Mikael, the Steam Punk

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RogueVector

Senior Member

01-29-2013

Getting off topic here, Winters. Right now what I'm asking for here are opinions on mechanics, not lore and fluff.


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Extra Pistol

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Senior Member

01-29-2013

Review #3: Mikael, the Steam Punk
Link your champion concept here for an in-depth review.

Quote:
Passive: Extreme Temperatures
If Mikael’s Heat reserves drops too low or builds up too much, he begins suffering the side effects of his own powers.

Should his Heat drop below 25, his movement speed and attack speed slows by 1% for every 2 Heat below 25 as his body tries to cope with the chill, but he gains (1 + 0.5 per level) armor and magic resistance per Heat below 25 as his skin freezes over.

[Activates the 'Cooled' Status effect]

As he Heats up above 175, his health regeneration begins to slow by 1% for each Heat above 175 as he struggles to prevent his own immolation, but the excess Heat allows him to move and attack faster by 2% for every 1 Heat above 175.

[Activates the 'Boiling' Status effect]
Cold: The attack and movement speed slows are very tiny. In general, players don't notice a slow if it is under ~15%. Even at 0 heat, this comes out to be a very tiny decrease in stats for a massive boost to defenses. If the intent is for the hot/cold effects to be entirely positive, that's fine, and actually awesome. Do away with the slap-on-the-wrist negative effects or make them actively adjust how the character plays.

Hot: The health regeneration negative, like the cold's slow, is negligible. Again, this isn't bad, but if the effect is going to be almost unnoticeable, it just adds extra text for the player to think about/read without actually changing gameplay. Movement/attack speed boost is very significant (50% msp/asp at 200 heat) but is probably good, given the rest of his kit.

Quote:
Q: Burn 'em/Chill 'em (Toggled autoattack addon)
Mikael uses his abilities to draw heat or expend it from his reserves, adding side effects to his basic attacks.

[Burn 'em]
Mikael imparts each of his strikes with a burst of thermal energy, Burning his enemies for (5/10/20/30/45 + 0.2 AP) Magic Damage and reducing health regen by 5% for 3 seconds (Burn stacks up to 2/3/4/5/6 times) at the cost of 5 Heat per attack. Burn 'em does not add Burn stacks once Mikel is Cooled (Heat is below 25).

[Chill 'em]
Mikael takes away from his enemies' body temperature with each basic attack, Chilling the target and slowing them by 5% for 3 seconds (Chill stacks up to 4/5/6/7/8 times) adding 5 Heat to his reserves per attack, but Chill 'em does not add Chill stacks once Mikel is Boiling (Heat is above 175).
Burn Em: Targeting health regeneration is an odd choice, as unless it is itemized for, it is rarely significant. Health regeneration mid-combat is usually only significant on Dr. Mundo while ulting, especially after the more recent nerfs to Lifesteal and Spell Vamp. Since this takes some time to stack up, it doesn't seem fast-acting enough to get the intended effect. You might want to go with an on-hit grievous wounds effect (halves all incoming healing) to get the effect here, though the only thing I can think of to scale is the duration of the heal half.

Chill Em: A similar issue to Burn Em, this effect is very slow-acting, even if attack speed is stacked. Nunu's Ice Blast does a similar effect but stronger, faster, and also slowing attack speeds.

This ability has an anti-combo where you'd want to use Chill Em' to build up heat for his passive to grant more attack speed to apply the effect faster, but once he gets into the range where he'd get the attack speed bonuses (over 175) he no longer applies the slow.

Quote:
W: Exhale
Cost: -65 Heat
Cooldown: 14/13/12/11/10 seconds)
Range: 60* cone, 450 Range
Mikael unleashes his thermokinetic powers as a cone of superheated air rushing from his hands, searing his enemies' with their intense heat for (100/125/150/175/200 + 0.35 AP + 0.5 AP per Burn Stack) Magic Damage. If Inhale was used less than 5 seconds before, Exhale becomes 'Vent' which adds a short blow-back effect on Mikael. Consumes all Chill stacks on dealing damage, and adds one Burn stack.
Only boosting the AP scaling per burn stack seems a bit odd, usually these kind of effects have some flat damage increase associated with the per-stack effect (see Twitch). Removing the slow effect makes thematic sense, but even if this is a finisher, there's no reason to take away a positive effect for the player, even if it is likely to be followed up in an ability chain with a better CC. As an escape/positioning tool, the self-knockback is a bit clunky since it requires another ability use.

Quote:
E: Inhale
Cost: + 65 Heat
Cooldown: 14/13/12/11/10 seconds
Range: 500)

Mikael rips the heat out of a single target enemy and draws it to himself, slowing them by 20/25/30/35/40% + 5% per Chill Stack for 3/3.5/4/4.5/5 seconds and dealing (100/125/150/175/200 + 0.55 AP) Magic Damage as their bodies freeze. If Exhale was used less than 3 seconds ago, Inhale becomes ‘Snap Freeze’ which adds a (1/1.25/1.5/1.75/2) second stun, followed by the slow. Consumes all Burn stacks on dealing damage, and gives one Chill stack.
While this has the potential to be a ridiculous slow when set up, keep in mind Singed gets an (effectively) instant 75% slow on his adhesive to all enemies in an area (rather than requiring time on the target). The stun seems adequately powered and I like the stun into slow as a flavor touch, but again with consuming positive effects. It just seems excessive and punishing.

Quote:
R: Chilling Burn / Flashpoint Surge
Cost: +200/-200 Heat
Cooldown: 150/120/100 seconds and when Heat = 0 or 200. Icon switches from Inactive to the appropriate icon as he hits 0/200 Heat.

Chilling Burn: Drawing in all the heat within reach, Mikael freezes the landscape around him (range 450), gaining incredible amounts of heat energy (+200 Heat) as he pulls thermal energy in from anyone unfortunate enough to be caught in his power, slowing them (40/50/60%) for the duration of the spell and damaging them the longer they stay there (100/175/250 + 0.75 AP Magic Damage) per second (total duration 3 seconds while channeling). Once he has finished channeling the spell, anyone still in the area of Chilling Burn is stunned for 1/1.25/1.5 seconds.

Each Chill stack on them increases the slow by 5% each stack and adds one to all that have been damaged. Consumes all Burn stacks.

If Exhale was used before this spell, it adds further (0.25 AP) Magic Damage and boosts the AoE range to 550.

Flashpoint Surge: Surging forward (range 1000, width 250) as a thermokinetic fury by burning all his Heat (-200 Heat), Mikael passes through his foes as heat incarnate, dealing (400/475/550 + 0.55 AP) Magic Damage as he passes through, burning his foes (50% reduction in healing for five seconds) and turning lesser beings to cinders (100/200/300 additional true damage to minions and monsters).

Each Burn Stack on a target deals an extra (0.2 AP) Magic Damage, and adds a Burn Stack to everyone damaged. Consumes all Chill stacks.

If Inhale was used before this, Flashpoint Surge deals an additional (0.45 AP) Magic Damage.
Firstly, that is a mighty long list of effects.While they make "sense", consider simplifying this ability so it's a bit easier to quickly understand.

Secondly, this feels a lot like a really restrictive Nunu ult. The character as a whole has a hard time building up stacks or adjusting heat levels- why force this ability to be used at maximum heat, one way or the other? (Other than the obvious thematic reasoning).

As a whole, this champion feels restricted by his own kit. It seems like building up heat or cold takes a considerable amount of time, and especially since most of it comes via basic attacks (which requires a significant ASP investment, which rarely double-dips with AP). The thematic cohesion is really strong here, but it feels like the focus was on the more punishing side effects rather than the ones that can make the player feel powerful or awesome. Functionally, he lacks a niche. I continually was referencing other champions' abilities when thinking about Mikael's, and every one seem to acomplish similar goals but more efficiently. You state that he is fragile as well, which worries me- he's very much the type of character that needs time on a target, and that is time his "victim" can use to beat the steam right out of him.

Final Thoughts:
  • This champion seems more like a fighter than a mage
    His kit seems to revolve around sticking on a single target and getting a lot of stacks on them and himself. If that is the core of the kit that you are building around, then he needs durability options, a gap closer, or other things inherent to the archetype.
  • The kit doesn't sound that exciting to use
    Basic attack effects, two cone abilities that are very similar, and a nunu ult, all of which require a lot of setup to reach maximum effectiveness, which doesn't seem to have that large of a payoff. There are a lot of cool things that can be done with this theme of hot/cold/pressure- spice up the kit to be a bit more exciting. I saw the theme behind this character's innate ability and got really interested, and then saw the abilities and was less than thrilled.

What I Like:
  • The theme! This character has a lot of potential, and hits a niche that hasn't been explored yet in League of Legends.

Where to Improve:
  • Avoid thinking about ways to punish or restrict the player's actions, and focus on making him fun to play and easier to understand.
  • Consider this character's kit in the context of a busy teamfight situation, as well as the laning phase, etc.
Best of luck!


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Imperium Omnium

Junior Member

01-30-2013

Well all the points are made so, bump.


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RogueVector

Senior Member

01-30-2013

Did a pretty big rework based on Extra Pistol's suggestions. Thanks a bunch for that amazing review, I hope you like the changes I made. Removed a lot of the 'restricting' elements he mentioned, the stun component of Chilling Burn (no need to have two stuns on one champ) and... well, enjoy!


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ElementSteel

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Senior Member

01-31-2013

A bump for you. Hate to see something I like get buried under.


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RogueVector

Senior Member

02-01-2013

Still trying to work out the proper effects of Mikael's Q-Hot and R-Hot. I changed the stacking damage (Burning his enemies for an extra (5/7.5/10/12.5/15 + 0.1 AP) Magic Damage per Burn. Burn stacks up to (2/3/4/5/6) times, and costs 5 Heat per attack) to adding a DoT that stacks its 'time' component per burn stack.

As for R-Hot, I deleted the True Damage component and relegated that to if he used Snap Freeze, so to get the most out of the Kit you need to go to 0 or 200 via stacking Qs, W/E, E/W, then Ult.

Opinions? Advice? Suggestions?


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RogueVector

Senior Member

02-03-2013

Bumpa.


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RogueVector

Senior Member

02-06-2013

Bumping


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Ghostvoider Rick

Senior Member

02-09-2013

I was always fascinated by steampunk champions, but this, this is a new one. I have a recent thread about if anyone would like to post steampunk ideas on there, it would be very much appreciated.


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Ghostvoider Rick

Senior Member

02-09-2013

In order to compenstate for the low amounts of hp, you should maybe buff the stats for armor a bit.