I do not claim any rights on this champion. Feel free to use it, or any of its part, however you like. Credits are appreciated but optional.
Since I'm not getting a lot of feedback... I do accept trading reviews (I actually usually do reviews without asking anything in return... so it's a win-win). However, please do not ask me to review your August MCCC concept... I really don't like the theme and there wasn't any of the champions I saw that I liked enough to do a review of my own will...
Kafkar - The elemental scholar
These are the terms that I should be using throughout my thread and what they mean to me...
Ammo (system) : an ability that uses charges like Karma's Mantras or Akali's Shadow Rush
AoE : Area of Effect, or basically, something that can hit more than 1 unit (from Diana's Hook to Tibbers' aura).
Burst : a big amount of damage in low time (Leblanc's combo)
CC or Crowd Control : any debuff that hinders one's ability to damage youHard CC : a CC that stops both attacks and spells (Stun, Suppress, Polymorph, Taunts)DoT : Damage over Time, or basically a spell that deal damages per tick (like ignite)
Soft CC : a CC that only hinders a specific option (silence, snare, slow)
Nuke : often single-player, an instant burst of damage (any of Annie's abilities)
Purpose : what is the goal of said champion/ability (or often burst/DoT/utility)
Ready (ability) : an ability that is off cooldown.
Skillshot : an ability where you have to aim, is dodgeable.
Targeted : a click to hit ability, as opposed to skillshots.
Utility : an effect added to the ability that isn't damage (movement, crowd control)
this is basically my take at the archmage/elementalist archetype. In my opinion, an elementalist should be able to harness any elements the same way and all the elements should have potentially the same power. This is why I chose to break the 1/3/1 design basis (1 innate, 3 basic + 1 ultimate) to make it 1/4 like Udyr. Then again, I felt like he was a pretty bland and lackluster mage... So I chose that he should have the ability to focus on certain elements more than others and perfect his knowledge however he see fit, thus making all his abilities have a level cap of 7, while retaining the max 18 points.
Based on that, I needed all 4 abilities to have a distinct "purpose" and to be balanced (so one does not always go 7/7/4/0 or 7/7/3/1).
If you read Morello's posts about complexity vs. clarity, this is exactly what I was aiming for; a champion that you can be sure how to play but unsure how to play him best.
Kafkar's ancestors had been summoners for ages. However, when Maokai arised from the Twited Treeline's forest, his father ran away in fear, leaving the poor champion to die. Due to his poor conduct, he was exiled from the summoner's order and had to live a life of shame. Kafkar was thus born in the Fyrone Flats. His father tried to teach him summoning magics, but all he could create was some kind of force with no tangible appearance. He traveled the land, looking for a new mentor to teach him magic. Heading toward a port to reach the city state of Ionia, known for its focus on balance and knowledge over anything else. He traveled a long way, sharing company with an odd Yordle, until he reached Bandle City's port.
Once he reached the isle, he walked from temples to temples, peeking around and trying to apply their teaching to his art, until he ended up at the Hirana Monastery where a young boy was learning to channel his inner bestiality. After learning how he was basically summoning a perfect balance of the four elements and simply had to separate them, he chose to train under the monk to learn the tricks of his art. He finally mastered his art, channeling each elements into physical mediums to give him greater control. When the Institute of war decided to open a new Field of Glory, namely the Proving Grounds, Kafkar was shocked to see how they once again put the champions' and summoners' life in danger and decided to go to the league, crush all opposition to be able to close the Fields of Glory.
Kafkar has a the rugged look of someone who lived in the desert. Rough black hairs, attached together, relatively dark skin (not black, but more than tanned) and while not being very beefy, he still has enough muscle to not be considered thin. He wears a scarf around the lower half of his face (like Malzahar, but without the hood) that hangs down below shoulders. Otherwise, he wears some baggy cloth shorts, no top and some very bland slipper/shoes. When his skills are up, little orbs (of the appropriate color) will show up over him, and the one orb whose element that is currently focused (innate) on will glow. *N.B. Both teams can see them.
Stat............level 0 (+growth) level 18
Health..................390 (+75) 1740
Health regen.......6.5 (+0.55) 16.4
Mana....................280 (+55) 1270
Mana regen.........6.9 (+0.72) 19.9
Attack damage...52 (+3.5) 118
Attack speed.......0.625 (+1.36%) 0.778
Armor..................12 (+3.2) 70
Magic res.............30 (+0) 30
Attachment 507306Innate : Focus
Quote:Kafkar's autodidactism allows him to be more efficient at spell casting.
Kafkar can level all of his abilities up to rank 7 and his highest-leveled ready ability receives 15% bonus effect. In case of equal level, the one that has been ready the later has priority.
Attachment 507305Q : Inferno (targeted single-player AoE nuke)
Quote:Kafkar calls the power of fire and sets an enemy on fire inflicting him with grievous wounds (50% healing). Targeted enemy takes 60/90/120/150/180/210/240 (+0.54 AP) magic damages and propagates Inferno to nearby units and structure for 50% of the damage (without refreshing duration). Structures takes further reduced (50%) damages.
Mana cost : 30/34/38/42/46/50/54 mana
Cooldown : 8/7.5/7/6.5/6/5.5/5 seconds
Cast Range : 600 units
Propagation Radius : 250 units
Attachment 507304W : Blizzard (slow + DoT "wall")
Quote:Kafkar calls the power of ice, creating a blizzard at the targeted location slowing and damaging enemies hit.
Enemies caught in the blizzard are dealt 30/35/40/45/50/55/60 (+.2AP) magic damages per second and are slowed by 20/25/30/35/40/45/50% for 1.5s.
Mana cost : 80/92/104/116/128/140/152 mana
Cooldown : 20 seconds
Duration : 3/4/5/6/7/8/9 seconds
Cast Range : 700 units
Cast time : 1 second
Width : 350/400/450/500/550/600 units
Thickness : 150/165/180/195/210/225/240 units
Attachment 507307E : Lightning Bolt (Very small circle AoE ammo nuke)
Quote:Kafkar calls the power of the air, summoning down a thunderbolt striking down on targeted area. Enemies hit gain 1 Lightning Rod stack for 5s seconds and receives 80/105/130/155/180/205/230 (+.4 AP) magic damages. Lightning bolt will split* toward nearby enemies afflicted the lightning rod debuff. Kafkar stores enough energy for a thunderbolt every 15/14/13/12/11/10/9 seconds and can hold up to 1/1/2/2/2/3/3 bolts.
Mana cost : 40/51/62/73/84/95/106 mana
Cooldown : 1.5 seconds
Cast Range : 900/975/1050/1125/1200/1275/1350 units
Hit Radius : 120 (+20 per Lightning Rod stack) units
*I felt like I had to explain this one... When you are affected by Lightning Rod, the bolt won't deviate toward you, there will simply be a spark that splits to hit you (and only you) if you are hit while being outside of the regular 120 range (aka being hit because of the stacks)
Attachment 507308R : Earthshaker (AoE circular nuke)
Quote:Kafkar calls the power of the earth. After focusing for 1s, Kafkar summons a big boulder crashing down dealing 80/100/120/140/160/180/200 (+.8 AP) magic damage to all enemies hit. Any champion hit directly by the rock is stunned for 0.5/0.75/1/1.25/1.5/1.75/2s while others are pushed away.
Mana cost : 70/80/90/100/110/120/130 mana
Pushed distance : 150/200/250/300/350/400 units
Cooldown : 17/16/15/14/13/12/11 seconds
Cast Range : 900 units
Damage Radius : 250 units
Stun Radius : 100 units
Innate : FocusI thought about this passive as it would allow you to make more use of the spell you level the most. As a scholar, looking more into one spell should give you better effect on that one. The off cooldown part is to encourage using all spells (and possibly leveling differently from 7/5/1/1 or 7/7/4/0)
Q : InfernoA new take on the fire ability, a bit similar to brand's passive. Basically, I started with a standard fireball, went onto a fireball that left you burnt and ended up with inferno, who is, in fact a ravaging wildfire.
W : BlizzardThis is his only reliable cc should one decide not to level it up, he has no cc and no escape. However, leveling it up to level 9 will provide a nearly permanent strong slow with some nasty DPS.
E : Lightning BoltI tried to make this a burst or dps decision... Ammo system + lightning rod debuff points toward burst, but stacking them up means you might lose some of them. I added the rod debuff to make it easier to evade AND dodge (the more you hit the harder it is to dodge, but the sooner you dodge, the harder it is to hit).
R : EarthshakerI really wanted to introduce some hard CC in his kit while keeping it useless for escaping. I found that an explosion did just what I needed and chose to go with the meteor path...
1,000 views - 08/14
2,000 views - 08/28
Change Log :
- Renamed to Kafkar since it was too similar to Akali08/08
- Changed Fireball to Inferno08/10
- Reduced Blizzard's damage from 50/60/70/80/90/100/110/120/130 (+0.3AP) to 30/35/40/45/50/55/60/65/70 (+0.2AP)
- Reduced Earthshaker's base damage from 120/150/180/210/240/270/300/330/360 to 80/100/120/140/160/180/200/220/240
- Clarified every abilities, especially Thunderbolt
- Rephrased Inferno's damages as well as tweaking the propagation (50% damage on propagation).08/12
- Modified Inferno's damage from 45/75/105/135/165/195/225/255/285 (+0.6AP) to 60/90/120/150/180/210/240/270/300 (+0.54 AP)
- Added ability icons
- Slightly nerfed E's damages from 60/70/80/90/100/110/120/130/140 (+0.4 AP) to 50/60/70/80/90/100/110/120/130 (+0.35 AP)
- Reduced Blizzard's Thickness from 150/175/200/225/250/275/300/325/350 to 150/165/180/195/210/225/240/255/27008/13
- Updated Lore and Appearance.09/01
- Added a 1.5s slow duration after leaving Blizzard
- Added stats
- Changed all abilities' max rank from 9 to 7
- Rephrased innate a little bit
What about Gaea? That is technically "mother nature" for the Greeks. She gave birth to all of the gods (all of the elements *nudge nudge wink wink*), only big thing is that she normally is associated with mainly the earth. But hey, there's something called creative license isn't there? Gimme a sec, and I'll post a full out review on the champ.
Ok, so, lorewise, it didn't change much. To be honest, I like the idea of Kali/Kafkar being a girl more, not sure why, it just seems like this character should be a girl. One thing I'm confused about is why all abilities have 9 levels... I thought there was only 5... So... On to the abilities!
Passive: Very well planned out, but how about you make it so that each ability has a special bonus that you get for focusing on it? Also, you could make it so that he/she/it carries a book of elements or something, and let a person choose their focus by buying an item in the store (similar to Vicktor).
Moving on, your Q seems kinda like a mixture of Annie's+ignite. So, instead of making it crazy dps, maybe you should add a good solid damage for the initial hit, and then make a small amount of burning damage, but, similar to ignite, have healing effects reduced by 50 percent or so during the duration of the burn? Just a thought.
For ze W: Why not make that a lasting skill shot? My thoughts? Kind of like Galio's whirlwind ability, but make it wider, and make it slow all enemies that are in the area, and have it do a small amount of damage as long as they stay in it. You could also have it apply a debuff that lasts for a short amount of time after they leave the blizzard, (called frostbite maybe?) That reduces the AD and movement speed of enemy champs. Better yet, instead of having your blizzard deal damage, have it severely decrease the AD and movement speed of enemy champs inside the blizzard. This could definitely change the way a team fight is won.
Moving on- The E. This is probably the ability that confuses me the most. Are you trying to make it like a mixture of Xerath's and Corki's ult? Again, you could turn this into a CC ability, similar to Leona's Solar Flare, and have it do a short (and I mean short) stun on impact, and have it spread out to do damage in a radius. But if you can explain the E in a better way, that would be nice.
The R? I don't really have any advice for that. It seems pretty good. What's funny is that Earthshaker is one of Poseidon's titles. Just for future reference.
But over all, a pretty well made character. Just explain the 9 levels per ability thing, and the E, and that would be great! Good luck!
PLOKI IN! :P
First of all, thanks for the review and for keeping this thread alive at the same time.
lol stole my outro did you? Anyways, thanks for explaining all of that, especially the Strengths and Weaknesses part at the end. I'm not sure what other feedback I can give lol, I had a few more questions, but I ended up answering them myself xD.
For now, I've still got questions about the E, and I guess I can try to be a bit more specific. So, you plan on having it target kind of like xerath's ult, except that if it hits someone, they then get a stack, which causes additional hits to becoming homing missiles? My suggestion, is that if you're going to do that, then it seems powerful enough to become the ult. Especially if it does the same amount of damage when its a homing missile. So, to solve that problem I suggest making a short delay before a thunderbolt comes down, and instead of becoming a homing missile on hit, you could have it slow the enemy (with a stack) and the more stacks an enemy has, the slower they get, up to a cap. Even better, when it gets to the cap, then it can stun the enemy. I just thought this would make it a bit more skill based on landing the shots, and it could be used strategically to help out in certain situations.
Moving backwards to the W, I get what you mean by the line thing, maybe it could be kind of like Vicktors Chaos storm? Just a thought. Anyways, good work!
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