This has been a concept that I've been excited to share for months now and it may be one of my most radical ideas yet. The idea behind this champion is to create a champ whose abilities and actions completely change based on the person playing them.
Last time, we looked at Flynn, the Trailblazer: A rugged trapper who specializes in field control and uses his myriad of traps and stealth to toy with his opponents. Check him out here:
8. Effrem Doran, the Exalted Blacksmith (the Legend of the Forge) *****UPDATED 05/10/13*****
Doran is a hybrid fighter that specializes in extreme versatility, utilizing a variety of weapons that changes his play style to match the battlefield.
Role: Fighter, Melee, Ranged
Magic Resist: 42
Doran has the appearance of a middle-aged man with light brown hair and a scruff of beard. He wears a blue-green tunic and pants. Doran carries no physical weaponry but wears a set of enchanted rings on his fingers. A silvery blue aura emanates from him. He fights by summoning ethereal weaponry, which shares that silvery blue glow. His default weapon summon is a pair of medium length blades.
I like the idea of Doran being a champion in the game that is very cool. I'm liking the idea of a versatile champion. The only thing is his passive. If he is supposed to be able to change weapons it seems to me he would have to be making a LOT of gold. so he would have to excel as a carry. If not just go ahead and give his passive 100% re-sale value. I don't see anything op about changing items at will. in fact having a champ that could do that to fit any situation is pretty novel to me. Perhaps his passive could affect teammates in some way?
here is my latest if you wouldn't mind?
Passive -- Awww, I was hoping for something that would make an all dorans item build work :P; not bad though
Q -- I would like it if you could control the direction of the turn, I feel that would make the ability quite a lot more useful; I'd have it bring up a targeting display like crescent blade (not a skill shot, just to show you where you'd end up) and have it change to hook left or right around targeted oponent depending upon the position of the cursor.
It would help to have a description of what weave does as opposed to roll
W -- Lance will do a phenomenal amout of damage considering he gets two auto attack resets from his q; not sure if it will be overpowered or not
Shield is overpowered; heal 400 damage every 6 seconds, and if not gain it as max health? +105 resist? most regenderative abilities grant a third that amount, and don't have other actives. Futher all other health granting abilities are of that approximate amount, and are champion ultimates. This needs a serious nerf. Cd on this needs to be 20-25 seconds, and the heal amount/health buff should be closer to 200, with the armor/mr buff closer to 50 at max ranks.
glaive -- I'd almost rather have this be some version of vorpal spikes where he gets a line of effect auto attack.
e- stat boosts are really high for an ability with these actives; I'd reduce the ap to 40 at max ranks, and the ad to 20-25 at max ranks. Alternatively granting some % Armor and Mr pen might be nice.
Lance -- It would really help if you started looking at similar abilities to give you an idea of damage and cd; this is Pantheon's Aegis of Zeona, except it has a passive steroid instead of shield, does more damage, scales off AD, and has half the cd and isn't a short range jump. I would make this bonus AD at the least, and double the current cd at max ranks, triple at early ranks. Also consider; he's already got 2 auto attack resets in his q, he doesn't really need another one here.
shield -- LOL OP, most spell shields are on a 20 sec cd at max ranks. 3 is rediculous.
glaive - instead of having people take reduced damage from being struck multiple times I'd just make it so that you regain it once every 8ish seconds, or upon picking up the glaive (sort of like Olaf's axe) damage seems fairly appropriate, but this does have the potential to be overpowered.
Ult -- Q does well over 2000 damage if the ad scaling damage does not crit, OP
W -- % spell vamp/lifesteal values appropriate for season 1; should be 20% at max ranks for season 3(10% rank 1)
E -- AOE of effect?
R -- nice escape mechanism, cd is way too low; something like this should be at least 1 min.
general comment: 20 sec cd, 10 sec duration; will this ever not be up? if so you need to nerf everything considerably (max cdr it literally can always be up). At max ranks cd should be 45 secs-60 secs with some nerfs I think the kit would be balanced for that.
EDIT: The passive is nice, but I'm not sure it would be very good past about mid game, and it's underpowered in lane. Maybe make it global, so your entire team benefits? Would help everyone win early.
A clarification on abilities which augment max health temporarily; I'll use nasus lvl 6 as the example.
Nasus is at 200 hp in lane, dueling w/ someone so he ults. He gains 300 temporary max hp, and 300 hp. He wins the duel without taking any more damage or healing from any other effect. When his ult ends, he's at 500 hp. (Try this)
Max health augments are rather overpowered because they can't be mitigated by ignite or other similar effects, and the health gained from the effect stays after the temporary boost ends (assuming the total would not put them over their lower max health value).
This is the reason riot has only hitherto released such abilities as ultimates, or long duration potions.
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