Regarding the Subclasses
I think that these subclasses are overly complicated. Catcher, warden, disruptor, sooooo stupid.
I think that these subclasses are overly complicated. Catcher, warden, disruptor, sooooo stupid.
It's not overly complicated, in my opinion. You have the basic classes (Tanks, Fighters, Slayers, Mages, Controllers, Marksmen, and Wild Cards), who, all but Marksmen and Wild Cards, have sub-classes (Tanks have Vanguards and Wardens, Fighters have Divers and Juggernauts, Slayers have Assassins and Skirmishers, Mages have Battle Mages, Artillery Mages, and Burst Mages, and then Controllers are divided into Enchanters and Catchers).
Each Class has a given trait - Tanks build heavy into Defensive items, Fighters buy damage or survivability items, Slayers buy primarily damage, Mages buy magic damage items, Controllers buy varying items (usually supplemental things, like Frost Queen's Claim or Righteous Glory), Marksmen build damage and various supplemental items, and Wild Cards vary...Pretty much wildly.
And, looking at the Subclass list, you may notice trends with the Subclasses; Vanguards are often initiators with a strong emphasis on getting into the fight, Wardens are defensive tanks who - barring, ostensibly, Nunu - tend to focus on peel or preventing harm from being done to teammates, and Juggernauts are generally tanks with no real crowd control, but high overall damage.
I could go on to define the Subclasses, but that would detract from the fun of it - as well as stand beside the point I'm trying to make. While somewhat complicated at first glance, the Subclasses are actually fairly simple and provide a solid categorization of Champions based on their kits. You may think it's stupid, but it's actually really useful.
I disagree, but catcher is a horrible name. I understand why the named them that but there must be a better title than Catcher.
How about the Clepo class. Clepo is one of the Latin verbs for steal.