Quick hit: Ranged Tank, Moroz is a bad*** who excels at getting into fights and making life hard for those trapped in there with him.
Visuals: A imposing figure, with a scarred face, Moroz strides into battle with a massively oversized pistol and a sword. He wears a peaked officers cap and a trenchcoat with epaulets.
Lore: To come, but bad ass makes name for himself in winter war.
Stats: To come, but important is MS of 330 and Range of 125 / 500 (this will be explained).
Abilities: As a tank, Moroz is best suited in the middle of a fight, and has strong engage to get him there, and strong disruption to let it happen on his own terms.
He is an Elite Lawbringer of the Piltoverian Alliance.
Passive In the thick of it: Moroz lives to take death to the enemies, and has repeatedly emerged from a pile of his former foes, a melee no man could hope to survive, but Moroz.
Moroz gains increased bonus resistances based on the number of enemies he has damaged in the past 5 seconds. He gains 10% increased bonus Armour and MR for each enemy champion, and 1% increased bonus Armour and MR for each enemy minion.
Q Gutrender / Blindfire: Moroz is seen to deal death with both his sword and his massive pistol. Toggling this skill costs 60/45/30/15/0 mana, and has a 1 second cooldown.
Gutrender: Moroz slices his enemies, inflicting horrific wounds them to weaken them for the kill. Moroz's auto attacks are melee range and cause enemies hit by them to be slowed and to take damage over time.
Extra physical damage: 0.2 per AD over 2 seconds.
Slow: 10/12.5/15/17.5/20% for 2 seconds.
Blindfire: Moroz is a famously bad shot, but when there are enough targets, all the bullets have to hit something. Moroz's auto attack are ranged, and hit multiple enemies for reduced damage.
Each time Moroz auto attacks, the targeted enemy will be hit, dealing 0.25 per AD physical damage. In addition, 0/1/2/3/4 additional enemies within 500r of Moroz will also be hit, each suffering 0.25 per AD physical damage. This prioritises enemy champions.
W Dirty Tricks: Moroz finds that enemies have a tendency to want to run when he charges them, so has prepared weapons which prevent them running. They prevent enemies fighting as well, but fair fights are losers.
Moroz slings a group of grenades at target ground location. They explode, slowing, blinding and silencing enemies in an area.
Diameter of AoE: 400
Magic damage: 70/100/130/160/190 + 0.5 per AP.
Disables: Blind, Silence for 1 second and 40% Slow for 1/1.25/1.5/1.75/2 seconds.
Cost: 70/80/90/100/110 mana.
Cooldown: 16/14/12/10/8 seconds.
E Frostheart: Moroz is a cold man, of clipped words and harsh temper, but inspires a dedicated following in his troops. As long has Moroz stands unscathed, even the most raw recruits will fight with a valour they could never otherwise muster.
Moroz and all allied champions in 650r gain a enhanced damage buff for a duration. The duration can be lowered by dealing damage to Moroz, and extended by Moroz dealing damage. This buff persists
Each time Moroz damages an enemy champion, the remaining duration of this skill is extended by 0.25 seconds. Each time Moroz is damaged by an enemy champion, the remaining duration is decreased by 0.5 seconds. Total duration is limited by a level based cap.
Enhanced damage: 5/10/15/20/25%.
Duration: 4/5/6/7/8 seconds, maximum duration 8/10/12/14/16 seconds total.
Mana cost: 80/90/100/110/120
Cooldown: 30/28/26/24/22 seconds.
Frostheart's active is not an aura, and allies who move near Moroz after the skill is used will not receive the buff. Likewise allies will keep the buff for the full duration once gained even if Moroz dies or they move away from him.
R Tank Shock: Moroz commanders an armoured fighting vehicle to drive directly into and over the enemy. He spots one enemy too stupid to break, and drives the tank right over them.
This skill suppresses the enemy, while Moroz (in the tank) moves to the target enemy at 2.5x normal speed. Any enemy within 250r of Moroz as he is driving towards the target enemy is considered to be clipped by the tank.
Range: 900 units to target enemy.
Damage to target: 200/300/400 + 0.80 per AP physical damage.
Suppression duration: Until contact and for 1 second afterwards.
Clipping range: 250 radius from Moroz.
Damage to clipped enemies: 150/225/300 + 0.6 per AP physical damage.
Enemies clipped are slowed by 30/40/50/60/70% for 1 second.
Cost: 100 mana.
Cooldown: 120/105/90 seconds.
Gameplay: Moroz works as a very team oriented hard engage tank. He has excellent engage with his ultimate, allowing him to pick out an enemy, and force a fight. The simple combo of R - W will place a large amount of both targeted hard CC and widespread soft disables throughout the enemy team. Once the fight has commenced, Moroz disrupts it effectively with a combination of his Forstheart providing a good reason to attack him, while Blindfiring will maintain his passive, making him very resilient as well as dealing widespread low level damage. In the cleanup stage, a second cast of Dirty Tricks combined with the slow from Gut-render will allow him to catch and kill isolated enemies.
Counterplay includes having your team spread the fight out, so that his engage cannot catch more than the single target. It also decreases the effectiveness of his passive and makes it harder for him to land multiple hits from his Dirty Tricks. Finally, focusing Moroz will rapidly shred the buff he grants his team, allowing his post engage contribution to be much smaller.
He makes me think of an enhanced Gangplank optimized to be a tank instead of whatever-the-hell Gangplank is. Blindfire is an interesting take on what could have been a fairly boring ranged/melee switch-up ability and interacts well with his passive. I do wonder if you could maybe afford to up the primary target damage to something like .4 per AD just to make it a little more usable in-lane (that's just something that would have to be tested out though). He may run into the same balance problems as Gangplank due to his perma-slow on autoattack making trades too binary, but his single-target damage isn't as high so he might be able to get away with it. He would certainly be a good top-laner to pair with a high-damage ganking jungler like Elise or Nocturne though.
Dirty Tricks has some powerful CC on a very functional cooldown at max rank, but low damage and a medium range make it a very reasonable tank skill I think. I also think making the slow duration increase with rank up was a good idea to reduce its one-point-wonderness.
I agree that Frostheart could probably use the most looking at, but overall the idea is good: give Moroz a way to force the enemy team to use some strong damage abilities on him instead of his team-mates without making his own damage the source of the threat. In its current incarnation, while effective, it may not end up being a very satisfying button to press since the correct enemy choice--if Moroz is in range--is to immediately hit him with enough burst to negate the ability, making it have no visible effect. You could always try to sit outside the core of the battle and let the ridiculously powerful damage buff be your presence for the teamfight, but I have a feeling that's not what you had in mind for this grizzled, down-and-dirty fighting man.
I'm thinking of some ideas, though certainly you might want to take it in a different direction. I think one important thing is to make sure that the damage buff will have some guaranteed effect on a hard engage, so one idea was to make every hit against Moroz reduce the duration slightly instead of the effect of the buff itself. That way as long as your team was right behind you on your engage, they should at least get the damage bonus on their frontloaded burst. Reducing the guaranteed duration would also probably let you reduce the cooldown some too. Another idea that I thought was interesting was to reduce the initial duration some, have enemy attacks reduce the duration, but have any hits that Moroz deals out increase the duration (up to a cap of some sort probably). I think it would give it more of the brutal struggle vibe that I think you're going for with Moroz and give the player incentive to stay in the middle of things. As a last note you'll probably want to make an exception on enhancing damage vs towers as currently its pretty broken for sieging.
Overall I like the feel of the character, he seems like a mean brawler. The mana cost on his W and E look pretty brutal, but they are both powerful effects so he should be careful about finding the proper time to use them. I feel like he should have something scale off Armor/MR just because alternate scaling is something I like to include in tank kits, and it would have strong synergy with his passive, but it's not really that important. Think some more about Frostheart and see if you can get any other opinions on it; I also think there should be some sort of personal benefit to Moroz for having/using the skill, even if it's relatively small.
Edit: Thought I recognized that picture from somewhere. I'm starting to have a sneaking suspicion that you're a fan of WH40K....
Haha, to be honest I didn't mention it because I thought it was awesome and there wasn't much else to say about it because I was getting pretty sleepy. I assume that Moroz is considered "unstoppable" during execution of the ult? The maximum amount of time that a target could be suppressed is about 1.5 seconds which seems fine. You say that Moroz drives the tank over them, so would he end up slightly past the target once the ult completes? That would make it especially great for those times when two teams are sort of dancing around each other on an objective, doing soft engages and disengages, and then suddenly Moroz is in the middle of the enemy team throwing grenades and shooting people in the face.
Oh I just noticed that you've got 5 levels of slow for people who get clipped by the tank. You can probably just chop off the first two and leave it at 50/60/70.
Overall, this seems like a good champion, but I have a few things to say about it:
1. Tanks shouldn't be ranged. Take Urgot, for example. He is the only Marksman/Tank in the game, and he is within the least played champions. (I checked the statistics, he's in the Bottom 10 in Ranked.) Unless you REALLY know what your doing by making him a ranged tank, I'd strongly suggest trying to make him melee.
2. Passive: If he builds AS, he's doubling his defenses, making him next to unkillable. Not to mention Blindfire which can give him max Armor and MR within seconds thanks to the spread. While this may be somewhat weak early game, which you could use as an excuse not to change it, it's absolutely over-powered late game. I'd suggest putting a limit to the amount of stacks that can be applied per unit injured, as to not make it too snowbally late game. There are other options you could do to nerf it, but I'm just giving you my suggestion.
3. Blindfire: Everything about your Q is fine, save one thing: why are the enemies that are damaged aside from the target around Moroz and not the target enemy? Functionally, a bullet would split upon impact, not upon firing. It's just something that kinda bugs me. You don't have to change it, I just wanted to be certain that this is what you wanted with the ability.
4. Dirty Tricks: Wow... That is a LOT of CCs... Most SUPPORT champions have three CCs max, and spread out in different abilities, too. But to have a wide range, a slow, a silence AND a blind (Not to mention that it's cheaper and more damaging than Heimerdinger's Electron Grenade early game and always has a shorter cooldown.) really just makes it far too overpowered. This is technically just an Upgraded UPGRADE!ed Electron Grenade that is just far too overpowered early game. Please, make things a bit more balanced in this ability, we don't want an Ult as a regular ability.
5. Frozen Heart: So this ability is pretty much useless in a team fight, which it seems to be designed for. If you cast this ability at any time after your health drops to 50% (which happens quite frequently in a team fight) not only would you be targeted, but you'd also have much less health to burn. Sure, it's useful early in a fight, but not if you're in the middle of one. I can't quite see why you would even put this ability in as it seems more fitting for a support than a tank.
6. Tank Shock: Now, THIS is an ability! Combining the Hecarim and Warwick Ults make it fitting to be a tanky champion Ult, however, there are still a few things I see wrong with it; If the clipping radius is 250, the "Tank" is no bigger than a Smartcar, unless it's either supposed to be or you just haven't specified the size of the tank. Another thing is why a tank needs AP, unless that runs on fuel and you that that would be a clever way to incorporate it. All in all, your best ability, just confusing.
7. Gameplay: While I can see many combinations, most of what I listed show that each can work on their own without really any need of a combo. The Passive alone will probably keep him alive forever, while his grenades can just about say "Hey, I feel like winning this fight.", which nobody really likes, save the winner. Frostheart is a bit useless for a tank, because tanks are supposed to do a burst of everything and then take all of their bursts. Nautilis is a good example of this, his passive stuns, followed by his Q to get any stragglers, his W to slow them all, his Ult for damage and general disruptions and then his shield to soak up their combos. A tank really has no business in having an ability like this because the role it wants to fulfill counters how it works at its best. His Ult is just insane, though, but there's no real way to make much of a combo, the slows aside. In fact, if it's a targeted ability, you really can just do without any slows, as it doesn't require timing.
8. Summary and Conclusion: You seem to REALLY want to make a good callback to something, but the abilities you associate this guy with make him either OP or flat out useless as a tank. I'd revise everything in SOME way, whether it's just clarity or a full remake. That is all, ta-ta.
Fedora, never come into my threads again. You're thicker than two bricks and about as bright. Literally nothing you posted is useful and all of it is woefully misinformed.
Oh, I'm sorry, but YOU actually have neglected to read your own skills.
1. How does Blindfire (a ranged ability) and In the Thick of It (an ability which can work at range) keep him in the MIDDLE of a fight? Neither of those things make me want to say, "Let me rush in the middle of this group so I can start a team fight." It makes me say, "Oh, let me poke at some people so I can gain a bit of armor for when they attack me."
2. You also mention nothing about a cap or the fact that it refreshes upon hitting the same unit twice. As to how AS would play into it? Well without the mention of a cap, you could just rapidfire Blindfire and gain a crapton of Armour and MS. Don't even think about trying to make up things that aren't even listed on the actual ability.
3. This is actually a logical response. Thank you for actially giving some clarity in your muddled, rage-filled commentary.
4. Well, guess what? You have 5 CCs. More than LITERALLY ANY CHAMPION. There is no other champion that has 5 CCs without any items, and there's a reason for that; CCs are can determine how a fight ends, and with this amount in one ability with a short cooldown, you could very well win a fight with this ability alone. Not to mention your slow from Gutrender and your Supress from Tank Shock to add a bit more into it.
In terms of which ability is better? Well, for one thing, Heimerdinger is squishy as all hell, so he would probably need that more than anything else. You could do with Dirty Tricks and still be fine as tacked-on CC is not essential towards your gameplay. You don't need an almost stun, as what you have described is just about halfway to a stun, to make your champion any more of a heavy hitter. You could do without the blind and be fine in terms of gameplay. Same with the silence and the slow. You could remove any one of the three CCs and you in turn would not only be a bit closer towards having an actual champion concept, but I wouldn't have had to make this whole part of the review in the first place.
5. You don't see it, do you? Just about every tank has some form of shield or health buff, which you actually fulfill, and next to no tanks (Even Leona, a Tank/Support) have abilities that buff just allies. It's not only misplaced, but it doesn't help your survivability. Frostheart seems to really be just an excuse to attack if anything else, because it really doesn't work with a tank set in any other way. The way it goes on cooldown is stupid, pretty much preventing you from casting it when you're about to die for a last buff for your allies, and it doesn't even help you so you can damage an enemy champion to save a friend. Like I said, unless you plan on taking no damage in a team fight, which is inevitable since you're the TANK, this ability is useless.
6. Alright, what's the reason for making the giant armoured vehicle you drive 250 range? You're saying that this vehicle is is smaller than Nami's Tidal Wave or Hecarim's Onslaught of Shadows? Because when I hear "Tank" in terms of your ability title, I expect an actual TANK, not a dinky little thing the size of a Hecarim player model.
7. Like I said before, you mentioned no cap or refresh, leading me to believe you could spam the same champion over and over. While the grenades are short range in terms of the actual cast, the AoE is fairly large, Explosive Cask-sized, actually. And yes, they're a disruption tool, but you don't need to almost stun everyone in the grenade field, Heimer's grenades only stun if they're in the dead center of the blast, and they don't blind or silence anymore.
And in terms of Naut, you seem to not realize that his Q is better used to make certain people die, not to start a team fight. The Q starts a 1v1, as Nautilis also goes toward the champion. The Passive Stun, however, prevents people from leaving in the first place, and also allows for others to land more hits in the beginning. Sure, I can see how his Q could start a team fight, but the real reason he's good at starting teamfights is because he is probably one of the best comboers in LoL, as he can start a team fight with just about anything, even his shield which damages as well.
Oh really? Is that how a tank works in real life? They just engage an enemy and disrupt them? No, tanks protect the militia behind and inside of it which firing massive shell casings to pave the way for its team. Tanks are supposed to not only take damage, but deal burst damage. Tanks don't support others, they keep them from dying. You don't see any tanks in ranked LoL running away once the fight starts no matter how low their health gets and that's because they are supposed to take damage while his friends kill.
You do realize that with this combo, Frostheart is still useless. I can accept the fact that I missed this combo, but Frostheart is now even more useless. The range of the Aura couldn't reach friendlies before the damage you take is too severe. And sure, you could justify that with the passive it lasts longer, but if you're an engager who goes directly into the middle of the fight, you really can't cast it at a time where it's useful, as either your team is too far away or you've taken too much damage for a second cast to last.
8. You defensive little imbecile, don't even think that you are any better by saying that I know nothing when you yourself know little. You try to justify anyone's dislike of your abilities by saying that they are thick-headed and dull when the reality is is you just make imperfect champions. Truthfully, if you get so defensive about how your champions are to a point where people actually stop liking you, don't be in the League community, go back to whatever community you based Moroz off of.
Wow, lots of fire in this thread. Chill out you guys geez.
I actually wanted to talk about this champion but I feel like both of you are going to rip each other's throats out so I'll give a short review while I state my opinions on your arguement.
As far the champion goes, I will admit that the tags of ranged and tank made me worry when I looked at them but it didn't go anywhere near as badly as I expected. Now, in the case of Moroz the ranged bit is still a little "ehh" but Ill get into that part later.
Passive: I actually really like this passive on a tank, its gives him the incentive to do his job properly by being in the middle of the enemy team. I don't really get the issue that Fedora was having on this one admittedly, I read it as since he gets the buffs for every champ he damages in the last 5 seconds, there are only five enemy champs so 50% is the psuedo-cap for it. If I am understanding this correctly the only kind of "refresh" it would get is it procing each time he does damage.
Q:So this is the ranged/melee switch ability then? Well it is relatively simple but the problem is that the ranged side synergize a little too well for the melee to be useful lategame. I would buff the scaling on the melee slow to something more like 14/18/22/26/30% so it can be substantial enough that switching after you gain your armor and MR from ranged form the general plan.
As for the bit on poking enemies: 500 range is not really "poking" range it is only 25 larger than Thresh's autoattack range. That range is far to close to be a poking range considering that all ADCs basic attacks alone outrange it and in the little dance before a teamfight when I am ADC I almost never get to basic attack people. I will give you that it is only necessary/useful in a teamfight because of his passive so the synergy is a little bit forced. If you want it to be melee (which I kind of do but that's just me cause I feel like tanks in my mind are melee) I would actually change this to something like sunfire cape with buffed range and damage. Then you can keep your passive and still be good at giving the enemy a reason to attack you.
W: Okay so on this in a weird way I agree with both of you. I actually have to say the radius on the grenades is a MITE to big, I would bring it down to 350 or 300. Now onto the CC: as it is now, I don't like it. But the first point I would like to make to Fedora, is that while it is true that Moroz has 5 TYPES of CC, he only actually has 3 ways of DELIVERING it. If you look at it the way I believe it is meant to be done, as in delivery not amount, It is on par with many other champions in the league. What I would say to reduce the amount of people that feel like it is 5 types of CC LeVentNoir, is to fuse them properly so that they all last for the same amount of time. The fact that the CC durations are separated is what bothered me and what I am pretty sure bothered Fedora while he was reading.
E: Okay on this ability I am going to have to go with Fedora: while I will never say that a 25% damage buff is negligible, the problem lies in its delivery. The range is indeed to short because in most cases you are now extremely deep in enemy lines so your allies will almost never be within 500 units of you after you engage. However, it does have the right idea in trying to give the enemy a reason to focus you and thus letting you sponge hits as a tank should. Now to replace this ability I would actually give Moroz a dash or pull of sorts, because as it is now without his ultimate he has no real engaging tools and for a tank that is unacceptable. So again I would change the DELIVERY of the idea not the idea behind the skill. I would make it so you dash, deal damage and slow enemies (assuming you took my suggestion for melee, otherwise no slow) and for the next X seconds, or until you take 35% of you current health (from when you dashed so that way you could still use it at 60% health) in damage your allies within 1000 units get the buff.
R: This is actually a really cool idea man. The suppression element is nice and you implemented it in a unique way so kudos to you. I was going to agree with Fedora on its size but then I went back and reread. It is a 250 unit RADIUS correct? if so please type that out in the ability description and not just the little notes in the end. because now it has a real range of 500 units which is much better. I would maybe buff it 50 more on the radius but that may be because I like tanks too much ^^
Overall: A unique idea, mild implementation worries but overall I like the theme and we do need more REAL tanks in LoL; ones that draw fire without forcing it with taunts not ones that just engage and then do nothing but extremely mild DoT.
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