Kaev, the Twisted Blighter

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TheDeathstalker

Senior Member

06-24-2012

Kaev, the Twisted Blighter
Primary Role: Chaser
Secondary Roles: DPS, AoE

Lore: The League is not just about stopping war, they also with to preserve the natural resources of the represented nations. When the proposal for the Twisted Treeline arena was first presented, it was with this in mind, but the arena was simply the first half of the preservation effort. And by far the easiest. The first emissaries the League sent to meet with the 'druid' were promptly flash-fried, as were all subsequent emissaries until the league decided to fight fire with fuel. Clothed in as much fireproofing gear as the League could assemble, the League sent some of its best to, from a safe distance, offer Kaev the one thing he wanted, more things to burn. The forest is safe, for now, more than can be said for his foes.

Passive - We Started the Fire
Every 4th attack makes a line of fire from Kaev to his target. Fires deal 25 magic damage per second to those caught within the flames and last 4 seconds.

Q - Casino Infernal (Very Low Cooldown, Moderate Mana Cost)
Passive - Increases Kaev's attack speed by 15/20/25/30/35%, doubled when standing in fire.
Active -
Kaev can sacrifice 10% of his bonus Attack Speed to fire a very fast skillshot which will deal 60/80/100/120/140 (+.3 AP) magic damage and remove 10 Magic Resist from the first enemy it hits. Both sacrificed AS and lost MR stack and last 5 seconds. Each stack refreshes the duration and he cannot sacrifice more Attack Speed than he has.

W - Fuel The Fire
(Moderate Mana, Low Cooldown)
Passive - Increases the duration of flames by 2/3/4/5/6 seconds.
Active - Ignites target area (300 Diameter AoE).

E - Firefly
(Low Mana, Low Cooldown)
Passive - Increases the magic damage of flames by 10/20/30/40/50 (+.4)
Active - Once every 10/9/8/7/6 seconds, Kaev can teleport to a nearby area that is on fire, doubling the damage of all flames for 2 seconds. (Is not global)

R - Ultimate - King Crimson
(High Mana, High Cooldown)
Active - For the next 4 seconds, Kaev gains X movespeed, doubled when traveling through fire. At the end of this, he releases a massive explosion, dealing 200/300/400 (+15% distance traveled) magic damage in a large AoE. Can be cast again to explode early.

Stats
Health: Low-Medium
Mana: Low-Medium
Range: 550
Attack Damage: High
Spell Damage: See above.
Movespeed: 320


Comments
: Thank you all for your time and comments!


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highrez

Senior Member

06-24-2012

Some problems with details - words are ambiguous. Make sure to state "magic damage", "physical damage", or "true damage", but never just write "damage". It would also be nice to state some cooldowns and mana costs. You don't need exact numbers, but state how the move was meant to be used.

For example,
"Kaev's Fuel active has a high cooldown and high mana cost, making it a non-spammable move that cannot be spammed in lane lest he run out of mana."

E should be an active, that teleports him to target location as long as there's fire there. You also need to specify a range on the teleport. It's not global, is it?

Anyway, apart from that you've got a very interesting - and minimalistic - champion going on. The way that you've essentially got two abilities that are only passive but he still has interesting play is impressive. Good work!


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TheDeathstalker

Senior Member

06-27-2012

Thanks! I fixed the vague damage thing, it's all Magic damage his fire deals.

As for the E, I'm pretty sure you're right, but part of me is still in love with how little hotkey action this guy has. Pretty sure you're right though... Yup.

As for the CD/Mana costs... I'm horrid with those. I really don't know for sure if Fuel should be spammy or rare, cheap or expensive...

And there you did it, you just, without saying it, convinced me that TtFatF needs to be active, because of Mana costs... unless he's a mana-free champ, but he doesn't really strike me as that....... I'm changing it for the time being, maybe I'll put it back, but as for right now, you're right, it needs to be active.

Thanks for the feedback, if there's anything you need reviewed, let me know and I'll give it a whirl.


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Leo Tomita

Senior Member

06-27-2012

the first thing that pops up in my mind is...increase the areas because the damages arent that strong...but tell me what the cooldowns and mana costs?...his basic stats will also help a lot for me gives to you a real feedback...so far i like it! lets see if im gonna still enjoying thy champ after you complete him!

when you do so...tell me ill come back here


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TheDeathstalker

Senior Member

06-28-2012

Ok, so I did a moderate rework here, simplifying certain stupid things and putting general info for stats. Exact numbers are not my strong suit, so I'll wait on those.

Also, I'm still working on the ultimate. I had one which consumed all the nearby flames to nuke someone with, but it doesn't fit the feel I want. It's clever, sure, but it's not Kaev. He's about spreading the flames and the pain, and I want to get him with an ultimate that makes him a top tier chaser, along with all that he already is. So, any thoughts would be welcome, but I'd prefer to do so without using slows, I'd rather it be a total blitz on Kaev's end.


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Lyria Eternal

Senior Member

06-28-2012

Alright here is my review.

----------------------------


Quote:
Mechanic - Kaev's spells focus around creating wildfires, semi-persistent areas of fire which deal 25 magic damage per second to those caught within the flames. Flames last 4 seconds.
Alright an interesting idea for a mechanic...Now I would suggest giving them an increasing based damage through leveling of the champion. I know that your E grants more power passively, but still I would suggest it.

Late game 25 damage + 25 damage + 20% AP is ehe. 70 damage with 200 AP per second? Total output of 700 damage over 10 seconds. People would walk through it laughing.


Quote:
Passive - We Started the Fire
Every 4th attack lights a line between Kaev and his target on fire.
An amusing name. So he could create lines of fire anywhere from 100-700 units long? What is the width of the line? If you are wondering where I get 700 from, it's from attacks made when they are in range, and then leave it (ghosting/speed boost). These lines travel straight, so they would be odd in combat to see. Since the line is between himself and the target. The target need not worry about the burn effect.

Quote:
Q - Firefly
Passive - Increases Kaev's attack speed by 15/20/25/30/35%, doubled when standing in fire.
Ok, I'm really seeing an active form with the name. Something perhaps like....

Kaev summons a spark whisp on target champion dealing X damage to them, and causing any flames they travel through to follow them for a breif time. Lasts X seconds.

This would give him a direct damaging ability to his kit.


Quote:
W - Fuel (Moderate Mana, Low Cooldown)
Passive - Increases the duration of flames by 2/3/4/5/6 seconds.
Active - Ignites target area (300 AoE).
Alright maybe a name change here (Flame Rage?) Fuel doesn't ignite with a source, so it makes sense with the passive effect but not the active. Here's an idea I had while reading this though.

A sustain effect. Bare with this btw.

When activated Kaev burns with power, and left clicking (Duration?) will allow him to draw lines, curves, etc. of his Flames. This drains mana per X units he draws (+ while active?). If he holds or travels over an area already burning it increases it's damage by X% and continuely refreshes the duration (Limit of 3 times?).

Just an idea I had.


Quote:
E - Through the Fire and the Flames (Low Mana, Low Cooldown)
Passive - Increases the magic damage of flames by 5/10/15/20/25 (+.2)
Active - Once every 8/7/6/5/4 seconds, Kaev can teleport to a nearby area that is on fire, doubling the intensity of all flames for 2 seconds. (Is not global)
The cooldown on this is a bit low. Ezreal has a blink, but this one can be used much faster then it (by 5 seconds or so). Plus how would you decide on the lines of fire you would make by auto-attacks? Would you be able to teleport to any place within the burning area? If so, think about removing the passive while it's on CD, that would cause people to not want to use it that often. The doubling effect (intensity?) I'm not sure on. If it's the flat damage or if it's the tick (full damage per half instead of per one). Could use a bit more explaining.
Quote:
R - Ultimate - King Crimson (Currently Under Construction)
Active - Needs to be a asskicking move which encourages chasing and interacts with the flames. Also, gotta be fun.
Alright how about this...

Passive: Gains bonus AD/AP/MS while standing in his flames. (Small amount increasing per rank 10/20/30 maybe. Don't use all three at that value though.)

Active: Gathers the flames currently on the field, and blasts out a burst of flames dealing X (+X% AP). The range of the burst is equal to X% of the total units the flames on the field covered before consumption.

OR

Active: Flames flare for a moment (1 second?) dealing X (+X% AP) magic damge, and marking enemies hit with a burn effect for X damage or X health. The effect is increased (Damage? Duration?) with every auto-attack (Stacking X times?).


---------------------

Everything I mentioned above is just suggestions and personal opinions. Things that I would do if using this theme. You are free to accept and use any of them, or ignore them. If you use them please reference me as such. That is all I ask. My biggest problem with this champion is that it doesn't seem to know what it wants. You have a system for an AD Ranged carry here, and if that's what you want then keep him as such. Most ranged carries however, don't use AoE magic to this degree. If you are aiming for a Hybrid champion then some small tweaks to his kit to allow for such would be in order.

A chaser isn't a tag. Assassins are chasers. Ranged AD/APs are chasers. Nearly everyone has a CC that allows them to follow, or an ability that allows them to follow. Explain what you mean to your readers by Chaser would be something you might want to think about.

Thank you again for your review of Imamu, and I look forward to your reviews on my other concepts. Please read my reply, before you do, on my profile.

Your's in Fellowship,

Flames of Terror


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highrez

Senior Member

06-28-2012

We Started The Fire actually is influenced by a few variables. The biggest thing is attack projectile speed. If the projectile speed is slow (*cough*banana*cough*) then you can actually run away from the enemy while the autoattack particle is moving, creating a larger line.

On the other hand, if this guy's attack animation is like Graves', then it is irrelevant because Graves' has a near instant attack particle. So AA missile speed, while normally a pretty irrelevant stat, is important to state on Kaev.

Right, here's my idea for King Crimson (high mana cost, very high cooldown):

Keav blinks to target enemy, then throws said enemy to target area on fire, dealing magic damage.

The idea is that you've managed to autoattack them 4 times and proc We Started the Fire, then you ult them and throw them backwards onto the trail that you created. Or you can just cast Fuel and throw them onto the AOE of the fuel to either catch up to someone or escape from someone. It's quite a versatile move.


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TheDeathstalker

Senior Member

06-28-2012

Thanks for the feedback guys. It helped a lot, and will continue to do so. A few questions for ya though:

1) How big are naming conventions to you guys? I used "Fuel" for the skillname because of Metallica, and I'd rather keep it simple and cool than going with something overdone. All the names are loose though, always are.

2) I would probably have the projectile speed be pretty quick, a flash of flame, rather than a heavy blast (if that gives a good feel). Honestly, for the passive's effect I would like the projectile speed to be as close to 88 miles an hour as possible (Back to the Future, like the fire the wheels leave behind).

3) The reason his blink is on so low a CD is because it's a conditional one. He can't do it unless he's got fire where he wants to go. Also why it can have a low mana cost, because it's encouraged and cheap to chase, but expensive to use an an escape (you would have to use Fuel where you want to run to, which 1) gives away where you're going, and 2) is higher mana cost). Does this work?

4) I'll come up with more later, but what do you guys think?


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Lyria Eternal

Senior Member

06-28-2012

a blink is something you use to escape or chase yes. But with your design getting fire somewhere wouldn't be a problem. Even with the fire's short duration you could have fire all across the field, and be able to blink anywhere you want. He would be the hardest champion to fight, because his movement would be so high. That is why I said increase the cd, and the cost. So, no it doesn't work.

Auto-attacks travel, and your lines of fire follow them every fourth attack. It's not hard to see him as being unstoppable with that blink.


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TheDeathstalker

Senior Member

06-28-2012

Ok, sure, up the CD on the blink, I guess. Maybe the mana too. I don't mean to get annoyed here, but all the numbers and all the stats are general and, without being able to playtest, I really can't give you much better numbers. Sure, Ezreal has an 11s Cd on his blink which also does damage, but Kassadin's got one on a 5s timer (that also deals damage), and nobody has ever cried about how he's the hardest champion to fight. I'm upping it to 10/9/8/7/6, but I don't feel like that's a gamebreaking difference.

I really appreciate the feedback, and fine tuning the numbers will probably make my champion look a lot cleaner, but for all intents and purposes, all the numbers ARE wrong. If, by some miracle the champ made it into the game, a quick playtest would show how every number should change, every aspect. What I'm seeking here isn't numerical perfection, it's conceptual strength. I want to know that the design is solid and would make a good champion in theory.

To clarify a few things, the auto attacks would move fast enough that I doubt it would be much of anything but a straight line. There's no reason for a slow particle here, it'll fly true and quick, that's what he's all about, quickness. Also, the line would be long enough to affect the champion it reaches, not if they move out of the way after, but comon guys, assume thinks work like it would make sense for them to. I'll fix the language of it though to be more clear. Thanks again