NOTICE: Undergoing heavy reconstruction. Feel free to look around at this very old design from the earliest days of the republic! I mean... the forum! Whot yeu see here, is a failed experiment, when I was toying around with resource systems before I fully understood them. This helped in learning whot not to do, and why it doesn't work, but I think I'm now ready to go back and fix this design. As such, keep in mind that anything yeu see here is quite expendable, and subject to change shortly =3
I highly doubt I'm qualified to give a complete review, but I'll do my best.
First and foremost, the entire concept is waaaay too complicated and unintuitive. I didn't even understand that these were supposed to be two interchangeable movesets until after I had already read the thing over more than once. The idea of swapping between two sets of three attacks already exists in LoL and doesn't need to be brought out again. On top of that, most of these abilities are simple point-and-click spells that cost no mana and force Noesis to use another ability if she ever wants to use it again. I think your entire concept is a little to needlessly complex and cluttered. There's no real flow between the abilities. Okay, so you have one that steals life from enemies and one that gives life to allies. Yet somehow you took that simple, boring idea and bogged it down with extra fluff and technical specifics.
My suggestion is to go pretty much back to basics with this idea. The light/dark resource is interesting. Make the mana bar be half white and half dark to indicate this. It's the same thing you suggested, just more intuitive and easier to read; comparing the length of the white and black sides of the bar is much simpler than comparing the length of two different lines. Make a champion similar to Rumble and Renekton who simply uses an alternate resource without all the enforced spell switching. That I'd be interested in seeing.
Anyway that's my opinion.
hmmmm well this definitely caught my eye, so at least its an interesting design i love the new cost system, really is kinda epic. However ..... I agree with Snes Controller on some points. Due to your passive and cost system swapping between stances is a neccessity not a personal choice. What happens if you need to heal an ally, or want to use Q's partial shield ..... but you have no affinity for that type? what happens is u are forced to use a separate ability, possibly messing up attack chains/team fights, as well as being over-complicated and hard to use in general.
The passive of this champ is pretty cool, just like the cost system, however I'd make it for every 5 infinity the gain/loss is 1%, otherwise abilities will be very unviable at the extremes (this just takes things even further in the wrong direction, especially when combined with the other issues ....) so, the abilities are set out poorly and i cant tell whether they have a massive amount of utility/damage or whether they are just everyday abilities, so i would change the set-up a bit (just a bit more viewer-friendly). And all these suggestion amount to nothing, as my most important suggestion is to take Snes Controller's suggestion and go back to the drawing board. the cost system = awesome. how you've applied it, not so much. the passive = another cool concept, however it is definitely not synergetic with the cost system and the abilities. i know it seems harsh to have to start over again, but you've got a couple of good ideas to build on. just think about how the champion would be played, and whether or not you would enjoy playing with and against him. gl man, im sure you'll work it out
I don't get why people say this is hard to understand, I got the main concept on my first read.
Here's what I think.
The affinity thing is really good. I'm stumped Riot haven't thought about this, hell I'm stumped Blizzard haven't thought of this.
The problem I've found is, she gains/loses affinity in a VERY un-even pace.
Her Q charges it very fast, her w needs to be cast constantly to lower it, her E is again very fast to lower it, and her ult gives her a MASSIVE boost.
I know this is your idea, but the way I'd do it is:
I've officially spent an entire hour reading and responding to your 4 posts.
This champion is far below your other two. Sorry :-/. It is interesting enough, but the best way to sum up why I don't like it is simple:
UNSATISFYING to play and to play against.
Her 3rd is highly demoralizing to play against, but will be under appreciated by your own team. Heals are kind of passive to begin with, and your leech nuke is Vlad level irritation (complete with no mana as a limiter). At the same time, DoT is the most unsatisfying thing in the world. No one keeps track of how much damage singed is dealing with poison trail in major fights, what is satisfying is doing baller suicide tosses to isolate a champ for instant death.
Eh, it was a neat idea, but it kinda failed XD
I was actually trying to overly simplify a previous champion concept which had gotten too far out of hand. This completely new one, based vaguely on the same premise, didn't work out too well.
Happens, noone gets it all right every time sadly.
All yeu can do is learn from yeur mistakes and try to figure out why it didn't work so it doesn't happen again XD
© 2013 Riot Games, Inc. All rights reserved. Riot Games, League of Legends and PvP.net are trademarks, services marks, or registered trademarks of Riot Games, Inc.