 AP Veigar sure looks harmless), but if they have 2 carries are you suggesting you rush them both, frenzy strike them and try to ult them before they focus you down?
Sure this could rock when that guy that just got a triple kill gets one shotted, but in hectic teamfights with lots of maneuvering and retreating it'll be hard to spot.
Overall although her skills are impressive, she simply looks like too much of a hassle to play, and whoever tries it will get focused down in 2 seconds.
To not end this on a low-note, her taunt and joke are more awesome than every joke I've heard in the last 2 days, so congrats on that.
PS: Sorry I couldn't make this structured, I just wrote down thoughts as they came to me.
Great concept, I'll try a second read at a later time because this is all kind of hard to conceptualize balance wise ATM. Although I have to say the ulti seems out of place, and is not all that interesting to me. This champ can have better.
Sounds insanely fun to play, if not a bit powerful. I read your design notes post (which led me here) and can't seem to find a weakness in this champ.
On an off note, I would like to ask you if you had noticed that your (brilliant) resource system has yielded the only system I would consider makes a pure attack speed build worthwhile, because while other champs benefitted from attackspeed because of natural damage procs (Jax, Teemo, Yi, MF) your champ has the possibility of making attackspeed central to UTILITY! Think that over!
Added a TL : DR of suggestions for your concept below.
Wits end and madreds give a fair amount of resist, and madreds has unmistakably synergy. Guinsoo also has a lot of synergy. Don't make her scale too well off AP at all I think... You want to make her annoying as hell if left to autoattack all she wants, but not inherently dangerous damage wise.
I love the idea of bouncing around as well, and think that it would make the champ a worthwhile target. Unfortunately as it is I can't seem to find a reason to pick up a force of nature or sunfire over those items, resulting in something similar to Irelia. I would like to see her stat scaling just absolutely blow, but with strong bases, to discourage full on bruiser builds. What you should be looking to aim for is a Cho'gath like balance, where the optimal build path is tanky, but you want to sneak in as much AP or in this case, attackspeed as you can manage. What's cool is that the champ screams for a frozen mallet, which is a tanky item.
After looking through again, I don't think it's necessary to make a new resource system, fury can work with it. All you would need is to tone frenzied strike down into an on hit passive, and give it an activatable ability that gives her a quick burst of fury to get her started. As it is 4 activatable damage skills is kind of hard to manage especially when you are dealing with a limited resource system. Something you can consider is remove the % health damage. I can see you would want to hop around to apply the DoT on everyone, but I feel like the bloodied buff + slow + silence gives enough reason to hop around. You can instead give another one of those on hit heals that are so popular, because they synergy so well with attackspeed in general. Right there you have both EHP (for tankiness), that's based in ATTACK SPEED. Actually, if you've played tank warwick recently, that's closer to what you're aiming for.
Finally I'm wary about being able to knock multiple units back by 800 units. Knockback has a built in pseudo stun when dealing with thick walls. At the same time, the risk of pushing enemies through walls and away from allies and the such adds a difficult element to a champ I want to play in a mad frenzy with. A very small knockback can prove to have good utility, but very less risk of grief (think Maokai). I think the fact that you can apply this + silence to multiple champions is satisfying enough as a skill.
Edit: Although having no cooldown on either causes lots of chain problems. Imagine being endlessly headbutted into a wall by alistair, or being repeatedly popped back up in a 1v1 situation by maokai.
I say, give your skills cooldown bro. Not much, but just enough to make a pace for the champion. Your Q as well can have its (still rather short) cooldown reset when targetting champions to weaken the escape capability of your champion. As is I can see you jumping from, champ>to melee minion>to ranged minion in a broken escape path. The awesome bounce around teamfight would still apply.
This champ is haunting my thoughts... Anyways changes I'm suggesting to you:
Passive: More bloodlust = more attackspeed (you mention it at the bottom, but not in the actual passive description).
-Also consider switching to a fury system, but without the 50+ fury bonuses. This however would remove the cooldown component of your resource system, making it entirely attack based.
Q- Give it a cooldown that resets only when targetting champs, removing some of its escape effectiveness. Have it dash you in front of the enemy champion.
W- Remove current, replace with on hit heal passive, like Warwick, which can be activated for a burst of fury to get the ball rolling on your skills. Should have decent CD, and grant at least 30 bloodlust (enough to harrass, then jump back to a minion).
E- Drastically shorten the knockback, removing the possibility of permastunning against a wall, and do something about the resulting issues of perma silence.
R- Activates granting a shield with a drastic percentage of your missing health, but reducing the damage you deal by by a drastic percent. The shield is permanent unless your health toggled off, destroyed, or you have not attacked anything for an extended period of time (preventing fountain abuse). Once the shield is gone, it has a very long cooldown.
The fury bit isn't essential, but I think that you should think about it.
The overall effect here is that the slow and disruption of Q & E are significant because of how often you are able to apply it on so many champions. Basically because Q puts you to the front of a champ, it is effective for chasing, as well as for repelling champs from your carries because the direction of your knockback will naturally be away from where they wanted to go . Fury boost aside, giving W a passive similar to Warwick's natural passive allows attack speed to be an EHP choice, so you can tank even though AS items no strong tanky choices (although wits end gives quite a bit of MR now). This also opens up a weakness, you have a champ with superior combat sustainability, which falls apart with too much hard cc.
The ultimate gets its own paragraph. It rewards buying tanky items which provide health, so that players have less reason to try to make lifesteal+damage the primary source of survivability, and offers a buffer against burst. At the same time it punishes any sort of AD build (giving it an AP ratio is fine). Giving it a set duration creates the alistair effect where they just ignore you for 8 seconds. At the same time the duration boost justifies making it much less overwhelming than other skills like it (Alistair, Trynd, Zilian). By giving the ult a toggle cross between taric and yommu's, the enemy team's incentive for attacking you while you have the shield up is no different than from if you were at half health, except that you hurt less.
Mmm fury COULD work, but I don't really like the fury mechanics that are currently in place. It could still be CALLED fury, and use the same bar, but I think adjusting how it affects her abilities is in order, as I felt it was very clunky on Reneketon and didn't feel really fleshed out right or natural for playstyle.
Personally, I still want to stick to the spammable spells; being able to target abilities quickly for single target, instead of just having AoE's that blow their load all in one go, is harder to utilize fully, but gives more control to a good player. Good players will be able to make far more use of such at appropriate times, instead of just autoattacking after they do their tanking thing.
I do think, however, that I shall be adjusting her ultimate somehow still, I just haven't decided how yet. I may actually make her knockback her ultimate instead, or perhaps her bleed, and introduce a new ability instead, so they all scale off her bleed properly.
This would allow her healing off the bleed to be more useful, and would make it more obviously important to get her ultimate to scale with it. It would also open another opportunity for yet another rapid cooldown ability, as I want her to have more choices when in combat as to whot she does and when, rather than just having a rather blatantly obvious choice of whot to use.
Alistar is a big problem with this I've noticed, as every single alistar I've fought on free week has seemed pretty good. AND IT'S FREE WEEK. It's really NOT that they're good, it's that they literally have no choice in their combo, to the point that a bot could play it, because there's so little difference between a good and bad alistar, because the attack order is so blatantly obvious and easy to pull off that there's no choice.
I'd like to avoid this situation on my own design now that I've identified it, and will need to make her chose more directly how to apply her abilities.
I'm also thinking of increasing the bloodthirst costs significantly, but also increasing her bloodthirst regeneration a lot as well. As in about 50 bloodthirst per ability use, so she literally can't spam all her abilities at once, but can rebuild her bloodthirst so fast she can keep doing stuff during a fight quickly.
This would essentially make her gain more like 20 bloodthirst per hit, and 5 per second, so she'd regain it rapidly, but wouldn't be able to blow every ability at once and would need to chose which to use when.
While I appreciate yeur own ideas, and they did give me pause to think about how to change her, I think I'll be going more along this route instead =3
Thats cool. Thinking about your champion really got my juices running on my own champ.
The idea of a sustain based champ really excited me because I find playing Warwick in the late game to be immensely fun, because you are a godly tank, but only so long as you're attacking and spamming Q.
I also might try my hand at a fury/attackspeed based sustain tank considering that isn't what you're going for. Probably something that tunnel visions a carry, but has to switch targets to keep the sustain up though, because I don't think I can make better than this for a multitasking champ... except that's basically Irelia atm :P. Originality sure is hard.
I'd so love to see this. I just browsed this forum for the first time today, after reading your guide to making characters. The game also needs more anthropomorphic dog-like animals in my opinion. :P
I have one question though.
Your Decimation skill has the following text:
Cooldown: Enemies gain a buff that prevents them from being ferally charged again for 6 seconds (Creates a circular timer over their head, shaped like a claw)
Did you intend it to prevent you from doing another Feral Charge, or did you intend it to prevent you from doing another Decimation and mis-type your text? (I'm guessing the latter.)
EDIT: Bah, the Summoner's Code agreement box malfunctioned and I couldn't accept it until after I made this post.
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