Need an opinion on a "gain defense when you're critically low" passive

darkdill··1 votes·456 views
Celes, the Dark Crusader

(Yes, more requests for opinions regarding Champion Concept design. You don't get better unless you ask for opinions, though.)

My above Champion Concept has the following passive:

When Celes is reduced below 30% of her maximum health, she gains 30/50/70 bonus armor and magic resistance for 8 seconds. This effect has a 90-second cooldown.

The obvious worry with it is that it'll be useless in late-game because of ArPen/MPen. While that's true, since she's a juggernaut, you are expected to get at least one AR and one MR item to compound the effect.

One comment suggested something more like this:

When Celes is reduced below 30% of her maximum health, she reduces all incoming physical and magic damage by 25/35/45% for X seconds. This effect has a 90-second cooldown.

This would definitely be stronger, but it's probably TOO strong, and lacks some of the late-game counterplay. ArPen and MPen wouldn't affect it, but it could lead to Celes ignoring defensive building and lead to toxic durability cases like we have with Poppy.

Which would you suggest I turn to?

9 Comments

Veraska1 votes

Shields are great because they're very easy to appreciate visually and have an number of levers you can tune them around, cooldown, duration, decay rates (if any) scaling with level or a ratio, I would make it a really big shield as raw stats tend to be really hard to appreciate unless over tuned

That's my opinion tho

darkdill1 votes

She already has a shield in her kit.

Veraska1 votes

Just so we're clear, what's the purpose of this passive? Is it to allow her to function with low health? Is she supposed to be noticeably stronger when this passive is proc'd? If it's suppose to give her more effective HP then I'd go with something like damage reduction so even when she's low, she's not not really low, if it's suppose to encourage her to play risky with low health, I'd recommend giving her some kind of offensive power in the passive like increased healing from her R while below 30% health

Also this is really out of the box but have you considered making the sword a unique item? It's such an important part of her character it seems and it'd be cool if it wasn't locked away in a long cooldown, or even until pre 6

darkdill1 votes

Her kit already gives her power when she's low on health in other areas. The purpose of the passive is to make Celes harder to finish off, and let her surprise opponents with higher-than-expected durability when she's almost dead.

To put it in context, Celes' shield gets stronger based on her missing health. When she's almost dead, it becomes extremely durable, able to give her a strong amount of EHP when combined with the passive. The issue I have is that if I go with % damage reduction, it might make her too durable without giving an opponent the means of countering said passive.

For your suggestion that she get an offensive bonus instead, I'll have to turn that down. I don't want Celes being totally dependent on nearly being dead for offense. That'd make her unsatisfying and difficult to play.

Lastly, I have no plans to make Ebonmere a unique item for her. If Rengar's BTN showed us anything, it's that unique items can be hard to balance.

Ralanr1 votes

Try to avoid being too much like Poppy's passive. It's one of the problems with her kit.

darkdill1 votes

This one is only a temporary buff that activates when you get critically low, much like Volibear's passive or Hexdrinker. As such, an opponent could poke you to force out the passive, then wait until it times out before re-engaging. Very annoying in lane against someone like Teemo.

Spoofghoul1 votes

Well if she is a juggernaut then why not make her get + 1,5 base armor and 1 magic resist per 50 missing health starting at 50% health. This makes you become more and more tanky the lower you get at 50% hp not so much at 25% hp you already get + 30 base armor and + 20 base mr. at 50 flat hp left you get 60 base armor and 40 base mr bonus.

Why base and not bonus well right now we have bonus armorpen and maybe in the future bonus mpen. This makes the passive usefull even vs penetration items.

For my calculations i used 4000 health, after all Celes is a juggernaut and these tend to build hp. Numbers could be tweaked.

darkdill1 votes

I had something like that originally, but it was considered one of those "hard to appreciate" types of passives that feels invisible. Think Dr. Mundo in that regard; his passive is just "you regenerate more HP", or Poppy's passive which, as we all know, is borderline toxic.

The version where you get a huge amount of AR/MR when you cross a threshold means it has opportunities for outplay.

Spoofghoul1 votes

Yea, i see your point. Ok other idea.

What if once you drop to 30% health you gain a rapidly decaying shield equal to 25% of your maximum health whilst the shield persists you are 75% immune to slows and gain 15% bonus movementspeed when moving towards enemy champions, 50% of damage dealth whilst the shield persists adds to the shielding.

Shield decays at a rate of 10% per second Increased by 1% per second.

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