Revolvo, the Deadshot Marksman

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Drake O Dagger

Senior Member

03-04-2013

Quote:
Originally Posted by No name just me View Post
You tried too hard to make him unique, and unique doesn't always mean fun.
-_- then what the hell is the point of making my own champions? I'm not trying to make version 20,000 of Udyr or Janna or Eve. Of course I'm trying to make it as unique as possible. THAT'S THE WHOLE POINT OF DOING THIS! Unique mechanics inspire more ideas than remakes and remixes of the same old **** that's already there. This concept is FAR more likely to inspire a new champion for Riot than if I just basically remade Caitlyn with a gunslinger theme.


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MiaoLong

Senior Member

03-04-2013

Quote:
Originally Posted by Drake O Dagger View Post
-_- then what the hell is the point of making my own champions? I'm not trying to make version 20,000 of Udyr or Janna or Eve. Of course I'm trying to make it as unique as possible. THAT'S THE WHOLE POINT OF DOING THIS! Unique mechanics inspire more ideas than remakes and remixes of the same old **** that's already there. This concept is FAR more likely to inspire a new champion for Riot than if I just basically remade Caitlyn with a gunslinger theme.
This is incorrect. The goal is not to make the most unique thing ever, but to make a unique playstyle that is fun. Common mechanics may be used over and over, but if it adds up to create a unique sum, it is worth it. The whole is greater than the sum of it's parts. Just remember that.


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Drake O Dagger

Senior Member

03-05-2013

Quote:
Originally Posted by MiaoLong View Post
This is incorrect. The goal is not to make the most unique thing ever, but to make a unique playstyle that is fun. Common mechanics may be used over and over, but if it adds up to create a unique sum, it is worth it. The whole is greater than the sum of it's parts. Just remember that.
I make champions as an exercise to challenge myself to come up with truly unique ideas. 80% of my champions use unique resources because of this. Thus, making a "unique playstyle that is fun" is not my primary goal.


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…ast

Junior Member

03-05-2013

Seems to be as if you've over-worked the concept of this champion, and tried to make him more complicated than needed to be. Seems like Graves V2 in my opinion.


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Drake O Dagger

Senior Member

03-05-2013

Quote:
Originally Posted by …ast View Post
Seems to be as if you've over-worked the concept of this champion, and tried to make him more complicated than needed to be. Seems like Graves V2 in my opinion.
I disagree with you completely. The concept is the unique resource mechanic. This champion has nothing to do with Graves, who I've never even played and am not really familiar with, so it obviously can't be based on him at all. It's closer to Ashe than anything, and I don't think its close enough to actually just be a remake. He just as a similar play-style.


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Drake O Dagger

Senior Member

03-08-2013

Change Log
2/27 - Changed E - Gun Trick. Old Effect was an untargetable shield effect with a channel, then a MS buff. Now its Gun Trick/Take Cover. Dash + AoE damage, then Dash back and stealth, plus increased bullet gain per second.


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Sw1ftlaw

Junior Member

04-11-2013

I think we can all agree to disagree here. Yes champions DO need to be unique, and they do need to be fun, but I think we can all agree that over-complexity is unnecessary. Before we continue, understand that I respect that this is your intellectual property, and it’s up to you to do what you wish with it. Thank you for sharing your concept.

To start with the positive, I think the bullet system is cool. It fits the theme of the champion, and makes for interesting game play. I like the idea of counting shots and planning out your abilities to make the best use of them. I like the reload limitation, makes him feel burst-y. This sets him apart from other AD carries, and makes for a possible fit for people who like alternate resources like Rumble for example, less Mana conservation and more utilizing everything you have in the right manner at the time of the engagement.

Now I'll try to say what others might(?) have been trying to say, but I’ll hopefully go about it the right way. I don't feel he needs more than 6 bullets. For me, it completely ruins the gunslinger/Dirty Harry feel to the guy if I have 24 bullets to my "6 shooter clip", even if he has four guns now. What’s more iconic? One badass revolver with enough kickback to knock Mundo out cold or four nameless guns the guy somehow finds on his person as he levels. Each bullet needs to feel important to the player.

Going deeper, the resource costs need to be draining the same pool, and auto-attacks shouldn’t cost the champions resource. Yes you want your potential players to have to make skillful choices on how to spend their bullets, but I’m not sure auto attacks should be involved in that choice. It’s practically punishing them for farming.

My advice is to ditch the health costs on the abilities in favor of abilities that consume one or two bullets maximum, have an ultimate that refreshes and then burns all bullets (because that feels like an ultimate) and change the W to some sort of other shooting mechanic that consumes a bullet paired with a passive that generates something like one bullet on creep kills, 3-4 on champion kills to keep the guy in the fight without having a 60 second Cooldown that’s god-like in a pinch and useless the rest of the time. To that extent, the stealth/dash can also be dropped, this guy isn't Twitch, he should have an iron louder than a freight train (not stealthy), and he probably wouldn't be found sailing through the air like Quinn. There's a better, more unique option in there somewhere.

Again, it’s your concept and I respect that it’s your choice to make changes, or not. However, I feel there is potential here if you focus more on the groundwork you’ve laid with the ammo system. If you are looking to make something unique to League, you’ve already done it. He just needs the right kit to utilize it in a way that’s going to be fun and interesting for the player. Would also like to see some lore.

If you’re up for a trade, I could use feed back on Mare. Be advised, its a hefty read. Hope the feedback is useful, best of luck on this and future concepts.


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Drake O Dagger

Senior Member

04-12-2013

Quote:
Originally Posted by Sw1ftlaw View Post
I think we can all agree to disagree here. Yes champions DO need to be unique, and they do need to be fun, but I think we can all agree that over-complexity is unnecessary. Before we continue, understand that I respect that this is your intellectual property, and itís up to you to do what you wish with it. Thank you for sharing your concept.

To start with the positive, I think the bullet system is cool. It fits the theme of the champion, and makes for interesting game play. I like the idea of counting shots and planning out your abilities to make the best use of them. I like the reload limitation, makes him feel burst-y. This sets him apart from other AD carries, and makes for a possible fit for people who like alternate resources like Rumble for example, less Mana conservation and more utilizing everything you have in the right manner at the time of the engagement.

Now I'll try to say what others might(?) have been trying to say, but Iíll hopefully go about it the right way. I don't feel he needs more than 6 bullets. For me, it completely ruins the gunslinger/Dirty Harry feel to the guy if I have 24 bullets to my "6 shooter clip", even if he has four guns now. Whatís more iconic? One badass revolver with enough kickback to knock Mundo out cold or four nameless guns the guy somehow finds on his person as he levels. Each bullet needs to feel important to the player.

Going deeper, the resource costs need to be draining the same pool, and auto-attacks shouldnít cost the champions resource. Yes you want your potential players to have to make skillful choices on how to spend their bullets, but Iím not sure auto attacks should be involved in that choice. Itís practically punishing them for farming.

My advice is to ditch the health costs on the abilities in favor of abilities that consume one or two bullets maximum, have an ultimate that refreshes and then burns all bullets (because that feels like an ultimate) and change the W to some sort of other shooting mechanic that consumes a bullet paired with a passive that generates something like one bullet on creep kills, 3-4 on champion kills to keep the guy in the fight without having a 60 second Cooldown thatís god-like in a pinch and useless the rest of the time. To that extent, the stealth/dash can also be dropped, this guy isn't Twitch, he should have an iron louder than a freight train (not stealthy), and he probably wouldn't be found sailing through the air like Quinn. There's a better, more unique option in there somewhere.

Again, itís your concept and I respect that itís your choice to make changes, or not. However, I feel there is potential here if you focus more on the groundwork youíve laid with the ammo system. If you are looking to make something unique to League, youíve already done it. He just needs the right kit to utilize it in a way thatís going to be fun and interesting for the player. Would also like to see some lore.

If youíre up for a trade, I could use feed back on Mare. Be advised, its a hefty read. Hope the feedback is useful, best of luck on this and future concepts.
Thanks for this review.

When I created this champion, he was inspired by 2 sources. One was Revolver Ocelot, by far my favorite Metal Gear Solid character. In particular, I drew on some of what he did in MGS3. The other source of my inspiration was an old set of Yugioh cards I came up with years ago when I still liked Yugioh. The general plan was not to make a loud in-your-face gunslinger so much as a skilled revolver specialist who used fancy trick-shots and tactical movement. That said, I did take inspiration from Ashe for the playstyle itself, as I knew I wanted him to be very much about bursting with his bullets, rather than careful harassment.

That said, E represents more fighting from cover than "stealth". It's too short to really call it stealth, but stealth is still the only real mechanic that's already in the game that would cover the intent.

I will consider the rest of what you said about changing the skills, but it will probably be a while before I actually do. As for reviewing, just make a post in my review exchange post with a link (the link to said exchange is at the top of the OP) to remind me, and I'll get to it when I have time.


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dj shady101

Member

04-28-2013

Change some ability names ( like his ulti), and he should be fun. Wouldn't play him tho cause he seems too difficult with not much extra benefit if you know what i mean. Can just play Vayne, who has much more straightforward mechanics, better escapes, and most likely more damage output.


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