This seems really overpowered... Ill probably come back later to give examples, the character you made is basically a tankier lee sin with extra damage :/ The only difference is that your abilities change depending on your passive, not second activation. But still, a charge, dash w/ shield, knock back, and slow :/...
The problem here isn't that she's too like another champion, it's an innovative change that I think is very cool, the problem here is that every time I hear a red talk about lee sin they're always like... WHAT WERE WE THINKING WHEN WE MADE THIS CHAMP!!! MOBILITY IS OP, AND SO NO MATTER WHAT YOU DO, HE'S EITHER OP OR UP.
She simply has enough in her kit to fill out two champions. A tank based upon mobility and low cool downs, and a hyper carry based upon duration of combat.
If you compare Nemhain to other tanks, she has mild crowd control, mobility, and damage on top of her tankiness.
Lee sin has less crowd control(knock back is on an ult cd), mobility, and what looks like less damage as well.
Shyvana and Udyr have little to no crowd control, good mobility, and probably comparative damage, with the same tankiness.
Leona has way more cc, but no mobility, and very little damage.
Alistar is the same, with more tankiness, and crowd control, but less mobility and damage.
What I'm trying to say, is that if you wanted to design an overpowered tank, who had all four staples, ability to soak up damage, crowd control, damage(threat), and mobility then this champion would be perfect. But that making a tank with crowd control means that you have to choose between the mobility and the damage.
The entire concept is flawed... If you focus her down then you lose the team fight, because you just focused down the tank and got your team destroyed, or you ignore the tank and you kill four of them and get your team destroyed... I think a tank/support based on the knock back, and intercept, and then another character based on the bloodthirst resource system would be much more balanced.
I like the character, and I love the tank intercept ability, but this character simply has too much. :/
Katsuni, I really admire the effort you put into the Champion Concepts forum, and I wanted to see one of your own champion designs. You mention Nemhain a couple times in your v3 guide, so I decided to take a look at the concept.
One thing that really stands out about this design is how you took into account the way people think when they play LoL, and especially how the opposing team will respond to the actions of your champion. If they don't CC her, she will force them out of position, and if they don't focus her, she will rip them apart before they get the chance to take out her team. This is a unique take on soaking up damage for your team, and I believe it would work, if this champion was implemented in game.
The only problem is, what differentiates Nemhain from a carry? The carry, that one person on your team who can consistently deal remarkable amounts of damage, the one that takes all the kills and is snowballing out of control. The guy who gets all the buffs from your support, the person the tank struggles to protect from incoming damage. That very same carry the opposing burst caster is trying to nuke to the ground before their team gets utterly wrecked. Nemhain has great sustained damage output, and good scaling and snowballing potential. What is the difference between Nemhain and that guy?
Well, Nemhain doesn't need a tank - she can initiate just fine, and she can absorb a little damage while CCd and gain it back the next second. She gets rewarded for helping her allies, might even take some damage for them. Might even benefit from taking damage for them. But her disruption and damage is still strong enough that to the enemy burst caster, well, there just isn't another viable target.
Looking at Nemhain, I don't see any incentive to build her tanky. None of her abilities scale off health or armor, in fact, they seem to scale amazingly with attack speed. Her abilities even are able to compensate somewhat for her lack of tankiness - she takes reduced damage and heals herself with every basic attack. She isn't a glass cannon, but she's no Mundo either, and she definitely isn't a Rammus.
At some point, the difference between this style of tank and a true carry is that the tank wants to take damage. The tank feels like they are fulfilling their role when the entire enemy team unloads on them, whereas a carry in the same situation would feel like their team has abandoned them. As a tank, the stacking mechanic on your W is to encourage enemies to focus you, as a carry, it allows for better snowballing and rewards your team for protecting you. It comes down to your attitude about taking damage.
The "meta" is a strange concept, and roles are defined by how you interact with other players. If you are trying to tank as Nemhain, you would rather she was labeled as a carry, because players want to focus the carry. This is like the "Tank Teemo" effect, where you feel a need to kill the Teemo even when he has a Warmogs and a Thornmail. It is all based on what Riot would label her as, and what her recommended items would be.
I know this isn't really a review, as I haven't talked at all about balance or told you what should be changed. The numbers look fine at a glance, but I couldn't say whether they are OP or UP without seeing how she is played in game first. I like your thought process for building Nemhain, and I think your design really shows how much open creative space there still is in champion creation.
My only real problem with this champ is the lack of elegance and intuitive play. Why does Nemhain want to hit everyone once, when doing so gives every enemy more time to dish out damage? What is up with those 4 icons floating over everyone's head, and why does everyone need to know the cooldowns of Nemhain's abilities on everyone else? Does she really need a gap closer, a slow, a heal, an attack speed reduction, a knockback, a shred, an attack speed boost, a knockback, a shield, a silence, a block for allies, more mobility, damage reduction, and another heal? There is some major complexity creep going on, and at least some of this can be itemized for. The ability descriptions seem incredibly complicated, I had to read through the entire thing three times before I quite understood what was going on.
Her cooldown icons don't need to be visible to everyone, we get around just fine without ever knowing the exact cooldowns of other player's abilities. They don't even need to be visible to the person they are on, as they are displayed as buffs, and they are not especially relevant to anyone but Nemhain. Rengar has shown us the cool things you can do with graphics, and this is my advice:
When you click your hotkey for an ability, targetable units light up in red, while targets marked with cooldowns show some sort of icon that tells you how much longer it is until you can use the ability on that target. You can then left click on any targetable unit, or right click and cancel the ability.
For those of us who smartcast, you would hold down to get the display, and the ability would target whoever your mouse was over when you released it. This way, if you know a target has not had that ability used on them recently, you can just click the key with your mouse over them and get the effect.
I want to give a full, detailed review when I have more time Kat, but for now I have a quick suggestion for her background story (the shorter one, I'll have to read the full story later). Since the "insatiable bloodthirst" angle is already fulfilled, I would have liked to see just a bit more focus towards the "matron taking care of her people" angle. You hinted at it with one line, but in the end you said she just fought in the League to fulfill her bloodlust. I would come back to the idea that she could gain respect and protection for her people in the end there.
Yarr, thanks for bumping this; and thanks for the detailed review as well Petyr, yeu've brought up some points I would like to go over and fix up on her design now =3
As I've stated, there's no way to see all ends, and we all need peer review to some degree. I apologize for the terse tone I took with Jykk, though I do still hold that I don't see those issues as being actual problems.
Still, some of the things such as the damage output needs to be dropped a bit, however, I'm not about to give her scaling off defensive stats either. I just got through like 4 hours of painting a deck, have to work some more on perfecting a cover letter / resume for a particular position that's being tricky to nail down, get more info ironed out for the Q&A's 3rd broadcast next week, and of course there's a tabletop RPG system I'm in the middle of developing, not to mention making supper, cleaning the house and a bunch of other things.
The idea of "free time" mostly goes to chatting with friends and such, so I've not had much to spend on evaluating the reviews and implementing revisions sadly ;_;
Still, I'll try to get around to it because she could use another overhaul, and I'd like to get some icons and such in there finally RAWR!
If only I had time to blow about 5-10 hours on mudbox to make a really nice figurine of her ;_;
In any case, hope to discuss this soon!
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