*I hereby give Riot Games full legal permission to use the following champion concept or any parts of the aforementioned concept for their own profit, and allow them to take full credit for my ideas.
Mirrei, the Lightweaver
Hey man as per this thread, http://na.leagueoflegends.com/board/...3#post26376493, I am reviewing your champ!
Passive - I really like the limited stealth involved in this passive. It adds another dimension to warding in bot lane, and I am all for creating diversity and tactical options. It's really hard for me to judge in terms of balance because the possibilities for this ability are quite large. I imagine it will make landing a charm quite easy, if the opponent fails to ward properly.
Q - Standard nuke with some CC attached to it. More on my opinion of this later.
W - Really awesome idea with directional CC. I really like that idea.
E - Interesting protection ability. I am not sure if I like it, though. It seems like semi-invulnerability for up to 2 seconds at rank 5. I mean, you can't expect too much damage to come from AoE from other champs.
R - Huge initiation and teamfight control. I don't like the fear duration.
Thoughts on champion - I'm a huge fan of a lot of the innovating ideas you've come up with, such as the stealth on the passive, the directional moving CC, and I liked the idea behind the distortion. One thing I noticed is that this champ has 3 hard CCs in its kit and a mini invulnerable with distortion. There are VERY few, if any, champs with 3 sources of hard CC in their kits, and to put on a mini-invulnerable on top of that is insane. This champ can single handedly protect a Kog'Maw against an enemy team. I think you should pick 2 of the CCs to keep, and find some ideas for the rest.
I am aware you might be thinking that this champ deals no damage, so the utility is fair. That's kind of the mindset behind Nautilus, though, and he is already, in my opinion, borderline OP. He features 1 AoE hard CC, a melee hard CC, and 1 single target line repositioning CC, and 1 PBAoE soft CC. He currently has the most CC in the game, but I think this champ would beat him out with 2 AoE hard CCs at 800/900 range, 1 AoE repositioning CC at 950 range and a targeted mini-invulnerability. Putting all of this on a support, who doesn't need items anyways (even Nautilus needs tanky items or he melts), and you get a lot of bang for your buck by putting Mirrei in as support. Even on her own she's efficient, but as dedicated support she's crazy.
Imo, I would switch the mini-invulnerable with some minor debuffs/buffs, or make it so that attacks from the distorted target end the distortion effect. In this manner, the ability becomes a good initiation tool or retreat tool. You could even attach a damage effect or slow that explodes from the target when the distortion ends.
Also, a 3.5 second AoE fear is a little too much. That's the longest AoE CC in the game. Even Leona's ult or Morgana's ult (which can be broken) are capped at 1.5 and 2 seconds, respectively. You mention a channeling aspect to the ability but don't list a time on it. Even with a channel time, I think 2 seconds is more appropriate.
Personally, I am not a huge fan of sight reduction on low cooldown ala Graves because it ultimately functions similar to hard CC. I would recommend a slow (or at most a silence) over it, but this is just my preference. You can take it as you see fit.
I really like the idea of directable CC with your charm, so I can only recommend to leave it as is. If I had to pick, I would make the changes to distortion, weaken the ult, and probably change the 1 second sight reduction to either a slow or silence.
I'd also probably lower the ranges on the abilities. Her Q is at 800 range, the W at 950, and the ult at 900. All of Mirrei's offensive abilities interact at 800+ Range. Range really isn't an issue with Mirrei because she outranges every other ability in the game except skill shots. The deal with skill shots is there is some opportunity to dodge them. The deal with AoE skill shots (as opposed to line skill shots) is that AoE skill shots don't have a travel time, which means you have to make some sort of delay in the ability itself, such as Nevermove's delay and Leona's ult delay. With this reasoning, Mirrei's Q needs some delay attached to it, and I would reduce the charm range to 700 tops (matches Viktor's). Vector shots can be placed on top of a target to make them impossible to dodge. At 800 range, you have instant cc that outranges every other opponent's abilities, except Akali's ult. The zone potential is huge. In my opinion, 600 is most appropriate; Viktor's 700 range deals damage, but I find a 1.5 second AoE CC on a support potentially more game changing than raw damage.
I'd also like to know the channel time on the ult. 0.5 seconds might be ok. The nuke damage is so high, though, that maybe you could add some other component to affect it, such as the outside of the ability lasts 0.5 seconds and it scales up to 1 second at the center. The damage is dealt over time in each area, and at the end of the duration the target is feared based on where it is standing. The center radius can be expanded to 200 units. This is just my idea, so I am sure you will have your own thoughts on this.
Good Lore btw. Seems like an interesting past, and it's format is almost as short as the actual lores used. I have no idea how to make such interesting stories fit into so few words
Overall love the concepting behind the champion. Looks like a great rought draft. Some number changes I think are in order, but this is definitely one of my favorite champs I've seen around this board. Props for thoroughness of design (including taunts, detailed ability descriptions, appearance, etc.) +1
"She's from Noxus? Ugh, and we have an alliance with them? Can I, like, move to Piltover or something?"
Arafade, be polite.
"Pfffft. You're no fun. You don't deserve to review her, let me do it!"
- - -
Thanks Slayer Kast
Q: An AoE with no delay and no projectile is as likely to hit a given target as a targeted spell. Simply put your mouse over them and click, if you miss, you would have trouble casting a targeted spell too...
The small radius makes it challenging to hit multiple targets, and the number of targets you can hit easily is increased with ranks. I will adjust the damage as you recommended.
W: This ability has no scaling effect, so in order to give an incentive to rank it up, the cooldown goes down and the cost stays the same. If the cost went up and the cooldown stayed the same, putting points into the ability would actually make it worse.
E: Yes, the cooldown needs to be raised. Ignoring unit collision is generally considered a buff (though it is actually neutral, since enemies can no longer collide with you either). If a team mate wants to collide or bodyblock, don't use it on them.
R: Being that Fiddlesticks fears for 3 seconds with a basic ability, I didn't want to be outclassed. But I will add a slowing part to the effect. The charm should slow too, for that matter...
I will review you champion soon. i just wanted to read the Lore and what the abilities did. I will do the number crunching later way too busy now. Just don't want you to feel like i didn't read your post on my thread. I love this champion by the way. Are you writer? You really should think about it. You are phenomenal.
I don't usually give a real formal review of everything, but out of respect for someone who also takes this at least moderately seriously(how serious can you really be with something like this and still have fun, eh?), I'm gonna try.
Low health for a caster, nice high mana. Moderate to low attack damage, depending on how you look at it. But then, I see the armor, and the magic resist, and I go holy ****! That's a ton of armor per level for a caster! And no magic resist per level? Well I suppose they balance each other out, but, at least in my view, it's a bit strange. But it could be what your were aiming for, how would I know?
Edit: Bleh, just looked at the normal champ stats, about normal armor and magic resist. Sorry.
Passive - Illusionist's Guile
I like it, good for the character concept. It would make her an effective assassin. Or allow her to get away, if used correctly.
Q Ability - Flashblind
That is a lot of damage. More than Ryze does with Overload, not counting the mana bonus. With a blind effect too? Well, I guess it's about equal to Overload counting the Ryze bonus(especially with the longer cooldown), and the blind effect goes well with the illusionist idea.
W Ability - Fleeting Distraction
So before I say anything else...is it 20 degrees or 25 degrees? Because you say one in the stats for it, and the other in the description. If it's able to be cast in any direction, and at range, does the vector go in any direction? If so, does that mean to use it you have to click twice(One for base, second for direction)? Does it affect minions? Just raises a lot of questions is all. Plus, this makes me think of her as more of an enchantress than illusionist, but still a nice concept. Good so far.
E Ability - Glammerveil
This one I really like. Powerful defense ability for allies(or herself, I assume), and most AoE will still hit the target in some way, though skillshots will be less useful. The cooldown is a bit low, could be higher, but still good. Really, the only thing I would suggest is switching this ability with Fleeting Distraction, at least for which button you hit. W abilities are typically defense or buff. If the time it lasted scaled with ability power(very low, maybe 1% of ability power), it would be very useful as a support build.
R Ability - Grasp of Phantasms
Very unique. I think. Massive AoE damage, though somewhat typical for an ultimate. Again, fits well with the concept, but I would think Fleeing enemies would have greater movement speed. As well, does it affect mindless minions? Though I suppose most Feared minions would take a lot of damage, possibly enough to kill them.
First off, I'm new at reviewing, and making champions. So I may not be the best judge, because for numbers I'm just going by estimate. However, I would say she is an extremely good CC, though it's somewhat muted by the low, low health, and limited use otherwise.
Good lore and appearance descriptions, by the way.
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