Hehe, I was serious about the doggie thing. My name is Amaroq Wolf. I play Warwick as one of my mains (and have both the tundra hunter and firefang skins), and I'm learning Nasus because I like his new, more wolf-like skin. I'm a fan of canines. What can I say? xD
I figured it was a typo, because I figured that that was what you were going for. The context of your whole post made me strongly suspect that it was just a typo, but I wanted to be sure and also bring it up so you could correct it.
She's an awesome concept. And my bias for doggies doesn't hurt any. I'd farm IP for her straight away if I found out Riot was releasing her.
Peoples bumping my stuff and it's not even me O.o
Also, they're bumping something which I still intend to remake heavily XD
Well, at least it keeps reminding me I need to make some adjustments still, though the overall feel I'm hoping to keep mostly the same, just want some more interesting mechanics and synergy built into her spells ^^
I need to work on this still! RAWR! Must remember! Do it soon, semi busy right now or I'd do it this moment XD
one as a player who likes to play tanks as i like to support my teamates and initiate and get the damage of my allies and onto me i looked over your champion is great and i like the idea of no cd but at the same time as a tanker having to use %'s of your health can be extremely dangerous in a team fight unless the champion has a very fast attck speed she is going to be using more life than she can tank even with her dmg reduction from her ult it unless its instant in that case shes a uber tank that only some one like cho gath or irelia or vayne can deal with tanks are always a touchy subject since they tend to always have issues but i love the lore and the originality but all in all she would be fun to play : )
The % health costs... I don't like it at all. You say you want the champion to be a tank, but you make her scale negatively off HP? None of the typical tank/support builds are viable, and you become pretty much 100% bruiser.
I see what you are doing, but I really don't approve of giving a hard support skill like W on a "bloodthirsty" champion. It bugs the hell out of me, and I'm not really usually focused much on lore. Throwing the "bloodied" effect into your innate is also strange. Something like that was more suited as a skill.
Tanks are meant to protect your allies but I feel that the average Nemhain player is bound to screw their allies up with a bad knockback a bit too often in light of how much is going on when playing her. I understand that's why you wish to give her the support skill, but it is really unfitting for your concept.
Knockback in itself is an extremely iffy function. I much prefer mini knockbacks like maokai, especially when dealing with something that would be spammed on multiple targets.
One suggestion I can give you is at the very least you can make your champion someone that needs to be CC'd. Basically, like Vayne, if you have some kind of passive that rewards building pure attack speed, then more attack speed oriented builds will become viable. Additionally, if such a passive were to be highly stackable, but short in duration, enemies would have very good reason to CC you or at the very least would be unable to ignore you and tunnel vision an ally.
Alright, alright, I will give in. Perhaps the % health dealie may be a bit much.
I'm just terrified that her passive will be too powerful if she stops casting and just attacks each enemy in turn, especially with her being harder to kill when low on health. The idea, is that she's actually a lot harder to kill than she really appears, similar to champions like Irelia or Tryndamere.
The big issue that I have, is seeing her with 5 enemy champions each whacked once with a high attack speed, each feeding her 3% of their max health per second, which quickly turns into an enormous amount of health regeneration.
By costing health % to cast, it encourages her more to rely on defenses in the sense of damage reduction, rather than just stacking flat health bonuses, which would make her passive resistance to damage far, far stronger.
The numbers, however, may perhaps be a bit high though. It's hard to say. I'd honestly want play testing to truly be sure one way or the other, because the concept of bouncing around, hitting multiple targets frequently, harming herself, then healing herself, then taking low damage, then high damage, all constantly changing during a battle... it's a little bit past my capacity to theorycraft properly, for as much as I love algebra, I *HATE* calculus with a passion unrivaled by the gods of ancient myth, and they had a really good amount of hating going on. I could do it, with many hours of effort, but I really don't think it'd honestly even help, since theory with this many variables in play doesn't work so well unless yeu're highly versed in chaos theory, and while I've a pretty solid grasp of high energy particle physics, chaos theory is far enough out there, that while I think it's a great idea, I certainly can't use it, and I don't think there's a person on this planet that would be capable of properly figuring out if my numbers are good or not from theory alone XD
That being said, a rough estimate may be at least sort of possible. I'm in no shape to do so this late at night, so shall sleep on it and try to get some thinking done while in bed.
Maybe it is entirely too much... especially considering how fast she spams spells.
Maybe I should re work the passive slightly, so that she automatically heals a burst of health each time she uses an ability on an enemy that is afflicted with Bloodied?
Not sure, shall think it over and try to come up with an answer tomorrow.
Katsuni! great champ man, very impressive. I had a whole heap of ideas about her, and was starting to list playstyles and just a few adjustments for the abilities, and then i found out you had redone it .... brilliant, brillaint idea to keep the old Nemhain available as there are aspects of both versions that i really like, and i think you should try combining them both into one idea, to make this champ really perfect. Honestly, the new one is fantastic, however there is just something special about the old one. Ok well:
The lore is fantastic, simple but very well-written. However, i do think you should further explain Nemhain's purpose in joining the League, and also maybe try to add a bit more sparkle to it in general. Its great though
I love how you've rationalised why you gave her the bloodthirst mechanic, and how you expect her to be played. this is great for any readers who want to know exactly what kind of champ you want Nemhain to be. Moving on from the base concept:
Innate - Battlelust
The whole bloodthirst mechanic is pretty sweet. While i agree with Nick that fury could fit the champ as well, there's something very exciting about a new cost system that actually works. Plus this opens up opportunity for a few new champs: maybe Vlad's vampire friend (a balanced one this time), and another udyr/ww like champ but more dps than tank. But anywayz, the cost sytem for Nemhain fits and it works well, so keep it in my opinion.
The Passive .... well not only is the old passive cooler in my opinion, its way less OP - 3% of health for 6 seconds? thats 18% which you then get healed for all damage dealt, and it can be on all 5 champs (and i'm assuming minions) at once. Ye very very very powerful. Keep the old one, maybe the unit sight from the bloodied effect can be transferred over but the rest of the new passive is just way too powerful, even with the new % health cost's you've added on abilities (which i'll get to in a sec).
Q - Feral Charge
Iike this skill, its great for initiating and swapping targets. the temporary buff that it grants to enemies (like all of your abilities) is unique, but its not fair in a game like LoL. My suggestion would be to keep the 'buff' but add like a 7/6/5/4/3 second c/d to each ability, so they are still quite spammable in all levels but so Nemhain can;t just keep using abilities to remain untargetable and unkillable.
Also i know you made the %health cost on your abilities high to counter your new passive (which it does in a way) you have to remember that you've made it a flat % for each ability that doesn't scale, whereas the passive does, so at one point in the game the passive won't be able to support the huge drains in health, and then at another point the passive will become so powerful that you could constantly use your abilities and never worry about your health dropping low (although i have a feeling that the second extreme will be in effect from the start through to end-game). Also you have to remember that the passive is only activated by basic attacks, so what if you're againt two ranged champs and you want to keep harrassing with your abilities? You wont be able to get enough health back to rationalise using your abilities. I can see why you've made them so high, but i just think that rather than balancing the passive it just makes more issues, and as i think the innate is too strong anyway, i think it'd be easier to return to the old innate and health costs. Keep Feral Charge's other stats how they are, as the slow duration and bloodthirst cost make much more sense the way they are currently. And this isnt really necessary as i think its quite strong as it is, but you could have Ap scaling like the old ability, and make it (+ 0.2) and (+ 0.4), but ye i dont consider this to be as important as the other changes.
So basically: add a short cooldown on this ability (flat 4 seconds or scaling, i dont care which) while keeping the current buff system you have. Lower the Health cost (2-3%) and maybe the Bloodthirst as well (30?), and add in AP scaling (+ 0.2) and (+ 0.4 for bloodied).
W - Matronage
Sweet ability, although between this and Q i don't think you'll be stationary much, making this guy's playstyle very interesting. I like the passive attack boost, however thats almost as good as an Infinity Edge at rank 5, which is quite strong if you think about it. However you have kinda balanced the ability as a whole quite well, especially for a support ability, so I don't really have much to say about it except that it should still have a bloodthirst cost (around 20-25) with a health cost about the same as Q (2-3%) and add a cool-down (again similar to Q). Also I'm assuming that this abilities duration lats fo about 5 seconds? This would be preferable, as you could then make the ally 'buff' last 10 seconds (like Q - making some nice links between the two abilities arent we) meaning that your ally is protected for half the ability cooldown, which is quite good when comparing to other support abilities (and remembering that you can have this on muliple allies at one time, just like your Q).
E - Decimation
Another ability thats great for this champ, pretty simple concept that works. However can i request that you make the range a flat 400 at all levels? thats still quite a large knock-back (almost as big as lee-sin's i think) and it just means that you don't have too much scaling on one ability. Plus 800 range is a looong way everything else seems fine, just lower the %health cost a bit, and add another bloodthirst cost (about 30 again i reckon - that way your offensive abilities cost more than your supportive, encouraging players you to help your team) oh and as knock-backs are very strong (essentially a suppression that also displaces the enemy) and this one is even stronger due to the added silence, i would have a c/d on top of the enemy buff that scales down to a minimum of about 8 seconds (seems high compared to the playstyle you're going for, but with CDR thats about 5.5 seconds and besides knock-backs are very strong). Plus make the enemy buff about 12 seconds ..
Ultimate - Frenzy
Ok as Ultimates go this is pretty boring. A flat 150% of AD at level 3? gotta be the most UP and boring ult in the world. and the passive is just..... well to be honest the passive is quite confusing. I'm assuming that its active at all times? cuz in that case, the passive is extremely OP - you would take 52% less damage when below 20% health, and 64.35% when at 1% health. On a tank, those numbers are gonna make a huge difference. Add on top of that the % increase in AS and you have an extremely powerful passive, especially when combined with your already OP passive .... and 75 Armour and Magic Pen? thats a lot dude, many people dont even reach that high when playing DPS champs (glass cannons). dosnt sem fair to me at all .... In my opinion you should just keep the old Ultimate, reduce the AP scaling on it to (+ 0.5) and add in the current %AS increase. The refresh by allied death is great too, but add a 10 second c/d for that as well (so you can't just abuse it in a team fight). That would be a nice ability, and from what i can see, balanced - the current one just isnt.
In Summary, you have an awesome champ here wouldnt be surprised if it was the best on this forums. The whole bloodthirst thing is amazing, and really fits the character and brings an awesome new idea to the game. It also fits the role that you want nemhain to fill, which is great. I do think that your abilities cost way too much health to cast, and you could utilize bloodthirst a lot more than you currently have. I also can't decide whether i liekd the old Nemhain better than the new one or not, as the current one has a better playstyle (more potential to support allies) but the older one wasnt nearly as broken so .... i dunno. If you decide to go with my above recommendations then great, but maybe give Nick or Chinchilla a holla and see if they will back up what i say - i do only do this as a casual thing (and sadly i dont get as much time as i would like) so i could be mmistaken on a few points. But ye, excellent champ man, I hope that Riot takes a look at this suggestion, and i will be adding to my list of great champs, you're second to do so gl man
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