[Dec 2012 MCCCP entry] Solarias - The Fateweaver

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Katsuni

Senior Member

12-05-2012

The name/title has been changed to Mara - The Dreamweaver. The forum doesn't like me updating the title of the post, however =P

Tags: Support, Procmancer, Shield, APC, Dream, Female, Nightmare, MCCC, Ammo, Dual-Effect

Criteria for MCCC(P) challenges:

Quote:
Christmas Cheer:
Mara's entire purpose is to help and teach people to become better, either by giving them inspiration and leading them to the solution to their problems via pleasant dreams, or by incurring wrathful nightmares to scare them off an inappropriate path.

Naughty or Nice:
No aura nor self-centered AoE. Additionally, her Q, Spectral Scales, significantly changes effect depending on whether allies or enemies are targeted.

That big old sack!:
Her passive generates dream orbs which allows for the use of extra effects on all of her non-ultimate abilities, with the additional effects growing stronger with the more charges consumed. Additionally, her passive also increases in damage based on the number of charges she has at any given time.

Lore

Quote:
Each living creature within the waking world has hopes and dreams. As they sleep, however, they enter into a second world, normally obscured from sight; the dreamworld. Within this realm, one's desires and beliefs become a reality, shaped and molded by the minds and emotions of those within it.

Within the academies of Piltover, one particular academic was interested in proving this dreamworld existed, and so, an experiment was conducted; over one hundred participants were guided to be part of the same dream, and each nudged towards thinking about the same thing. The experiment was a success, with each individual able to enter the same dream, regardless of location or connection to one another, soon able to commune over great distances!

During the course of the experiment, however, an oddity occurred; a familiar face in each participant's dreams, of which all recognized in the dream world, but none knew who she was outside of it. This being was Mara, formed by the collective will of the participants, a personification of their dream, solidified within the dreamworld itself by sheer force of will.

For years, Mara would sculpt the dreamworld, nudging those within it to where they needed to be. Lovers, separated by vast distances, would be guided to the same location within the dreamworld, and poets and artists given inspiration. She became a muse for the scholars and the scientists, the summoners and the champions of the world, giving advice where needed, and providing nightmares to ward off travelers of the dreamworld from ill-fated choices.

It was then, that one summoner in particular had noticed Mara in her dreams, always guiding her to victory with portents of future matches within the Fields of Justice. Eager to meet her noble benefactor, she conversed with many others, her search soon leading her to Piltover, and the experiments from years prior.

Armed with the knowledge she needed, she was able to physically manifest part of Mara's body into the waking world, who now became a physical bridge between the two realities.

Thankful for being able to see the waking world, but saddened that she could no longer help others by manipulating the dreamworld on nearly the same scale as she once had, Mara accepted an invitation from the summoner to join the League of Legends. There, she could continue her role as a dream guide, and steer the lives of those of the waking world toward their dreams once more.
Appearance
Due to technical issues with my tablet not being recognized for some odd reason, a temporary drawing will have to do for now. This was just pulled off a google search and edited to be a bit more appropriate. Hopefully I can get my tablet working again before the end of the contest O.o;
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Quote:
Appearing as a woman of indeterminate age, Mara exists partially within both worlds at the same time. Her long, flowing robes are reminiscent of an oracle, muse, or perhaps an overly elaborate nightgown of some sort. The key things which mark her as distinctly not human, however, would be how she floats slightly off the ground, with various sections of her body fading in and out of reality, seemingly at random.
Optional Skin:
Quote:
NightMara
Appears as a dead woman with her face damaged and torn, as if mauled and torn by a vicious animal, the robes she wears no longer a translucent blue, but now a dull, drab grey, torn and tattered. Her dream orbs no longer appear as deep, ocean blue orbs orbiting her, but rather as tortured souls in the shape of phantasmal skulls.

Quotes

Quote:
Upon selection:
I will lead you to your dreams, summoner.

Movement/Attacking:
It's as if your muse spoke to you of this
I saw this moment in your dreams, summoner
We will weave the world as we see fit
Like the whispering winds
My eyes are closed

The dragons in your dreams are real
A nightmare upon them!
I'll send them to the dream world... permanently.
They'll be taken away by a moonlight shadow
Time to put them to sleep

Taunt:
What's that? You'd like to win this match? In your dreams.

Joke:
Oh, sorry, I fell awake for a moment there.
I am a kumquat dreaming I'm a shoelace.

Death:
The dream shall never die, so long as the dreamer lives on.

Dance:
Splits into a second copy of herself, one fully solid, the other fully ethereal, and does a ballroom dance with herself.
Purpose
Quote:
Mara is intended to fulfill two aspects of the game which I rather enjoy; "clutch play" and "on-hit proc APC". Her abilities are each set up to be at their most effectiveness when they're needed most, and when she's had time to poke an enemy repeatedly.

To this end, she's encouraged to focus pretty heavily on upping her auto-attack speed so that she can generate charges faster, both for poking enemies more often, and for dealing damage. Additional to this, she's excellent at supporting her allies in the moment they need her most, and is able to come to their aid even if she's otherwise incapacitated.

Balancing her offensive power with her defensive clutch plays can be a little tricky to master, but played well, she can either be the most potent of the on-hit APC, having been specifically designed to be on par with an ADC, or she can be a brutal set-up support artist, able to keep an ally alive and set up for kills that other supports can only dream of; the risk though, is that her windows of opportunity are far smaller, requiring far more accurate play with an abnormally high skill floor and ceiling.
Stats:
Quote:
Damage 53.6 (+2.8 / level)
Level 1: 56.4
Level 18: 104.0

Attack Speed: 0.625 (+3.25% / level)
Level 1: 0.645
Level 18: 0.991

Range: 600 (High for poking purposes in lane)
Base Movement Speed: 330 (Low due to having a +25% haste)

Health: 363 (+91.5 / level)
Level 1: 454.5
Level 18: 2010

Mana: 240 (+42 / level)
Level 1: 282
Level 18: 996

Armor: 14 (+3.5 / level)
Level 1: 17.5 (14.89%)
Level 18: 77 (43.50%)

Magic Resist: 30 (+0 / level) (23.08%)

Health Regen: 5.2 (+0.6 / level) - listed per 1 second
Health Regen: 26 (+3.0 / level) - listed per 5 seconds
Level 1: 29.0 hp/5
Level 18: 80.0 hp/5

Mana Regen: 5.0 (+0.6 / level) - listed per 1 second
Mana Regen: 25 (+3 / level) - listed per 5 seconds
Level 1: 28.0 mp/5
Level 18: 79.0 mp/5

Note: Yes, I'm aware this is a bit less base mana regen than normal. This is intentional.
Abilities
Quote:
Passive: Dreamweave
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Quote:
Description: To know one's dreams, is to know their heart, and in turn, how best to aid them. Mara's physical attacks not only harm the physical form of an enemy, but also sap their dream energy, dealing 5 magic damage (+25% AP) in the process. The drained dream energy forms into an orb which orbits Mara, increasing Dreamweave's damage by 5 per orb, to a maximum of 5 orbs total. These orbs can be consumed to amplify her non-ultimate spells with dream energy, strengthening them.

Effect: Mara deals 5 additional magical damage on auto-attack (+0.25AP). Each autoattack against an enemy champion adds a Dreamsphere, up to 5 maximum. Dreamspheres increase the magic damage dealt by Dreamweave by +5 per sphere, and can be used to amplify Mara's other spells, consuming all Dreamspheres in the process.

Purpose: Allows Mara to poke harder in lane, as well as is the key backbone of her ability to be played as an APC on-hit champion. The orbs are used for extra poking power early game, and can be consumed for clutch plays later on, limiting how fast she can invoke her clutch abilities.

Notes: Levels are at 1/6/11/16

Appearance: Dreamspheres appear as translucent, ocean blue orbs which orbit Mara around her waist, parallel to the ground and are evenly spaced apart. Dreamspheres which are not available currently, are displayed as a faint, purple flickering flame which orbits where the dreamsphere would be, allowing players to quickly identify how many they have up at any one time.

Rank 1 (Level 1): Mara's autoattacks deal an additional 5 (+0.25AP) magic damage and generate a dreamsphere when she strikes an enemy champion. 5 dreamspheres maximum.
Rank 2 (Level 6): Mara's autoattacks deal an additional 15 (+0.25AP) magic damage and generate a dreamsphere when she strikes an enemy champion. 5 dreamspheres maximum.
Rank 3 (Level 11): Mara's autoattacks deal an additional 25 (+0.25AP) magic damage and generate a dreamsphere when she strikes an enemy champion. 5 dreamspheres maximum.
Rank 4 (Level 16): Mara's autoattacks deal an additional 35 (+0.25AP) magic damage and generate a dreamsphere when she strikes an enemy champion. 5 dreamspheres maximum.

Q: Spectral Scales

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Quote:
Description: Weighing a target's soul allows Mara to judge how best to aid them; either fulfilling an ally's dreams by bestowing a shield to protect them from harm, or crippling an enemy to scare them off their current path of destruction by siphoning off part of their current health. Casting a second time within the next two seconds will consume all dreamspheres, increasing the duration of the shield and rendering the target immune to disabling effects until the shield breaks, or dealing additional, flat magic damage to the target.

Effect (Enemy): If cast upon an enemy, Spectral Scales deals magic damage equal to 8/11/14/17/20% of their current health. If cast a second time, consumes all dreamspheres and deals 12+4/level damage per dreamsphere consumed (+0.8AP flat, regardless of spheres consumed). Must have at least 1 dreamsphere active to amplify.
Effect (Ally): If cast upon an ally, Spectral Scales shields the target for 120/215/310/405/500 (+1.25AP) damage for 1.5 seconds. If cast a second time, consumes all dreamspheres and increases the duration by 0.2 seconds per sphere consumed, and renders the target immune to CC effects as long as the shield holds. Must have at least 1 dreamsphere active to amplify.

Purpose: Used to soften up enemies for an ally to kill more easily, or for a potent killing blow when used on enemies. When used on allies, able to keep a target alive for a brief period when they need it most; note that the very short duration allows for a remarkably potent shield, but can't be used as a "cure all" such as Karma's 5 second shield.

Notes: If the shield fails before being cast a second time, it can't be amplified. Due to this, there is literally ZERO cooldown on recasting this ability. Additionally, this will NOT cleanse any CC effects already present on a target upon amplifying the allied target, but will simply prevent additional CC from being applied. This will not prevent damage from things like the ignite summoner spell, but the shield will absorb the damage until it runs out, and will prevent the healing reduction aspect.


Targeting: Click on target; single target only
Targets allowed: Allies, enemies, self. Enemy champions only; Allied minions and champions both targetable.
Range: 725
Travel Speed: Instantaneous
Cooldown: 8.0 seconds from initial cast
Cost: 60/65/70/75/80 mana
Secondary Cost: All dreamspheres. Must have at least 1 dreamsphere active to amplify.
Shield Duration: 1.5 seconds
Allied Amplification (Shield duration): +0.2 seconds per dreamsphere consumed
Allied Amplification (CC Immunity): Renders the target immune to new CC effects as long as the shield holds
Enemy Amplification (damage): 12+4/level per dreamsphere consumed (+0.8AP) magical damage


Rank 1: Deals 8% (+1% per 50AP) of a targeted enemy's current health as magic damage, or generates a shield around targeted allied unit absorbing up to 120 (+1.25AP). Amplifying this ability increases the shield duration by +0.2 seconds per dreamsphere and renders the target immune to CC until the shield breaks, or deals 12+4/level per dreamsphere (+0.8AP) magic damage.
Rank 2: Deals 11% (+1% per 50AP) of a targeted enemy's current health as magic damage, or generates a shield around targeted allied unit absorbing up to 215 (+1.25AP). Amplifying this ability increases the shield duration by +0.2 seconds per dreamsphere and renders the target immune to CC until the shield breaks, or deals 12+4/level per dreamsphere (+0.8AP) magic damage.
Rank 3: Deals 14% (+1% per 50AP) of a targeted enemy's current health as magic damage, or generates a shield around targeted allied unit absorbing up to 310 (+1.25AP). Amplifying this ability increases the shield duration by +0.2 seconds per dreamsphere and renders the target immune to CC until the shield breaks, or deals 12+4/level per dreamsphere (+0.8AP) magic damage.
Rank 4: Deals 17% (+1% per 50AP) of a targeted enemy's current health as magic damage, or generates a shield around targeted allied unit absorbing up to 405 (+1.25AP). Amplifying this ability increases the shield duration by +0.2 seconds per dreamsphere and renders the target immune to CC until the shield breaks, or deals 12+4/level per dreamsphere (+0.8AP) magic damage.
Rank 5: Deals 20% (+1% per 50AP) of a targeted enemy's current health as magic damage, or generates a shield around targeted allied unit absorbing up to 500 (+1.25AP). Amplifying this ability increases the shield duration by +0.2 seconds per dreamsphere and renders the target immune to CC until the shield breaks, or deals 12+4/level per dreamsphere (+0.8AP) magic damage.

Balance notes:
At 600 AP, this would deal 32% of a champion's current health as magic damage. This is a great early opening shot, but quickly declines in value to subpar standards. For example, with 3,000 health, this would do up to 960 damage before MR. At 1,000 health, this would only be 320 before MR.

Additionally, the shielding value is up to 1250 with 600AP at rank 5. This wears off after a mere 1.5 seconds, to a maximum of 2.5 seconds if Mara amplifies the effect. This is much shorter than most other similar shielding spells and is intended to be more of a powerful survival tool for short term burst only, rather than to last until it's depleted.

W: Astral Web

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Quote:
Description: Many dreamers get lost within the dreamworld, and webs of dream energy have been placed to restrict areas which are harmful or dangerous. Mara partially draws one of these astral webs into the waking world, capturing enemies who attempt to teleport through the web, rooting them in place for 2 seconds. Casting a second time consumes all dream orbs to fully draw the astral web into the waking world, solidifying it as a solid wall which must be physically broken, or wait for the energies that bind it to the waking world to fade in order to bypass it.

Effect: Creates a shimmering, spectral web at target location with targeting similar to Aniva's or Karthus's walls. Enemies which try to teleport through the wall are instead stopped at the wall and rooted in place for 2 seconds. Casting a second time while the web is up consumes all dreamspheres and solidifies the wall for the remainder of it's duration, losing it's former capabilities, instead preventing enemies from walking through it. In it's amplified form, it can be attacked with auto-attacks to break the wall down in 3 hits +1 per dreamsphere consumed.

Purpose: This is used primarily as a way to directly counter champions with high mobility, and prevent enemies from simply flashing out of combat. If an enemy runs through the web on foot, the web has no effect. Once amplified, it changes from an anti-flash ability, to a solid barrier which must be either attacked to be bypassed, or teleported through.

Targeting: Click on ground, line based AoE, causes a straight line aimed perpendicular to the caster at the mouse's location
Targets allowed: Ground
Range: 1,100
Area of Effect: Diameter of 400/500/600/700/800 units
Travel Speed: Instananeous
Cooldown: 26/24/22/20/18 seconds from initial cast
Cost: 110/120/130/140/150 mana
Duration: 5 seconds
Secondary Cost: All dreamspheres. Must have at least 1 dreamsphere active to amplify.
Amplification (Solidify Web): Can no longer prevent teleports. Instead blocks physical passage.
Amplification (Web Health): Web now requires 4/5/6/7/8 damage to break (autoattacks deal 1 damage per hit)


Rank 1: Creates a 400 unit wide wall for 5 seconds which prevents teleporting through it by rooting enemies in the web for 2 seconds who try. Enemies can walk through the web without issue. Amplifying this ability removes the teleportation protection, but bars physical passage instead. Additional dreamspheres make the web harder to destroy.
Rank 2: Creates a 500 unit wide wall for 5 seconds which prevents teleporting through it by rooting enemies in the web for 2 seconds who try. Enemies can walk through the web without issue. Amplifying this ability removes the teleportation protection, but bars physical passage instead. Additional dreamspheres make the web harder to destroy.
Rank 3: Creates a 600 unit wide wall for 5 seconds which prevents teleporting through it by rooting enemies in the web for 2 seconds who try. Enemies can walk through the web without issue. Amplifying this ability removes the teleportation protection, but bars physical passage instead. Additional dreamspheres make the web harder to destroy.
Rank 4: Creates a 700 unit wide wall for 5 seconds which prevents teleporting through it by rooting enemies in the web for 2 seconds who try. Enemies can walk through the web without issue. Amplifying this ability removes the teleportation protection, but bars physical passage instead. Additional dreamspheres make the web harder to destroy.
Rank 5:
Creates a 800 unit wide wall for 5 seconds which prevents teleporting through it by rooting enemies in the web for 2 seconds who try. Enemies can walk through the web without issue. Amplifying this ability removes the teleportation protection, but bars physical passage instead. Additional dreamspheres make the web harder to destroy.
E: Temporal Fugue
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Description: The time within the dream world is considerably different from that of the waking world, increasing or slowing, seemingly at random. Mara manipulates this property to her whim, allowing her to hasten herself or an ally for a short time when they need it most. Casting Time Lapse again, converts all dream orbs into slowing charges to allow the target to slow enemies' movement speed by 6% per hit for 1.5 seconds with each attack draining one charge, stacking repeatedly. This ability may be cast repeatedly, as long as the haste is active, converting additional dream orbs into slowing charges.

Effect: Increases an allied champion's movement speed by 25%, and their attack speed by 20/30/40/50/60% for 6 seconds. Casting a second time while the haste is active consumes all dreamspheres to add an equal amount of Temporal Fugue charges to the target. Each time the target strikes with their autoattack, they consume a Temporal Fugue charge to slow the damaged enemy by 6% for 1.5 seconds, refreshing the slow duration each attack, stacking the slow effect. Temporal Fugue may be cast repeatedly to convert additional dreamspheres into Temporal Fugue charges (up to 5 maximum at any one time).

Purpose: Mara is meant to be particularly adept at clutch plays, and a 25% speed boost can be the difference between escape, or a kill. Additionally, the attack speed boost allows her target to get a kill that much easier, and specifically is especially useful for her own method of attack when played as an on-hit APC. The slowing component is not so much there for the use of a clutch play, as it is to allow her chasing potential and a dump for excess dreamspheres which will stack up quicker than she can expend them otherwise when both Gemini Volley and Temporal Fugue are active at the same time.

Targeting: Click on target
Targets allowed: Allies, champions only
Range: 725
Travel Speed: Instantaneous
Cooldown: 10 seconds from initial cast
Duration: 6 seconds
Cost: 55 mana at all ranks
Secondary Cost: All dreamspheres. Must have at least 1 dreamsphere active to amplify.
Amplification (Maximum Temporal Fugue Charges): 5
Amplification (Slow Value)
: 6% per stack (10 stack limit)


Rank 1: Increases target allied champion's movement speed by 25% and their attack speed by 20% for 6 seconds. Amplifying this ability converts all dreamspheres into temporal fugue charges. Each autoattack made by the target reduces the damaged enemy's movement speed by 6%, stacking up to 10 times. May be amplified repeatedly to convert additional charges.
Rank 2: Increases target allied champion's movement speed by 25% and their attack speed by 30% for 6 seconds. Amplifying this ability converts all dreamspheres into temporal fugue charges. Each autoattack made by the target reduces the damaged enemy's movement speed by 6%, stacking up to 10 times. May be amplified repeatedly to convert additional charges.
Rank 3: Increases target allied champion's movement speed by 25% and their attack speed by 40% for 6 seconds. Amplifying this ability converts all dreamspheres into temporal fugue charges. Each autoattack made by the target reduces the damaged enemy's movement speed by 6%, stacking up to 10 times. May be amplified repeatedly to convert additional charges.
Rank 4: Increases target allied champion's movement speed by 25% and their attack speed by 50% for 6 seconds. Amplifying this ability converts all dreamspheres into temporal fugue charges. Each autoattack made by the target reduces the damaged enemy's movement speed by 6%, stacking up to 10 times. May be amplified repeatedly to convert additional charges.
Rank 5: Increases target allied champion's movement speed by 25% and their attack speed by 60% for 6 seconds. Amplifying this ability converts all dreamspheres into temporal fugue charges. Each autoattack made by the target reduces the damaged enemy's movement speed by 6%, stacking up to 10 times. May be amplified repeatedly to convert additional charges.
R: Gemini Volley
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Quote:
Description: There are times when a dreamer is so stubborn of mind, that harsher measures must be taken to dissuade them from their ill-chosen path. Mara exists both within the dream and waking worlds simultaneously, and by using Gemini Volley, she's able to strike from both worlds together, reducing her physical damage per hit by 50%, but causing her attacks to strike an enemy twice. By doing so, she cleanses any CC from herself at the time of casting.

Effect: Cleanses all CC from Mara and causes her auto-attacks to deal 50% less physical damage, but strike twice per hit, applying all on-hit effects twice.

Purpose: This allows Mara to cleanse herself so that she can perform a clutch play in the moment it's needed most as a support, and allows her to gain additional dreamspheres in a team fight quickly. Additionally, it also turns her into a potentially very potent APC on-hit champion without becoming an AD wrecking ball in the process.

Targeting
: Self cast
Targets allowed: Self only
Range: Self
Travel Speed: Instantaneous
Initial Cost: 0 mana
Cooldown: 20/16/12 seconds
Cumulative Cost: 10/8/6 mana per second, additive each extra second (10,20,30,40,50 etc)

Rank 1: Removes all crowd control from Mara and causes her attacks to hit twice, proc'ing all on-hit abilities on the secondary hit. While active, Mara's AD is reduced by 50%.Cumulative cost of 10 mana per second. 20 second cooldown.
Rank 2:
Removes all crowd control from Mara and causes her attacks to hit twice, proc'ing all on-hit abilities on the secondary hit. While active, Mara's AD is reduced by 50%.Cumulative cost of 8 mana per second. 16 second cooldown.
Rank 3: Removes all crowd control from Mara and causes her attacks to hit twice, proc'ing all on-hit abilities on the secondary hit. While active, Mara's AD is reduced by 50%.Cumulative cost of 6 mana per second. 12 second cooldown.
Changelog
Quote:
Dec 12th, 2012; updated all abilities and added stats for the abilities in question. Removed previous information which can be found in a reply to this post. Updated several other sections, and added resource section.

Added ability combos section.

23rd December, 2012; updated all sections with finalized stats and character design. Removed ability combos section due to updated ability list being considerably less combo-heavy.

2nd Edit on 23rd Dec; changed cooldown of Gemini Volley from 30/20/10 to 20/16/12, and added the cooldown information in the standard location so it's easier to see.


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Katsuni

Senior Member

12-10-2012

Note to self: Will be making some considerable changes later tonight, if I get the time. Mostly focusing on how the secondary effects should work. I don't like the idea of having two separate abilities be based off of the idea of smart-casting like this, and will probably remove both interactions in favour of things like a secondary cast effect.

I do still want a rapid fire ability, and have been considering ways to make that work with the Q, since I like it's spammy AoE use.

Additionally, I'll probably be reworking how the wish stacks work entirely. The first thought before the current system was put in place, was having charges be built up gradually over time when nearby enemies or allies that are low on health. That was thrown out because it would be useless at the start of a fight when most of her abilities would be rather useful. However, I'm thinking that by taking a bit of a hint from the energy system, where it regenerates at a set rate, but can also be bumped up quicker by landing skill shots or other key components of the champion's gameplay, would make this more interesting.

Regardless, I need to work on this a bit more later tonight if I get the chance =3


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ploki122

Senior Member

12-10-2012

Alright, I heard you're lacking time, so I thought I could review your champ so you feel even more hard pressed!

First of all, I think the concept is really nice. Creating a champion around clutch plays would feel satisfying in a lot of ways. The biggest hurdle in that will be balancing the clutch players (pros) with the non-clutch ones (casual). The champion should feel rewarding in both cases, and that isn't easy (or she loses her clutch play aspect).

Now, the lore is a bit... rough, but still very solid. I likke the direction you're taking with it and although I feel the "goddess" theme is 'meh', I think you used it right.

The passive is nice, using abilities correctly gives you stronger abilities, the only thing that is weird with that is that it will evolve into 2 possibilities :
1) You will eventually trade "power now" for "power overall" (increase efficiency, reduced AP)
2) Fake passive, AKA you use abilities, consumes stacks to re-gain stacks, the passive is always full and you basically have a non-depleting fury...
In case #1, it could lead to frustration, never knowing if what you did is optimal or not, so basically it should be relatively clear in what case using the passive is recommended (AKA for clutch plays).
In case #2, scrap. Or rather, rework.

Q : You guess that one right, using smart-casts isn't wanted... you have to find another way to give the player a choice (like double casts, or auto-trigger on clutch), firstly because not everyone wants a default smart cast, and next, because not everyone knows how to smart cast (meaning that some would never proc the secondary effect), and lastly, because some have smart casts repathed to QWER meaning they couldn't not smart cast.
Otherwise, the idea is nice, but the ability to repeatedly heal (1s cd) is way overpowered... you could basically run tear + philo + chalice and have your carry dive 1v5 because you perma heal him (since you gain back the orb you consumed).

W : once again, you allow for WAY too much power if he has orbs... this ability means that as long as you have orbs, you're impervious to skill shots (you are teleporting all around the battlefield). you could also simply mash W to hit single target (potentially cc'd) like 3-4 times per second, making it very hard to balance the double proc with the single proc. Otherwise, the cast to dmg, cast to teleport is an idea that has made its proofs in other games and that I think would still be viable in this one (although I find it frustrating that you don't have a grace period at the end of the range).

E : Once again, I find it sad that smart casts can't charge it up, it should be like Vi or Varus where you can simply move the target as long as you didn't second cast (although it could be nice that instead of being slowed, you are snared, or weakened during that time if the ability is quite strong). Also, 500 radius is terrihuge, if this ability does any damage, you might just have one of the strongest lane ganks in there (given the fact that casting it doesn't show a huge target like Veigar/Elise). So yeah, I think that once again, making it clutch will make it impossible to balance due to the possible amount of damage you could deal...

R : While the idea is good, it could only make it in HoN/DotA where powercreeps is omnipresent... Basically, ever X seconds, you can execute a plan flawlessly... if anyone's flash is down, you can just ult, run to them and prepare your CC... Nunu is bot and losing a fight? Ult, let him ult, and wait for he boom to go off. Malphite just ganked yo ufrom a brush? ult and let everyone run away (needless to say Ori also wasted her own ult, since she ulted malph). Also, I'm wondering what would happen with Tenacity, if Tenacity affects it, it leads to unintuivtive developments (projectiles going off sooner than expected, or Tenacity unfreezing later than champ), or even maybe frustrating (Ult Irelia, she run away). Same with cleanses (GP>Solarias). If Tenacity doesn't affect it, it leads to frustration even more, because there is no counter plays... Imagine Veigar's ult that scales on your AP, AD and HP. Or a DFG that deals %hp damage, strongly scaling with AP... or Unnerving Locket...


So basicaly, the concept is nice, but rough, and I think you tried to give the kit too many things (see the Lulu syndrome). First of all, all abilities have so many different uses that all of them will probably be `
A) Balanced, making it an OP sum (see pre-nerf Jayce)
B) Balanced sum, making all abilities underwhelming (see current Jayce, who is barely played). Basically, LoL is like American Football, you don't give a **** about Jack of all Trades, you need specialists. Udyr is good at everything, but master of none; Udyr isn't played.
C) False choice. 1 option is favored over the other and thus the other is in 99% of the cases, a bad choice (but I think you understand what I mean by "False Choice" pretty well :P).
In most cases, since you use CD resets, it's the scalings that will make or break it, If you skip the scaling on reset, that champ is probably better to build tanky to rely on resets to dish out amazing damages (fun fact, Chalice build into tanky). If you don't skip scaling on resets, you can probably be the best glass cannon ever. If you reduce base damage on resets but not scaling, there is no incentive to build less AP, since it's counter-productive. So basically, the only ways to use cd resets is to either make it on big events (kills/assists) or to make it permanently resetting, AKA a false choice (Zilean).

Also, in that same direction, I think that all abilities have too many effects... your Q has heal + dmg, which is fair. your W has mobility + dmg + slow + haste, your E has dmg + buff + debuff, your R has well... the ultimate utility... Only thing you could want more is a global cleanse/heal with that...

If this champ is ever released, I run a Morgana/Malzahar, MF/Varus, Nunu, Darius, Solarias comp and win every single times since they once again dived my turret with or without wanting it...


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Katsuni

Senior Member

12-10-2012

Yarr, thanks. There's a few things I have in mind. One of which is a matter of changing the passive entirely, and having only a single ability gain stacks (perhaps her ultimate so that it gains charges over time, and can freeze a single unit in time, friendly or enemy, dunno yet since that could lead to troll fodder).

Additionally, I'd also like to perhaps make the Q always have a very low cooldown, but increase in mana cost the more it's used in a short time, to prevent overspamming. Perhaps the idea of a tether to an ally or enemy which drains mana per second? Not sure yet, really, but it won't be 1 second cooldown, since that doesn't really gain much extra benefit from extra CDR, of which far too many support items come with.

Still, the idea of being able to continually spam something like 10% of missing health is restored, or 10% of current health in damage is taken, means yeu can weaken a high health enemy quickly (without risking a kill steal from yeur ally), or can powerfully restore an ally who's crippled. Unfortunately, that same rapid casting has other issues, such as the heal will mean it's not particularly good for a clutch play. To that end, a shield which is remarkably powerful, but holds only a very short duration, is far superiour to such.

Regardless, it means I might be converting the effect considerably, probably to a potent shield that lasts 2.5 seconds and severely reduces damage while it's up (maybe 30-70% damage resist, based on level?) when used on an ally, or if used on an enemy, drains X% of their current health.

Actually, now that I think about it, it could be possible to just have the Q hold the ammo directly in and of itself... have it so that it doesn't use ammo to use the shield effect, but has a longer cooldown. If it's used on an enemy, however, it consumes ammo but has a remarkably fast cooldown (think Teemo shrooms, in a way), where yeu could spam it on an enemy repeatedly, but casting it on an ally breaks the capacity to do that.

Anyway, Thayen looked the design over earlier and had many of the same complaints, and I concur with the assessment. There's too much being crammed into too small a space. I need to specifically think very carefully about exactly whot I want her to do, and ensure she has only the tools to do that, and nothing else. This will require some trimming, but it does mean things like the W is going to be toned down specifically.

More specific than that, the W is going to be a straight line damage spell with low initial damage, but insanely high scaling. The point is that it will allow her to be used as an APC if the player desires, but if built as a low AP support, she'll only be on par with other supports' damage output. The teleport is also going to be kept in, though, since I really do want the idea of the two different skills, Q and W, sucking up ammo, so that the player has to determine which one is more important at any given time.

I may adjust the W to do no damage on the initial cast, and instead provide a slowing debuff only, then it warps her to the end location and damages if she activates it a second time. If farming minions or finishing off an enemy, it works great, as it would be her "finishing move" if played as AP, and a useful mobility/escape mechanic otherwise.

As for the E, I think I'm going to keep the concept of the enhanced damage to enemies, but instead make it an area of effect that's persistent for a duration, with the idea being that she can intentionally make certain areas very bad to stand in, forcing enemies to reposition themselves. The targeting, I think I'll change to it being somewhot similar to Cassiopeia's poison where it leaves a puddle on the ground which grows over time. While I debated on the concept of having the second cast force it to grow to full size instantly, I've decided it's not that good a choice, while in the middle of writing this paragraph, and will instead probably just have it cover a standard, flat AoE, and rather, will have it cause a secondary effect when cast again. While I'd considered a burst of damage, honestly, this is already taken care of in the Q and W spells as is, and I don't want that overlap. Regardless, I'll think of something to put here. Perhaps a CC of some sort which drains charges per 0.5 seconds, allowing for up to a 3.5 second slow in the area? No, it'd be kind of meh. It might be better to just have the area turn into a slowing field, or suck enemies back into the center on a second cast, as I do rather like repositioning enemies. On the other hand, this does cause a false choice where telling them to run, but that's also the wrong answer... I'll think on it more. Regardless, the change of a secondary effect and an AoE of this manner will remove the need for smart casting entirely, as well.

The R issue is powerful, and while Thayen suggested making it 3 seconds, I dunno. I might make it only affect a single target by somehow displacing them for a moment. I still like the idea of freezing an enemy or ally, and making them untargetable for a bit, but making it affect the entire map is just too much. Still, having a global range for one single character affected, that could be worth it.

I might just have it make a single targeted ally be able to move as normal, but be immune to absolutely everything, and perhaps gain a movement speed for that short duration. Then again, this gets awfully close to Kayle's invulnerability, so I'll have to think it over carefully. I do know that it won't use charges, however.

Also, while I think of it, the passive's benefit for stacking charges is rather clunky and unwelcome in it's current incarnation. I still want to emphasize that idea of "clutch play". On the other hand, it has to be something that it's a rather nice benefit to have until that clutch is needed, and it's a willing sacrifice to give it up.

The exponential growth was a really bad option, I realize now that I think of it, in that once yeu'd used a single charge, yeu'd already lost 50% of the bonus, making the rest not worth keeping. Instead, I think it might actually be better to have the charges be generated over time (rather than on hitting an enemy, which causes too many problems with the secondary use abilities), and have it so that the extra charges generate faster the fewer yeu have.

Still, part of the requirement of the contest is for there to be a benefit to having those charges. As a support is often targeted early in the fight, and a clutch play requires her to be alive later on in that fight, I might just give her a large amount of CC reduction if she has a lot of charges present, so that she'll be ready to cast at a moment's notice. It's no good to be set up for a clutch play, only to be stunlocked at the instant it's needed most. This would also mean she can't use her escape mechanisms or attacks on anyone early on, if played APC, and hope to still keep the benefits from such.

The scaling is a bit wonky at the moment. I'm not sure how I'll set that up just yet.

Regardless, I've got some thought put in to this stuff, and thanks to Thayen and ploki for their own thoughts on the matter ^.^

Still, I'm tired, so I'll probably just mull it over some more overnight and fix it up in the morning =3


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ploki122

Senior Member

12-11-2012

lol... I find it amazing how I learned "bad designs" (can't remember Zileas' calling) from you and you're the perfect example of it :P.

Once again, you Q falls into the unclear optimization/false choice problem... You have the choice between nuking down an enemy (hard), or protecting your carry. In most cases, you will want to nuke the enemy down (With similar values, Lulu almost never shields, because once caught, the carry is dead, you prefer to kill the threat). But your idea (stack consumption + low cd on enemy, high cd no-stack on ally) is even worse when it comes to false choice... it basically means that you have 1 good way of playing her, it's to nuke-nuke-nule-nuke-nuke => Shield.

As for the W, it's a lot better ,but you might want to make it so your best poke doesn't require you to commit so bad... Right now, W slows on hit, and damage on teleport, but that means that to damage with W, you have to skip behind them. Imo, inverting the 2 effects makes much more sense (damage ->tele+slow, meaning it'll help for escapes/chases, in which cases you'd teleport) unless you WANT the conflict to stay (somebody once said all rules are there to be broken).

E : Only thing I can say is beware of AEs, they're really underestimated when it comes to zone control... Would Cass' poison be big right from the start or expand just a bit more, she could probably stop all baron by herself... Same goes with Anivia, both of these can basically stop baron fights 1v3+ without really committing to the fight...

R : Well, there's the grief alert that will ring whenever you wanna stasis an ally, but otherwise it feels a lot more under control this way.Still, global targeted CC is op...Also, you'll want to add an effect (most probably damage) so that cleanses/tenacity doesn't deny you so easily...


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Katsuni

Senior Member

12-11-2012

Quote:
Originally Posted by ploki122 View Post
lol... I find it amazing how I learned "bad designs" (can't remember Zileas' calling) from you and you're the perfect example of it :P.
Yep! It's a preliminary design that's more or less off the top of my head that hasn't been fully fleshed out yet. That thing I said about making multiple passes over a champion, reworking things, picking them apart, and so on, still applies.

Trust me, Riot's stuff goes through the same process. They'll start with something that SOUNDS like a good idea... for maybe a week, until someone stops and thinks carefully about it and goes "Waaaaait a second..." and decides to change it. It's just kind of how design works =P

Normally I don't post new champion concepts until after I've gone over them steadily for a good month or so, weeding out things like this repeatedly. In the case of the contest, yeu have to provide the idea early on, though, to show yeu're working on it =P

If anything, though, it's actually a good learning example to show people the process of refinement and revisions! Seriously, all the updates I do I'll be saving in this thread, so that people can keep track of exactly whot's changed. Sort of a living fossilized record of the evolution of the champion design =3

Anyway!
Quote:
Once again, you Q falls into the unclear optimization/false choice problem... You have the choice between nuking down an enemy (hard), or protecting your carry. In most cases, you will want to nuke the enemy down (With similar values, Lulu almost never shields, because once caught, the carry is dead, you prefer to kill the threat). But your idea (stack consumption + low cd on enemy, high cd no-stack on ally) is even worse when it comes to false choice... it basically means that you have 1 good way of playing her, it's to nuke-nuke-nule-nuke-nuke => Shield.
Lulu's issue here, is that she kinda sucks with her shield. It simply isn't potent enough to honestly matter most of the time. If it were on par with someone like Karma, then yeah, she'd be shielding far more often!

Karma's ammo system, however, is set up so that people rarely use her shield nor haste boosts, as she needs it to heal, which was a big mistake. It means that all that clever set of choices to think about, mostly gets tossed out the window.

As such, I'm going to go back on another pass later, and make sure that her abilities are all offensive or defensive on one side or the other. This will help to ensure that she's actually presented a real "choice" to make, instead of being handed "if yeu want to be support, then yeu absolutely must always use the charges on Q to heal" as Karma has. Rather, if she has to choose between several damage effects, or several healing effects, it should make her more of something to consider.

By having the charges build quicker when there's fewer of them, this would also mean that she can soften people up with pokes more easily from long range, then use W to dash in for a kill.
Quote:
As for the W, it's a lot better ,but you might want to make it so your best poke doesn't require you to commit so bad... Right now, W slows on hit, and damage on teleport, but that means that to damage with W, you have to skip behind them. Imo, inverting the 2 effects makes much more sense (damage ->tele+slow, meaning it'll help for escapes/chases, in which cases you'd teleport) unless you WANT the conflict to stay (somebody once said all rules are there to be broken).
I actually want it to be an "all in" sort of choice, kind of, but grant the option to leave after. Essentially the new W will look more like this:


Quote:
W: Launches an orb in a straight line, slowing all enemy units it comes into contact with. If she casts it a second time, she teleports to the orb's location and all enemies which were slowed take damage. Casting a second time consumes a limited wish (will be renaming the passive and Q since I think it sounds better this way), and resets the spell's cooldown. Cooldown of 5 seconds after the orb fizzles or is teleported to.
The idea here, is that it will be used as a support ability first and foremost, and that if she wants to go "all in" for a kill, she can, but that it'll mean throwing herself into melee range most likely. On the plus side, she can remove herself from melee range just as easily... unless she's stunned/incapacitated while her "escape" orb is in the air, making it a risky maneuver, because then the spell will be on cooldown, instead. It's a relatively short cooldown (5s or 3s with 40%CDR), so it's not TOO crippling, but it will certainly make her experience a very bad day if she's caught alone, surrounded, in melee range and has to wait 3 seconds to cast again, plus travel time to warp away.

The speed of the ability will be pretty quick, probably about 1000 units per second, but it'll be moreso used for leaping over walls and such, than trying to use it to run in a straight line, where her "escape" mechanism will be to confuse enemies.

Imagine she's on blue team, bottom lane, and is running away, with enemies right behind her that dove past her tower. As she's running, she launches her W over the treeline. If the enemies keep chasing her, she teleports to it and makes her escape; if they chase the orb, she doesn't teleport at all, and it can mean that, if more than one champion is following her, they can split up and take her down that way, sending the one with CC out after her for if she teleports so that she can't teleport a second time.

Anyway, due to the altered nature of the ability, I feel it warrants only a single ammo to be consumed, at least at this time.




Oh, and for the passive, I'll be having it recharge stacks at a rate of 1 +1 second per orb. So the first orb will take 2 seconds, the second will take 3, and so on and so forth, up to 8 seconds for the 7th and final one. This allows her to spam abilities more rapidly when she has only a few of them, but lets her also keep a large number for when she's needing to unload for a team fight.

In total, this means it will take 35 seconds normally to go from 0 to 7 charges, or 21 seconds with full CDR.

This makes it a nice round number for both 0% and 40% CDR, while also keeping players from spamming TOO quickly when they're down to just one charge. Ideally, they can spam a single ability, but won't be able to use all of her abilities at once on low charges this way. It may need to be increased, but I'm not sure yet.

Regardless, CC reduction would be along the lines of 10% per charge, so that the more she does, the easier she is to catch; if she hasn't done hardly anything in a fight yet, she's going to be nearly immune to CC (and it'll stack with tenacity, similar to Irelia and Mundo), but as she actually does stuff in combat, she'll grow less likely to escape, meaning she's almost always going to be able to sneak in a single clutch play per fight without being CC'd at the time she's needed most.
Quote:
E : Only thing I can say is beware of AEs, they're really underestimated when it comes to zone control... Would Cass' poison be big right from the start or expand just a bit more, she could probably stop all baron by herself... Same goes with Anivia, both of these can basically stop baron fights 1v3+ without really committing to the fight...
I'm thinking now, actually, that I want her abilities to be capable of being spammed by using her charges. More specifically, I'm thinking that her E wouldn't consume charges to cast a single time, but that it has only a 1 second cooldown. Rather, if it's cast again while a previous AoE is present, it starts to consume charges. So, if desired, she could spam out a large area by painting it with amplified damage taken for greater area control in a fight, but it would chew through her extra charges quickly without added effect other than blocking off more space. I'm thinking this would also make the ability have a smaller area of effect, so that she'd really want to use it more often. Just dumping it on a carry's feet is nice and all, but they could just move out of it.

Then again, I also want her to have some form of solid CC as well, beyond just a slow, and this feels like the correct ability to provide such. It might be better, instead, to just silence anyone standing on the puddle area.

This isn't so much of a shooting star anymore, but fortunately, that name/appearance could be moved to Q and the Q name moved to the passive =P

Anyway, smaller radius but able to be spammed out a bit more to cover a larger area would be interesting.
Quote:
R : Well, there's the grief alert that will ring whenever you wanna stasis an ally, but otherwise it feels a lot more under control this way.Still, global targeted CC is op...Also, you'll want to add an effect (most probably damage) so that cleanses/tenacity doesn't deny you so easily...
Yeah... I love the idea of a global "I can affect a battle anywhere, so I'm always able to do something useful in a clutch situation, if I'm in range, or not!" idea, but trying to make it work is a little more difficult.

The point of a single target global is also a little iffy, so I may change that as well.

In fact, I may change it so that it cleanses all debuffs (ignite, DoT's, CC, etc) on all allies, and grants them a temporary Sivir style shield which eats the next spell cast within 2 seconds.

This would be pretty worthy of a global effect, and would seriously be befitting of the name "deus ex machina", while not being severely overpowered. Yes, it technically gives 2 seconds of magic immunity, but only if those shields aren't popped by an AoE or something instead. Overall, I think it might be a worthy addition, and simply increase the duration of the shield a bit each rank, and reduce cooldown. Maybe 1.5/2/2.5 seconds duration. Would make it more valuable for team fights the later into the game it goes, and keeps it from being remarkably OP at lower levels in the laning phase. It'll still save people's lives if employed properly, but it won't be OP as such.

Once again, this would be the perfect clutch play I'm looking for, where immense map awareness would make it that much more awesome if she's bottom lane and saves her bruiser top lane who's getting ganked by clearing out their CC and letting them escape.

Anyway, lots of stuff to consider changing, though I'm still debating on the finalization of such =3


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Katsuni

Senior Member

12-11-2012

A list of stuff she needs to do (for personal reference):


- Lots of clutch plays
- A way to set up an opponent for a kill by weakening their health without killing them outright
- A shield for those "zomg don't die!" moments; make this very, very potent of a shield, but on a very short duration; maybe 2 second duration but near invulnerability for that time
- High maneuverability to get into position to make those clutch plays just when they're needed most
- A way to set up positioning for allies, by either making them faster or slowing enemies
- Some form of semi-hard CC that lets her break channeled spells
- A way to make standing in certain areas disfavourable to enemies, but allow them the freedom to move out of such (this almost guarantees her CC will be a silence)
- A way to deal high burst damage to finish off an enemy that's been weakened, if she's playing AP; keep this high risk, high reward
- A global clutch play that she can use no matter where she is, for those perfect moments when she just HAS to be able to save someone's life, but still be useful during a team fight
- Preferably, have her normal abilities all be spammable in some fashion, but chew through her ammo system quickly by doing so. This forces her player to think carefully about which spells to consume ammo for and when, rather than just spamming them when they're up


Also the rules require the following:

- No self centered AoE
- Must have at least 1 ammo ability
- Ammo must have a benefit the more ammo there is
- Must focus on "gift giving" somehow
- At least 1 ability that has different effects when hitting allies instead of enemies


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Katsuni

Senior Member

12-12-2012

Update, appearance & Lore information:

Appearance:

Silver line running from chin to forehead, nose is more of an outward depression in the vague shape of a nose, rather than a functional one. No mouth is obviously present. Silver line branches outward into a golden headband, which curves around the back of the head and branches off into a pair of wide, thick horns which are bent slightly inward. Nearly black skin with bioluminescent blue glowing markings along such and iris-less eyes which are pure white. No wings in the back, specifically.

Do a mudbox rendition of the head, then photoshop to add colouring and touchups of the bust.



Lore:

Remake to where a fallen star will land in an unused portion of the world, probably somewhere south of the great barrier. Have her be found by a smallish village, and someone wishes they knew whot she was; the act of requesting the wish causes their mind to be flooded with information detailing that she's one of many minor deities known as the "fates" which dictate reality, and in her personal case, wishes. It would turn out that she was harmed specifically by a void creature, implying that their assault upon Runeterra is nearing. She is unable to be affected by her own wishes, and yet she refuses to have the fate of the world she's tied to (similar to a dryad, on a more celestial scale) be devoured, so she requests to fight in the league to better learn how to apply her wish granting in combat situations so that she'll be ready when the war draws near.

The updates to the lore provides more attachment to the world, an expansion of the storyline, and a stronger reason to join the league than previously provided.


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Katsuni

Senior Member

12-12-2012

Original version before edits (v0.1)

Lore

Quote:
Basic lore here, post a short story later in the post for additional information which allows a better view of the personality and such.


Solarias was one of the original seven fates of the universe, and it was her calling and purpose to answer and fulfill the wishes of mortal beings. For billions of years, this was a simple task, and then the creatures of the universe began to exhibit sapience, and from that, conflicting desires.

Soon, she found herself being slowly driven mad, cries for death mirrored by cries for mercy; it was no longer possible to fulfill her purpose universally. The mere concept of picking and choosing which wishes would be granted was well beyond her capacity to comprehend, and so the fateweaver decided to select a world where wishes would frequently clash, to see how the mortal creatures went about resolving such conflicts.

The world she chose was Runeterra, and upon her materialization within one of the academies of Piltover, and her subsequent request for information of this nature, it was decided she would be shown firsthand how conflict resolution is handled upon their world, by bringing her directly to the Institute of War itself.

Here, she would be able to study mortal ways, from their desires to their methods of decision making. Perhaps, here, she would find her answer as to how best fulfill the wishes of all, or at least find a way to determine whose wishes are more deserving of being granted.
Appearance
Quote:
Reminder to self to sketch something up now that I've got a tablet again.


Oddly, I've found I rather like the look of this "Dark Astral Being" I found on a google search. Apparantly it's from Yu-gi-oh of all things, but whotever. The design's neat. Shall make some changes to fit my theme, and possibly use something similar ^.^
Quotes
Quote:
Upon selection:
If that is your wish, summoner.

Movement/Attacking:
Like a leaf on the wind
Your wish is my command
Interesting... is this what you call a 'choice'?
The path less traveled it is, then
Wishful thinking
It has been fated to occur
As you wish, princess. I mean, summoner.

Taunt:
Be careful what you wish for.

Joke:
"So... that was a goat, two crates of petroleum jelly, Ezreal in a collar, and no witnesses. Would you like fries to go with that, Taric?"

Conjures 7 orbs of light and juggles them, then drops one and says "Oops. I mean... it was fated to do that."

Death:
The dream shall never die, so long as the dreamer lives on.

Dance:
Conjures 7 orbs of light and acts like a conductor, pointing out where to go as the orbs weave in and out in various orbital paths.
Purpose
Quote:
Solarias is intended to be the personification of the "clutch play". Her abilities are each set up to be at their most effectiveness when they're needed most, and as such, many of them rely on the current health of her targets, be they ally or foe.

To this end, her abilities are generally very potent, but on a semi-long cooldown, with various methods of making those cooldowns quicker, primarily based off of her Fate Weaving stacks. This allows her to pull off multiple clutch plays in a short time frame if played well, granting her a high ceiling of play, and a high skill floor. She's meant to be very rewarding in the moments she's needed most, but substandard on run of the mill situations like lane sustain.

Additionally, this means a good amount of skill shots as well, to truly emphasize those clutch plays.
Resource System (Wishes)
Quote:
Explain wishes here
Stats
Quote:
Damage 54 (+3.4 / per level)
Level 1:
Level 18:

Attack Speed
Level 1:
Level 18:

Range:
Movement Speed:

Health 483 (+86 / per level)
Level 1:
Level 18:

Mana X (+Y / per level)
Level 1:
Level 18:

Move Speed 310

Armor X (+Y / per level)
Level 1:
Level 18:

Spell Block X (+Y / per level)

Health Regen X (+Y / per level) - listed per 5 seconds
Level 1:
Level 18:

Mana Regen X (+Y / per level) - listed per 5 seconds
Level 1:
Level 18:
Abilities
Quote:
Passive: Fate Weaving
Solarias gains a Fate Weaving orb every time one of her non-ultimate abilities hits a champion, be it allied or enemy. Greatly affects the power of her abilities. Maximum charge of 7 stacks; stacks are visualized by small, bright orbs which orbit her body. Additionally, each orb she has grants her a stacking amount of ability power; 1/2/4/8/16/32/64.

Purpose: This is to grant her some interesting mechanics depending on how well she aims her abilities for those clutch moments. Each ability is specifically designed to have a second effect under intentional circumstances by the player.

Q: Limited Wish
Deals a small radius burst of light, healing/damage targeted at the cursor after 1 second. Allies are healed for a % of their missing health, and enemies are damaged for a % of their current health. 6 second cooldown normally. While smart casting is built into the spell already, if the player intentionally uses smart casting, Limited Wish is set to a 1.0 second base cooldown instead and consumes a Fate Weaving orb.

Purpose: Meant to soften up enemies for a kill and to allow for spam healing on an ally who's low on health. More effective against enemies that need to be softened up, and against allies that are critically injured.

W: Strands of Fate / Transpose
Requires at least 1 Fate Weaving orb and consumes 1 Fate Weaving orb to cast. Launches the orb in a straight line, dealing double damage to minions and monsters; enemy champions take low damage (with high scaling) and are slowed 60% for 1.75 seconds, and allies are hasted by 60% for 1.75 seconds if they are hit. May be cast a second time while the orb is in flight, consuming a second orb, to teleport to the first orb. Normal cooldown of 10 seconds, if teleport is activated, this ability is has its cooldown refreshed. If no orb is available, this can't be cast, or the teleport can't be activated.

Purpose: A mixture of mobility (needed for squishy supports and all her skill shots and hard to aim abilities), farming, support and finishing. When used on minions, it can wipe out a huge line of them quickly and easily. Used on champions, it's primarily support; if the player builds heavy AP, the scaling will be very high, though with really low initial damage (maybe 50/75/100/125/150 +1.5 AP ratio, making it excellent for butchering monsters). This specifically also makes Solarias unable to jungle early game, due to a high cooldown and low base damage, but will let her shred a minion wave by mid game with ease.

E: Shooting Star
Calls down a shooting star to strike a target area after a short delay, similar to Veigar's Dark Matter. Vaguely similar to Varus' arrow, after selecting the area the star will land, the radius gradually grows in size; casting again causes the star to land prematurely. This makes it easier to either affect a large area after a delay, or nearly instantly hit a precise location. Smart casting automatically casts the ability a second time, providing an instant-hit star that can't be dodged but doesn't cover much AoE. Allies hit have their damage taken reduced by a % for 2 seconds, while enemies hit have their damage taken amplified by a % for 2 seconds. Smart casting consumes a fate weaving orb, but also reduces the cooldown to 5 seconds (base) from 20. If no orb is available, smart casting will just cast like normal, requiring a second cast to trigger the effect. Radius increases by 100% per second for up to 4 seconds total (100 up to 500 max radius).

Purpose: Intended to create a powerful effect for a very short time which can turn the tide of a battle. Specifically very useful for initiation or when an ally is being targeted with focused fire. If smart cast, this allows instantaneous help to someone who needs it, or harm to an enemy that's trying to dodge it. Note that, when smart cast, this has a 3 second cooldown with 40% CDR, and a 2 second duration. This is intentional. Also intentional, is the 4 second delay, which is intended to allow for maximum guaranteed radius for when Deus Ex Machina wears off; cast R, cast E, and E will land, guaranteed, right after R wears off, letting the two abilities play nicely together.

R: Deus Ex Machina
Freezes time temporarily. Enemies can't move nor be attacked, all skill shots freeze mid-air, all DoT's and cooldowns cease for the duration. Allies, however, can move about freely for 4 seconds and may cast spells which affect allies during this time; abilities with a timed duration only begin counting down their timer after Deus Ex Machina has ended. The entire screen goes black & white except for allied champions who are still in colour. Colourblind mode causes everything to go dark grey, allies are bright white for the duration. DOES NOT USE FATE WEAVING CHARGES.

Note: Solarias' own spells can all be cast during Deus Ex Machina, including Shooting Star. It will grow in radius as per normal during this time.

Purpose: This is designed to grant players the ultimate in "clutch play" capability, where they can move out of AoE's or skill shots, chase enemies that are getting away, retreat from battle themselves, or otherwise move into better positioning during a team fight. No harm can come to anyone during the Deus Ex Machina duration, so it's very much so a purely support based ability.



A quick template for later use.

Q: Ability Name
Quote:
Description: The rough idea of what it does.

Effect: What the ability actually does, in a short, concise manner.

Purpose: Why the ability exists, and what it brings to the champion design as a whole

(The following are mostly static things which don't change as the ability levels up, or would only show up on the top of an ability or when targeting it)
Targeting: Skill shot, click on target, AoE, etc.
Targets allowed: Allies, enemies, minions only, etc.
Range: Very important for determining how useful it is for poking. Especially important on champions where people don't specify if they're melee or ranged auto attacks >.<
Area of Effect: For AoE abilities, how far it reaches, so one can determine how useful they are at hitting groups or blocking areas
Travel Speed: For skill shots, to determine capacity to dodge such. Also useful for dashes.
Cooldown: I shouldn't have to explain this XD
Cost: Be it mana, health, or whatever.
Additional Information: Extra stuff relevant to only that ability that may not be needed otherwise.

(This section is what the actual tool tip would read when mousing over an ability; 5 ranks to give an idea of early game scaling, and which abilities may be more useful to put points into early)
Rank 1: Causes the champion's next melee attack to make the target bleed, dealing 50 (+1.5 Bonus AD) physical damage across three seconds. If the target is attacked, while bleeding, they are slowed by 20% for 2 seconds.
Rank 2: Causes the champion's next melee attack to make the target bleed, dealing 110 (+1.5 Bonus AD) physical damage across three seconds. If the target is attacked, while bleeding, they are slowed by 25% for 2 seconds.
Rank 3: Causes the champion's next melee attack to make the target bleed, dealing 170 (+1.5 Bonus AD) physical damage across three seconds. If the target is attacked, while bleeding, they are slowed by 30% for 2 seconds.
Rank 4: Causes the champion's next melee attack to make the target bleed, dealing 230 (+1.5 Bonus AD) physical damage across three seconds. If the target is attacked, while bleeding, they are slowed by 35% for 2 seconds.
Rank 5: Causes the champion's next melee attack to make the target bleed, dealing 290 (+1.5 Bonus AD) physical damage across three seconds. If the target is attacked, while bleeding, they are slowed by 40% for 2 seconds.
Changelog
Quote:
None as of yet. Won't update this section until after the original design is fully written out with ability details and such, or it'll get cluttered too quickly.


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Katsuni

Senior Member

12-12-2012

New ability notes before next major draft revision:


New Passive: You Can't Avoid Fate
Able to cast abilities and summoner spells at all times, regardless of circumstance. This means she can be stunned, or suppressed, and it will root her in place, lock down her abilities, and so on, but she can cast normally despite such so long as her target is in range. She will be 100% immune to silence in general, so that she can always perform her clutch plays.




Q: Actual shield which absorbs damage. The idea of reduced damage taken was a poor one, as it's less "clutchyish" in the sense that shielding someone with one hit left isn't that effective. It would just imply the best time to use it is at the start of the fight before everyone's cooldowns go out. Instead, have this version be a very, very powerful shield but on a very short duration (IE: Stronger than even Karma's shield, but it wears off in about 2 seconds, so enemies who just wait it out can bypass it, making it perfect for an actual clutch play). Additionally, as this is a clutch effect, have the shield on allies consume a limited wish charge for each cast, and the number of charges increases the base absorption of the shield by 10%. This was going to be the AP ratio, but would be weaker by far for an actual support build than an APC build, which is silly. As such, increasing the base shield amount is much more effective.

The secondary effect, will instead be that it can be targeted on an enemy instead, which will drain part of their CURRENT health. This specifically means it can't kill anyone, only weaken them, perfect for setting up new plays.

While the ability only has a 2 second cooldown, an individual champion (ally or enemy) can only be affected by a Limited Wish once per 10 seconds (affected by CDR). This is kind of ripped directly from Nemhain's design, but should work nicely. The icon above a champion's head would be a shooting star which fades out from 100% to 50% then cuts out entirely. The reason for this is that it may be confusing at values of 20% or less to look at, so fading to 50% fixes this issue.

Additionally, each time it's cast on an enemy, it builds a limited wish charge by siphoning off some of the target's desires, up to 7 maximum.

Note that this means that wishes have to be created in combat, and spamming them out too quickly will deplete almost all mana immediately due to increasing mana costs (a la koggy the kogtastic kogtillary piece).

Unlike any of her other abilities, her Q *CAN* be cast on herself! This is very important to AP builds who want to be able to use her Q/W combo to burst at target down, as it'll be needed to give her any hope of surviving the charge she does in a group fight scenario.




E: Initial cast causes an orb to fire out in a straight line at about ~1200 move speed, roughly tripple that of most champions. Any enemy hit is marked with a movement slowing effect, making it ideal for preventing enemies from running or chasing an ally. Additionally, she can trigger it a second time, consuming two limited wish charges to teleport herself to the location of the orb before it vanishes, refreshing the cooldown and dealing low base (about 25/level) magic damage with remarkably high scaling (about 0.75 AP ratio) to any targets that were slowed originally.

This allows for a number of effects to be intuitively set up; if she's chasing an enemy, she can get into range with them for the kill easily. It also puts her into a dangerous position, so that it's a high risk/reward choice to do so if used offensively. Additionally, it means if she builds AP, it will let her kill a champion that was crippled by limited wish drains via multiple rapid bursts of damage.

This was going to be about 1.5 AP ratio, but since it can be recast up to 3 times on an enemy in a row with full charges, this would have been flat out overpowered. Next, it was going to base AP ratio off of charges, but also kind of improper balance, and really harms an APC build far more than it should compared to the support build. As such, the base damage should be increased by 10 per charge; so 70/50/30 bonus if she uses it 3 times in a row from full charge, for +150 total bonus damage, added onto about a 125x3 hit and 2.25ap ratio. This comes out to 525 total damage +2.25AP over all three hits; high risk, high reward.

This isn't as potent as it first sounds, if comparing to someone like Cassiopeia; it grants better mobility and chance to hit, but also places her more directly into harm's way, while quickly reducing her CC resistance.

Overall, this is an ideal spell for evading capture, supporting, clearing minion waves (which love to form nice, long lined ranks), and bursting down an enemy champion quickly if she's built APC. The updated version removes a lot of the unnecessary fluff that didn't really help it much.




E:
Creates an area on the ground which silences enemies for as long as they stand on it. She can activate the ability a second time to prematurely detonate the area, removing the zone of silence AoE immediately, but applying the silence effect for 2 seconds to any enemy that was on the zone and dealing damage based on the number of charges she has. This detonation consumes 2 limited wish charges.

Damage should be roughly about 6% +2% per limited wish stack (or 10% to 20% based on charges) of the target's current health. This is a great opener for the start of a fight.



R:
Global Cleanse to her entire team, but more effective; removes all negative effects of all kinds, including suppression and DoTs, leashes and so on. The ultimate in clutch plays. Would not affect the ultimate of Karthus as it isn't really a debuff, so much as a warning that damage is about to occur. She would still need to shield a target to fix that one.


Further notes will be updated in a moment, if anyone sees this while it's under construction. Just saving so I don't lose my notes =P


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