It did feel a little daunting at first, but I feel like its plenty doable. I just think we are going to be seeing alot of the same abilities on different characters, but it will be interesting to see each person's personal spin on it.
Did my entry fit the requirements? I just wanted to make sure its abilities fit or if I was going to have to work on being a little more creative.
If I may, I'd like to join this. Whilst the ultimate isn't specifically an effect mentioned, I think it fits with the 'Inside bigger than outside' motif.
Calnor, The Lost Sorceror
Attributes: Mage, Ranged
Attack - 2/10
Spells - 7/10
Defense - 6/10
Difficulty - 6/10
Well, here is my review.
Baelrog, the Molten Shadow
Lore - 3.5/5
Story is engaging but is too long (subjective, thus begging to differ for some). There is some weirdness at the end where I couldn't make head or tail of the end of the fight.
Stats - 4/5
While most of them is true to a melee Champion, the amount of mana given is quite high. You never see a melee Champion with an end base mana value of 1.3k (I might be wrong, but you can check it out).
Skills - (13/25)
Passive - Fits the dichotomy well. Not so strong yet not so weak either, depending on how you want to build his passive stacks.
Q - There two missing information, his Q-2 range and effects of casting Q-2 while Q-1 is still traveling. Damage values are fine individually but Q-2's timer is too short. Only spamming the button will get it somewhere. Also, since there are no explanation on the capability of his Q-2 in chain with Q-1, I have a feeling that spamming the button when the enemy is at long range will cause both to proc, dealing overpowering damages all-together depending on how you build him, of course. At the same time, the overall capability of this skill is too strong, mana cost and cooldowns seem a tad smaller in comparison to the capable output being done.
W - I can see a toggle spamming to proc his passive, since it does not say otherwise. Is relatively bad, given that W-1's damage boost is quite high, armor pen is too low in increment (might as well not add it in) and a "decent" movement speed boost (subjective, is more leaning towards strong). W-2, on the other hand, needs some adjustments since there is no AoE radius value, a strong spell vamp potency and 15% of AP is quite small (basically a small health boost to reduce 1 poke is what I see).
E - I don't feel right with this skill. The base damages are "fine" but his ratios are quite low (base damages wholly rely on complete proc effect, while individually is very weak thus making his pokes weak). Focusing on either does not do him any good for this skill and hybrid-ing himself does not help either. This skill feels like it's forcing the player to go to melee range to actually do all the damage and that using it to poke-farm or poke-harass is sorely decentivised.
R - Another HP ratio effect. And the measly AD and AP ratios are so bad (also, I do not understand why it's there before the word "of his HP, since it does not do anything to change the % itself). The base damages dealt are quite high but suits it since it is a "Channel" DoT (actually not even considered a real channel since you can still move and attack, but just can't cast spells).
Overall - The skills begs the question of what it's main focus is. Even Jax, the "Hybrid" has a main focus. For this, it asks for whether you wanted him as Tank, AD, AP or Hybrid. I see him more towards Tank since:
1) Measly AD and AP ratios.
2) High HP ratios.
3) Base ratios can hold it's own in terms of damage.
Might have been better if you just stated Tank rather than Hybrid.
Gameplay - (2.5/5)
I don't think I will feel great playing this character. Some things are overpowered while some are underpowered. And being forced to melee E is not my cup of tea since, if it can do both, why not make being in melee range more of an incentive than a necessity? Then again, this Champion will get things done when things needs to be doing. His high HP ratios would make him be build as a tank, while his damages and ranged CC would allow him to hold his own against other existing Champions.
Total - 23/40
I think the major problem with focusing on a single mechanic like this is it basically drags everyone into making champions with the same mechanical "feel." They ALL have to be closer to their target, basically, and have to have, like, circular AoE spell, or some sort of buff. I'd much rather have people build champions thematically, like, last month's Planeswalker contest. It allows for a lot more creativity in builds, I think. I mean, throwing everyone the line "spacetime" and going "Good luck!" would probably net a few more interesting champs who don't have to just drag enemies to a single point repeatedly, as entertaining as it is.
Curse the whole "new champions only" rule. I'd struggle to create a champion that doesn't rip off my own champion, who features an entire kit about space/time/wibblywobbly bits; his E fits the theme for sure, Q by your examples. Could I revamp him for the contest? He's old and I haven't even chosen a passive. ^_^
Carla Lynn, the Arrow of Time
Appearance: Though 26 years old, Carla Lynn appears to be closer to 14. Her frame seems much too thin for her to be an effective warrior. At 5'2” with such a build, she doesn't appear intimidating at all. Her eyes are striking blue and her dark brown hair reaches slightly past her shoulders. She wears a floppy black hat. white shirt, brown dress pants, and fancy black leather boots. She carries a recurve bow and wears a quiver on her back and a tiny hourglass on a gold chain around her neck.
Note: Dr. Noz Tennic is my entry to the January MCCC and is an original champion created by me. Since he's loosely based off of Doctor Who, I figured it a good idea to include him in the lore for Carla Lynn. There's a good chance that I might include Dr. Noz and Carla Lynn in lore for future champions, and an excellent possibility that I might create a Dr. Soria.
Lore: Dr. Noz Tennic, known in the present day as the Time Master, originally comes from a distant future. He was the leader of a project that invented a machine capable of traveling through time. In his wisdom, he was aware that any nihilistic cult would love to rewrite history to their nefarious ends. His response was to create the Timeless Realm, from which he, his second in command Dr. Soria Domi, and an elite group of warriors from all corners of the globe could protect the timestream. Soria would stay behind in the Timeless Realm to act as the center of communications and to retrieve the fighters if anything went wrong. Noz would lead the group of warriors into the timestreams to repel anyone who wanted to rewrite history.
Carla Lynn Jameson, a 26-year old Demacian archer, was one of the selected warriors. She was a scout in the Demacian military, using her exceptional sight, speed, agility and skill with her recurve bow to determine where the enemy forces were and eliminate enemy scouts. She could pick out camouflaged enemy scouts at ranges of half a mile, and was capable of seeing non-camouflaged targets at ranges of five miles or more. Dr. Noz respected these skills, and gave her an invitation to his Timeless Realm.
Carla Lynn accepted Dr. Noz's invitation to the Timeless Realm, where she was introduced to temporal magic. She upgraded herself with it, enhancing her natural skill with her weapon and her agility by adding magical abilities. Her already exceptional sight was enhanced further, granting her what Dr. Noz called “true sight”. She was supposedly able to see inside a person's heart, being able to determine if they were good or evil. This, coupled with her weapon skill and innocent appearance, made her a perfect fit for Dr. Noz's team.
Dr. Noz identified the young League of Legends as an extremely valuable target to any nihilistic cults who wished to end the world. As the only thing that prevented war between the world's great powers, the League's destruction would plunge the world into a far-reaching world war between allies of Demacia and allies of Noxus. As disastrous as this conclusion could be, Dr. Noz and his strike team, which included Carla Lynn, went to the young League and enlisted as champions to make sure that they were always on the scene, ready to protect the Institute of War and its League of Legends from any threat.
"I'm glad Noz picked Carla Lynn for his team. Having her to watch for him makes me feel much more at ease about him being on the strike team." -- Dr. Soria Domi when asked about the team Dr. Noz picked
Passive – Temporal Distortion: Carla Lynn projects a temporal distortion field around herself. Allies within 600 range of Carla Lynn gain 8% movement speed (Carla Lynn herself is always under this effect). Enemies within 400 range of Carla Lynn are slowed by 8%.
Q – Echoing Arrow: Carla Lynn fires a shot that echoes further damage behind its target. The initial target takes 20/45/70/95/120 (+0.8 per Attack Damage) physical damage, echoing behind the target in a cone. Enemies farther from the point of impact take less damage, down to 50% of initial damage at maximum range. This ability applies on-hit effects to the initial target only.
Cooldown: 11/10/9/8/7 seconds
Mana Cost: 50 mana
Cone width: 60 degrees
Cone length: 400
W – Flying Serpent Kick: Carla Lynn sweeps through the air with a powerful kick. Enemies hit by the attack are knocked back and take 60/110/160/210/260 (+0.6 per Ability Power) physical damage. Carla Lynn gains 4% movement speed for every enemy unit hit for 3 seconds.
Cooldown: 18/16/14/12/10 seconds
Mana Cost: 80 mana
Knockback range: 150
Knockback distance: 250
E – Hawkeye:
Toggle ON: Carla Lynn focuses her sight, allowing her to see stealthed units out to 700/750/800/850/900 units away, and can see through brush at her normal sight range. Carla Lynn cannot see stealthed units in brush unless occupying the same brush.
Toggle OFF: Carla Lynn's critical strike chance is increased by 5%/7.5%/10%/12.5%/15%.
Mana Cost: 25 mana per second
Cooldown: 1 second
R – Spacial Vortex Blast: Carla Lynn fires a powerful shot at very long range, piercing and damaging all targets until it hits its true target. Targets hit take 250/400/550 (+1.0 per Attack Damage) physical damage and are afflicted by Spacial Rend for 4 seconds. Any abilities with ranges longer than 600 that hit a target afflicted by Spacial Rend consume the debuff and deal an additional 100/200/300 (+1.4 per ally's Bonus Attack Damage or +1.0 per ally's Ability Power, whichever is higher) magic damage.
Cooldown: 100 seconds
Mana Cost: 100/150/200 mana
Health: 375 (+77)
Health Regen: 4.3 (+0.55)
Mana: 200 (+45)
Mana Regen: 6.7 (+1.0)
Attack Damage: 46.2 (+2.8)
Attack Speed: 0.660 (+3.4%)
Armor: 9 (+3.4)
Magic Resist: 30
Movement Speed: 305
Hawkeye's Toggle OFF effect is not active while toggled on and vice versa. Carla Lynn loses her critical strike bonus when searching for stealthed units.
Echoing Arrow is a click-to-target ability, not a skillshot.
Width of Spacial Vortex Blast is comparible to Sivir's Boomerang Blade. Speed is comparible to Ashe's Enchanted Crystal Arrow.
The Inside is Bigger than the Outside: Carla Lynn's Q does more damage to enemies near the point of impact than far away. Also, Carla Lynn's passive has more effect closer to her (enemies are slowed and allies are hasted near her, while farther out only allies are affected).
Relative Dimensions: Carla Lynn's W gives her movement speed based on the number of enemies hit by the attack.
Time and Space: Carla Lynn's passive uses time manipulation to hasten her allies and herself.
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