Carla Lynn, the Arrow of Time (Nov. MCCC Entry)

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Espy Psyche

Senior Member

11-05-2012

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 with a bronze wing as a buckle. 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
Range: 800
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
Range: 450
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
Range: 4000

Base Stats:

Health: 375 (+77)
Health Regen: 4.3 (+0.55)
Mana: 200 (+45)
Mana Regen: 6.7 (+1.0)
Range: 600
Attack Damage: 46.2 (+2.8)
Attack Speed: 0.660 (+3.4%)
Armor: 9 (+3.4)
Magic Resist: 30
Movement Speed: 305

Rulings:

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.

MCCC Challenges:

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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Omnifinity

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Senior Member

11-05-2012

Passive OP. That's as far as I got.


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Espy Psyche

Senior Member

11-05-2012

Yeah it was. Nerfed it.


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MelancholyMikuru

Member

11-05-2012

That E... @_@

Waaaaaaaaaaaaaay too OP.


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Espy Psyche

Senior Member

11-05-2012

Made several changes to this champion.


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Flintlock

Senior Member

11-05-2012

Taking a quick look over the champion, she seems to be a bit all over the place in terms of balance.

[WARNING: WALL OF TEXT. FOR SUMMARY, SKIP TO END]

Firstly, there's the passive. There's a reason why Teemo doesn't have this as his passive any more. Movement speed is a very powerful stat, especially on AD carries. Keep in mind that the fastest champions in the league, Master Yi and Pantheon, have a base movement speed of 330. Carla has an effective base movement speed of 341 and with basic boots, she has 396. For comparison, Vayne gets 330 only when moving towards and opponent and has 300 at all other times. There's a few ways to easily deal with this; the most obvious is to make the MS boost situational. Attach something to it that gives it purpose (is it meant to be used to chase like Vayne's? is it meant to be used to kite/get around like Miss Fortune's? etc). The main alternative is to simply nerf the numbers.

The Q is somewhat on the weak side. The obvious comparison to make is to Sivir's Ricochet, which deals an additional 80 damage at maximum rank (the two skills break even at ~229 base damage) and will almost certainly do more damage against secondary targets unless the enemies are clumped up. The very notable point is that Sivir's Ricochet has a 3 second cooldown at maximum rank. An alternative comparison is Vayne's tumble, which has a 2 second cooldown after attacking and grants a bonus 50% attack damage (albeit without any kind of splash damage).

The W is, at max rank, on far too short a cooldown. Ezreal is often considered one of the most mobile AD Carries in the game and his teleport has an eleven second CD. This is combined with her having one of the highest attack ranges in the game (exceeded only by Caitlynn, Tristana past level 6, Kog'Maw using Bio-Arcane Barrage and Twitch using Spray and Pray). Admittedly, Vayne's tumble eventually reduces to 2 seconds, but it's hampered by having a very short range (250), the inability to pass through walls and the fact that it doesn't begin to actually cooldown until she attacks. Additionally, the secondary effect seems counter-intuitive when combined with the rest of her kit. She seems to put emphasis on fighting from a range, but the stun/slow encourages her to use the skill to get closer in order to proc the effect (which is something of a bad option considering how squishy she seems to be).

Her E is painfully situational and has a very nearly negligible bonus for upgrading it. It's an ability that is, in some respects, performed better by a 400 gold item. There are only 11 champions in the game that have an innate stealth ability which means that in most games, it will be used to hunt down wards; a job which is adequately performed by most supports. This needs another effect.

The ultimate, whilst I understand what you're trying to do with this, is somewhat... perhaps misguided. First and foremost, how fast does the arrow travel? Secondly, does this skill trigger against AOE effects that have a maximum casting range of less than 600 but can hit further? Thirdly, how wide is the arrow? I'm assuming these are comparable to Ashe's ultimate, so these aren't the main problems. The big problem is the fact that it's best case scenario is incredibly good, but the skill as a whole is very inconsistent. Ashe's ultimate crosses 4000 range in 2.5 seconds. Ezreal's ultimate crosses the same in 3 seconds (including the 1 second channel). In order to equal Ezreal's time, this skill would need projectile speed of 4000 (and a projectile speed of 6000 to match it at the 2000 range mark). To put this in perspective, Ezreal's ultimate has a projectile speed of 2000, which is basically as fast as standard projectiles get. If you want a comparison to Lux's ultimate, she's got an uninterruptable 0.5 second delay for an instantaneous 3000 range. 2 seconds is the same length of time it takes for Caitlynn to channel her ultimate. Hitting anyone who isn't immobile/standing still or running in a straight line at long range is virtually impossible. This is combined with a 120 second CD (compared with a reduceable 80 seconds for Ezreal, 100-80 for Ashe and the infamous 80-40 on Lux). And when it hits, if things go wrong, it's possible for each of the Spacial Vortex Blast procs to be immediately proc'd with a Karthus Q for a wopping 100 damage or so. On the other hand? They can be potentially proc'd with a Karthus ultimate which could potentially insta-gib a team's squishies. I'm not completely sure what role you want to this skill to fulfill; whether it's meant to be an initation tool or a skill used to pick off stragglers in team fights, so I'm not sure what advice to give for improvement.

In general, she seems like she's trying to be a utility/mobility based soft carry similar to Ashe or Caitlynn. Unfortunately, as it stands, she has two abilities which are extremely powerful (her passive and W) which give her more mobility than any other AD carry, but she sacrifices nearly all her damage to do so. Combine this with next to no lane presence and she struggles to function. She needs lots of farm to deal damage, but lacks a way to achieve this farm and her DPS seems comparable to AD Kennen. To better round her, I suggest giving her some way of trading in lane; a poke skill along the lines of Ashe's Volley or Ezreal's Mystic shot. Doing so would increase her lane presence and give her something to do with her large amount of mobility (since using auto-attacks to kite without being ashe tends to end badly).

[WALL OF TEXT FINISHED]

TL;DR Version

Passive is innately hard to balance as it's effectively a base stat boost with benefits

Q is weak compared with similar skills and needs its CD reduced.

W provides too much mobility due to its short maximum CD and the secondary effect goes against the rest of the champion's kit.

E needs a rework due to being incredibly situational.

R has underpowered numbers and the damage boosting effect is inconsistent.

She lacks damage and laning power. As a result, her late game damage is inferior to every other AD carry bar gimmick picks such as Le Blanc or Ahri and she has no ability to actually farm this damage in the first place. Increasing her damage/laning needs to be balanced with reducing her mobility to prevent her achieving a similar status to Ezreal last year.


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Espy Psyche

Senior Member

11-06-2012

Increased Carla Lynn's base movement speed to 325, up from 310.
Reduced the effect of Strings of Time to 8%, down from 10%.
Removed the "always on" effect on Strings of Time for Carla Lynn. Now she only benefits from it if an ally is moving through it.

These changes to the passive are intended to keep Carla Lynn as a high mobility champion, but to not allow her to get more movement speed out of items than other champions.


Added a toggle OFF effect to Hawkeye. Now, when toggled off, Carla Lynn gains enhanced sight range.
Reworked Echoing Shot. Now it functions similarly to Miss Fortune's Double Up.
Increased the cooldown of Kiss the Sky to 18/16/14/12/10, up from 18/15/12/9/6.
Stabilized the damage on Spacial Vortex Blast, giving it base damage and AD scaling off the proccing ally's AD or AP.
Reworked Kiss the Sky. Instead of stunning, it now knocks enemies back, so it can be used offensively to dive after fleeing enemies or defensively as an escape.
Increased the movement speed bonus on Kiss the Sky to 4% per enemy hit, up from 2%.

Now, about the ultimate:

The shot locks onto its target, like Caitlyn's Ace in the Hole. It isn't a skillshot like Ashe's or Ezreal's ultimates. However, your team wants to act oppositely to Carla Lynn's ultimate as to Caitlyn's. Caitlyn's enemies wish to intercept it, but Carla Lynn's ultimate will go through them and so they want to dodge it. The width and speed are also comparible to Caitlyn's ultimate.

In it's new form, it should serve either as a counter-initiate or as an attack to pick off fleeing enemies.


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Espy Psyche

Senior Member

11-07-2012

Made more changes to Carla Lynn and included description of how she meets the November MCCC challenges.


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Espy Psyche

Senior Member

11-07-2012

Bumping.


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Espy Psyche

Senior Member

11-08-2012

Completely rewrote the lore. I felt the need to include a former contest champion of mine in the lore.


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