If old champion is created according to current design philosophy..
Just an example
*Designed as a melee botlane carry
Passive- Gain shield which is 15-40% of ability dmg dealt based on missing health. Gain same proportion of true tenacity (affect knock-up/ knock-back) when shielded.
Q - Passive: Gain 10% movement speed when damaging champion with abilities. Active: Each strike now has brief knock-up and has 10%, 30%, 70% decaying slow respectively. Dmg increases by 25% each when hitting the same enemy.
W- Passive: Gain extra experience and 5-20 armor, MR when an ally is nearby. Active: same but now has both tAD and AP scaling. When ally is melee (including minions), both gain 25-40% attack speed.
E- Now there is a 0.1s stun. Stun duration increase with enemy champion hit. Heal % missing health when hit >=2 champions scaling with AP.
R- Passive: same Active: 10 second %health dmg. Execute champions below a threshold. Reset if execute. Gain % AD, AP, health from the ghost(s).
sO sAtifYinG to pLaY and fUll Of iNteRestiNg mEchAniCs. [slayer-pantheon-thumbs] FiTs wHaT mEleE bOtlaNe caRrY nEedS.[slayer-jinx-wink]
- shield, extra resistance and %missing health heal to survive
- not easy to be kited thanks to true tenacity passive and Q passive
- knock-up, slow and stun to stick enemy
- dual scaling provide fun build path
- Provide big boy dmg as a true carry
- R execution and maximum 5 ghosts. Fun to watch, new LCS champ
wEaK pOinTs:
- Silence counters. No ability, no shield, GG
- No ally, no extra experience and resistance. Omg
- E only hit 1 champ, no heal.
- R cannot kill, you are useless now
Just want to bring out a msg that new champs and reworks have too much extra but not necessary mechanics.
For example, you give
on-hit dmg stacks, AS buff, anti-shield in a single passive,
heal, short but big slow on Q
Do they really need those extra mechanics? (
anti-shield,
Q brief slow and sustain,
anti-poke passive with super high base resistance etc)