I'll give you a basic overview of you're champs abilities, same as you did for me.
Passive: Okay, i see two main issues here. 1) When you say enemies, do you include minions? Because if so, it's waaaaay too op. You could always balance it to that, but I'd remove minions altogether. 2) It needs a cap! Right now, you could end up with way too much bonus damage, making Stil just all around too powerful. It's a great ability, just needs a few tweaks.
Q: My only issue with this ability is that it's rather generic. It's damage and a slow, and then regains some energy. What can you add that will make this unique? Right now it's just kind of boring.
W: This one is good! Stil, make sure that you specify what an 'enemy' is. Also, give it a cap, so it's not too powerful. Make sure that it doesn't actually make Stil invulnerable. 3 seconds also may be a bit too long for something with this potential. The cooldown also seems too low at late levels.
E: I love this! It adds a fun new mechanic to the game. I have no complaints, except that it may be a tad op, but that can be fixed with tweaking later.
R: I love abilities like this. You explain your choices very well. This is all good. Cooldown gets a bit short, but not too bad.
Only other thing to think about is: How well do all of these abilities work together? Remember, you can have 3 great abilities that work terribly together. Make sure that combos and gameplay are useable.
Thanks for the review, it was very insightful
passive - not including minions, so max is 5 times 5 in a full blown team fight, i have an idea to make the neutral monster part more clear.
q - i know! i was afraid it was a tad boring, its what he needs, and i think it does have good synergy - i think i will make it blend into his other abilities better, and i actually just had an awesome idea - make the dart attract the worm! i think this will be much more synergistic (sic).
w - agreed about the cooldown, im not sure if i should lower the base shield or raise the cooldown. i will think on this, actually might make it funtion with the worm as well!
e - thanks for agreeing with this skill, i think of it a lot like chos q but with no slow smaller radius and no slow, it scales with ad, and i think its a tad weaker - after the changes its going to be much more essential to his kit.
R - yeah this lets you use the right spell the right way, all three spells do different things, and this way you can pick one to boost, giving you what you need. the cooldown is short, but it doesnt allow you to cast your q w e, it replaces one, so you can still only cycle three spells even with your ult up, i hope that explains the lower cooldown.
Synergy changes -
Passive - clarified who procs the buff
Q - Added the winding down part, making it fire less for and for less damage each time. this can maintain is slow for longer, but i lowered it and nerfed the damage of this ability.
W - cooldown increase, sheild strength decrease, it was just too strong. especially seeing as he will be build bruisery/tanky. added the debuff on shield reaching its duration which i think is a great why for a tank to draw aggro.
E - complete makeover, still has movement speed, gave him some other stat buffs for the infighting he will be doing, mostly moved the worm to the ult.
R - moved the worm here and made it the reason normal spells were buffed. i am actually quite happy with how this works, giving the player lots of options not only in how to use the worm offensively or defensively but when to use it, right away for surprise and initation, or holding onto it, getting every drop out of sand walkers passive. So lots of interplay with his spells, mostly though, i like how in his element - closing into a massed up team fight and dealing damage and havoc through his combinations of light cc and his aoe debuff - he is very strong, but in a fight that isnt exactly his forte, his is still viable, just not as in your face.
bimpity bump, anyone have any suggestions or helpful ideas before the contest starts?
Should the Q be a skill shot instead of a targeted ability, what about a skill shot that ignores minions? In that case i would eliminate the blue effect from his passive as brush detection.
Please let me know what numbers you think are OP
Here is most of my thinking and comparing -
base stats -
Normal for melee fighter,
Ad a little low because of his passive, i only want it noticeable past one or two enemies
MS is just a little lower then lee sins i think, faster though then shen, seeing as he is played somewhere in between them i thought it appropriate.
Q - Damage wise similar to gangplanks parley, but with considerably lower base damage and much lower scaling. Cool down much higher. He can cast it three times, but due to the increasing nerf on damage and range, and its increasing cooldown when used this way i think it is hard to abuse in lane. Even if you can close the gap the to land all three shots, you have done approximately the damage of two parleys with the addition of a stronger slow, a cost in energy (that will return much faster then mana) but you now have a much much longer cooldown to wait, as well as factoring in the gold effect of parley.
W - I believe the numbers for this shield are roughly between shens shield and sorakas heal, as it levels you gain a lot cooldown wise, but compared to sorakas heal, this is castable only on yourself, and is very temporary.
E - this one was off the top of my head, i will look into other champions buffs to see where this sits, it didnt sound too OP when i wrote it, but maybe it is. i wonder what volibear has to say about this?
R - Much less base damage then Lee sins kick, lower cooldown though....maybe more likely to hit other champions then his kick? i could use some help with the numbers on this one.
As with Pirateelfdog, I'll return the favor since you reviewed my champ.
Innate - With it fixed, this seems perfectly fine. The short range in jungle makes it effective in a single camp, which is what I am assuming you were aiming for all along. I do like the way the ability works as a whole, but I do have a few questions about how the stacks will be calculated in game. With each stack giving a different amount of attack damage, would both be listed as the same buff or a separate one? I know it would not affect the total buff in any way, but it may be aggravating for a player to notice his buff fluctuating while he still has the same number of stacks listed. I know its not a big issue, but I'm just curious how it would display.
Q - I really do like the way you designed the Q, and I don't have any real suggestions for it. With the massive speed boosts you can pull off, it would seem very easy to land all three attacks, especially with the added slow. Bravo!
W - Again, this is another ability that I think does very well for itself. I love the way that Sion's shield works, and this seems very similar. However, I think that a 70% AS reduction may be a bit harsh if it lasts for a full 5 seconds. If I were to make a suggestion, I would keep the debuff duration, but have the effect fall off in intensity over its duration. While the severity of the debuff is definitely a threat that could serve as a taunt, you could effectively nullify many AS champs with this ability, Frozen Heart, and Warden's Mail. A second or two during which a champ is totally ineffective seems alright, but the full duration as is seems a bit excessive. As is, I could definitely see it being useful, but it may destroy certain champs a bit too effectively.
E - A straight buff that is perfectly easy to understand. I am admittedly not very good with numbers in this game, but for reference, Yi's ult gives a 40% movement speed increase and xin zhao's W gives up to an 80% AS increase. Yours seems to fit in the middle of normal values for a steroid, but I am unsure if having 3 different buffs could unbalance the ability. Again, sorry that I'm not much help here.
R - I have no complaints whatsoever about the way the ability works, and as an ability with a sand worm it is automatically amazing. (While it may not be your reference material, it does remind me of both Mass Effect and Beetlejuice, which in itself is awesome) The only issue I see is that using his empowered E seems like an obvious choice. Since it doesn't lock out his other empowered abilities, it would seem insane to not take advantage of a constantly refreshing steroid. The difference between Q and W make for interesting choices, but it feels like E should always be used regardless of situation in this current incarnation of the ability. I don't really have an alternative suggestion, but I thought I should bring up the issue.
Thanks again for your review, and I hope this is helpful! Good luck in the upcoming weeks!
Dithreabhach, thanks for looking him over, you had some insightful advice.
i did do a few modifications after reading your review.
Passive - no change but, you will just have a buff icon showing that its active and how much your getting from it, if you are jungling golums and have X attack damage, and get jumped by two enemies your buff will just change to Y damage because it is higher.
Q- no change
W - made the attack speed debuff decay over time, thats a great idea much more in line with what it should be.
E - reduced all the stats slightly. the main thing with this ability (in my mind) is that the stats dont exactly work well together, so it doesnt give you one HUGE boost, its three small boosts in one, you get the small attack speed boost when you want for fighting, but if your standing and fighting, you dont need the movespeed boost, same as for running in or away, the attack speed isnt being used. this is a multi purpose spell that only some aspects are being used at different times.
R - no change, the idea is that the E doesnt use up the ult so its going to be used during it.
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