CertainlyT should be in charge of reworking Olaf and Cassiopeia
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/thread
Cass would end up with some mobile and slowing poison bubble of death, while Olaf would walk away with a free teleport to his Axe when he throws it.
I'm not sure if I'd be excited or scared of that.
Well. Compare to what we have now.
Let's be real. He'd give Olaf bonus movement speed when he's approaching his axe.
Which might actually not be a bad idea...
Let's be real. He'd give Olaf bonus movement speed when he's approaching his axe.
Which might actually not be a bad idea...
Bonus movement speed? No. He'd just dash to his axe. Also you're forgetting the additional 12 passives Olaf would be given.
Bonus movement speed? No. He'd just dash to his axe. Also you're forgetting the additional 12 passives Olaf would be given.
Woah woah lets not go overboard with this, he'd only have 10, I mean c'mon, give the guy a break.
Bonus movement speed? No. He'd just dash to his axe. Also you're forgetting the additional 12 passives Olaf would be given.
No, he would make the axe return to his hand like Thor's Mjolnir.
That's basically Smite's take on Thor, lol.
He also teleport to it in midair, too!
Cass would end up with some mobile and slowing poison bubble of death, while Olaf would walk away with a free teleport to his Axe when he throws it.
I'm not sure if I'd be excited or scared of that.
Darius and Zyra are relatively immobile. So is Thresh.
Cass would end up with some mobile and slowing poison bubble of death, while Olaf would walk away with a free teleport to his Axe when he throws it.
I'm not sure if I'd be excited or scared of that.
Darius and Zyra are relatively immobile. So is Thresh.
Both have/had insane amounts of damage (and in Zyra's case: CC) and position altering abilities to compensate. Also note that Zyra was co designed and so we don't know exactly how much of Zyra's kit that was released is as CertainlyT would have imagined.
Darius also does have a mobility tool in an increasing MS buff with bleed stacks, which is the weakest mobility tool CertainlyT has ever designed. He's only gone up from there.
Damage has nothing to do with designers.
The balance team decides the numbers not the designer (for example 20% max hp dmg on Kalista W was chosen by the balance team, the infinite dashes was by CertainlyT)
Damage has nothing to do with designers.
The balance team decides the numbers not the designer (for example 20% max hp dmg on Kalista W was chosen by the balance team, the infinite dashes was by CertainlyT)
Values is decided by the balance team yes, but it is the designers who choose the abilities - in Darius' case that he would have a true damage ability that would serve as an execute (Darius is the Executioner of Noxus) and it was the designers who gave Zyra a huge AOE ability which gives the potential for dealing large damage overall - as in the total number of targets it can hit and the ease with which it can do so.
Cass would end up with some mobile and slowing poison bubble of death.
He would make her kit like:
Passive - All attacks poison, additionally, your mana pool is extended by 1% for each second a unit is poisoned. Q - Venom spit - Deals 90 + % of your total AP. Also slows by 25% and blinds the target for 1 secs. Additionally, reduces Serpent's Crawl cooldown by 1 second for each unit that venom spit stroke. (3 secs cooldown) (small aoe piercing skill shot) W - Devour - consumes a unit and increases your AP by 1% and HP by 3% of their total. Additionally, restores 5% of your total mana. (21 secs cooldown) E - Serpent Crawl - Cassiopeia dashes forward, (up to 2 times) and reduces Venom Spit total cooldown (after activation) to 0.5 seconds for (4 seconds) this time can be refreshed each time an enemy champion is hit by Venom Spit. (11 secs cooldown) R - Skin shed - Cassiopeia removes all impairing effects on her (leaving a skin version of her behind), and her health regeneration is drastically increased for 300% + 50% of the total AP as Health regeneration for a brief duration. Additionally, Venom Spit gains 20% spell vamp for the duration. (180 secs cooldown).
Or some kind of weird op kit.
The second half of the passive could almost work, but definitely not as a percentage-based thing. Maybe something like this:
Cassiopeia gains +X mana for every second an enemy champion is affected by her poisons.
A champ with a built-in Tear could be pretty interesting to play, both as and against. It forces them to play aggressively to expand their mana pool, while simultaneously limiting their power by removing a passive that could potentially have more direct power.
The second half of the passive could almost work, but definitely not as a percentage-based thing. Maybe something like this:
Cassiopeia gains +X mana for every second an enemy champion is affected by her poisons.
A champ with a built-in Tear could be pretty interesting to play, both as and against. It forces them to play aggressively to expand their mana pool, while simultaneously limiting their power by removing a passive that could potentially have more direct power.
The "All attacks poison" was to help the laning phase while creep farming, and, at the same time, farm the mana pool. I know 1% is too much, im just messing around. And talking about gameplay mechanics, yea, it would be fun.
CertainlyT has good really good and innovative ideas. It just happens that he goes way overboard sometimes. That being said, Cassiopeia's rework is so horrible and she'S so undertuned - yet Stashu keeps insisting that DoTs are so much more powerful than burst, disregarding all their disadvantages and stays so stubborn in his new concept which is just completely unfun that I completely lost all hope to for Cassiopeia to ever be playable or half as fun as pre-rework.
That being said, Cassiopeia's rework is so horrible and she'S so undertuned - yet Stashu keeps insisting that DoTs are so much more powerful than burst, disregarding all their disadvantages and stays so stubborn in his new concept which is just completely unfun that I completely lost all hope to for Cassiopeia to ever be playable or half as fun as pre-rework.
Yeah, the whole 'Reduce all her AP scaling, but give her more AP 30 minutes into the game' is completely idiotic. Her scaling should be increased, not just give her 0.1 AP ratio's but 9999 AP.
No one liked it before, no one liked it after. It has nothing to do with tuning, it's just completely stupid all together, and Cass will always be ruined because of it.
with 30% AP from passive and 30% from Rabadon, you will BARELY deal more damage than the old Cass.
Just saying
CertainlyT has good really good and innovative ideas. It just happens that he goes way overboard sometimes. That being said, Cassiopeia's rework is so horrible and she'S so undertuned - yet Stashu keeps insisting that DoTs are so much more powerful than burst, disregarding all their disadvantages and stays so stubborn in his new concept which is just completely unfun that I completely lost all hope to for Cassiopeia to ever be playable or half as fun as pre-rework.
uh no, none of his ideas are remotely good or innovative
he just squeezes as much function and sub abilities as he can to give off the impression that's "Creative" when it's just a flashly backflip with a new pretty skillshot cone. His designs are overloaded and lack focus, it's just the vast majority of you do not understand game design and gobble his crap up
I'ld suggest Zyra as a counter example, her kit is all about crippling enemies and DPSing them. The seed into plant offer interesting choices wether you want CC or DPS while seed and ultimate offer solid counterplay.
My opinion on CertainlyT's designs...
Easily the most creative designer among Riot.........but also the most prone to creating champions that are either horribly difficult to challenge or have the potential to become OP really easily. Or are just plain toxic when abused.
...still, props for his ideas with many of his champions. Let the balance team do the balancing. Now with that in mind...when's
getting some balance-team love?
Amen.
A CertainlyT passive on Cass would certainlyB an improvement...
...then again that doesn't really say much, considering the bar the current one set
Olaf, yes.
Cassiopeia? It's unnecessary. There's no hope for the current path they're on. The best thing to do would be to revert the rework and start over from scratch - and even then she'd only need minor tuning. Q ratio, E resets and R hitbox are the only things that would really need to be looked at. But repeating this yet again, on yet another thread will yield nothing because Stashu would rather be dead than allow Cassiopeia to be released from his Aspect of the Serpent pillory.
lets see. Olaf. what does he have: A slow - with reduced CD mechanic. Bonus Atk Speed, life steal, and healing. True damage that costs health. CC immunity and bonus AR/MR or AD.
He kinda binary. so how about this.
P - Olaf now uses the modified Fury meter that Shyvana has. (builds up with AA's and slow regen, but doesn't decrease naturally. starts at 1 per second & 1 per AA) Olaf Gains increased Atk speed and movement speed based on how much health he is missing. Passive disabled when Olaf has no health.
Q - Passive: Every alternating AA <that doesn't proc his E> applies a 2% slow for every 13/11/9/7/5% health he is missing for 1 second. Passive is disabled while on Cooldown. Active: throws the axe dealing magic damage. Re-cast to dash to the axe. Cost: 15 fury per cast.
W - Passive: grants increased healing based on missing health. Passive disabled while ability is on cooldown. Active: Grants increased attack speed and life steal for a short time. Cost: 10 Fury per cast.
E - Passive: Every alternating AA <That doesn't proc his Q> Deals Bonus True Damage based on his missing health. Passive is disabled while on Cooldown. Active: Deals a large amount of true damage. Cost: 35 Fury and 20% of damage dealt in health.
R - Grants Flat % damage reduction and AD passively, bonus doubles when activated. Still becomes CC immune; will also cleanse all CC. Increases the passive Fury gain per AA and per Second by 2 each rank. Cost: None
Check list: Good damage: Check. Fun to play as: Check. Absolutely infuriating to play against: Check. Minimal resource constraints: Check. Free stats: Check. Unique Mechanic(s): Fail. In need of nerfs: Check.
EDIT: Changed skills to make him more deadly at low health. Also gave him more passives. Moved the original train of though to a different thread, since apparently people actually liked it. (o_O) http://boards.na.leagueoflegends.com/en/c/skin-champion-concepts/XuRtgYfz-olaf-rework-proposal
Sounds like an intresting idea and all but the point of olaf is to become stronger as he is closer to death.
Not nearly enough passives man.
His E should give you 10% of it's true damage on every autoattack and his Q would make your autos apply the axe slow when the ability is off cooldown. Might want to throw in some %arpen in there too, just to be safe.
Let CertainlyT rework UP champions, and Scarizard rework OP champions.
I'd totally be down with that since he truly creates the most fun, unique, and innovative champs to date. I'd actually be cool with him designing every future champion and reworking all the old champs. I just love playing his champs. Not because they are OP or anything but because they honestly bring a new way to play league so it doesn't get stale. If you look at champs like Thresh, Yasuo, Kalista and such you will not see another champion that plays like them unlike other champs. They always have something extremely unique that defines them like no other champion does kinda like invoker does in dota 2.
Yea, I think he is really a gifted designer - no doubt there. The mechanics he adds to the game are great.
The problem is though....he doesn´t know when to stop and which mechanic is appropriate for which class of Champion, especially with his laterest attempts...you just cannot add one of the best scaling defense abilities (windwall) on one of the best scaling dps-champ out there. Same goes for Kalista...Ashe and Varus both have to pay with mobility to make up for having a hard-engage-ult, Kalista on the other hand gets the best mobility in the game and her ult can not only hard-engage (with really low CD), but also perfectly save her choosen ally even better than a thresh-lantern ever could. They just would have to give him a counter-weight that stops him when he gets to enthusiastic about adding more and more ideas to a single Champ.
Olaf can now press q again after his axe lands to jump to that spot, though if he does the cooldown does not lower itself. All he needs to be viable, besides Lee already has olaf levels of sustain and damage so I don't see why it shouldn't happen
I actually might agree with this in the case of Cassiopeia. A lot of the flack from here seems to be coming from people complaining that she just doesn't feel like a snake cursed champion anymore and one thing I will give CertaintlyT is that his champion designs do a really good job of fitting the character, their lore and personality.
Except for the random stats he shoehorns into their kits. Those make absolutely no sense at all.
I would agree he adds to many passives to his champs, but if you think about all his champs they all have a theme and they all do a lot to invoke that theme to the player and really make you feel the champions personality via how they play.
Darius--Hulking behemoth who depends completely on strength and brute force.
Zyra--Plant queen who will wreck you with her plants more than she will get her own hands dirty.
Thresh--Soul collector who ensnares, and traps those he hunts.
Zed--Ninja who works through the shadows.
Yasuo--Samurai who moves like the wind
Kalista--Condemned spirit who makes a pact to work with another to deliver vengeance
All of these have their own identity and more than anyone else CertaintlyT does really bring out the character and personality of those champs with their kits. You can argue they are broken/overpowered/etc till you are blue in the face, and for Thresh/Zed/Yasuo/Kalista I wouldn't argue that doesn't detract from the point I am making though.
Darius
Who has magic damage over time for some reason. He also gets free arpen on his utility skill because obviously he had trouble getting his magic and true damage through their armour. Eh, fuck it, more power that people won't notice.
Thresh
Right, a ramping up auto perfect for lane harrassment totally fits in with his theme
Zed
Who also has 25% bonus AD on his shadow because whynot
Yasuo
Yeah, double critchance is somehow connected to the wind. k
Kalista
Works with her souldbond.. to deliver 20% maxhp magic damage because of reasons. Also gets a free ward for massive lane safety because safety totally ties in with vengeance.
He just puts so much crap on every champ that some of it is bound to fit their theme.
I was talking about these examples, not their actual passives. Every CertainlyT champ (besides Yasuo) has at least one skill with an active + passive that gives them free stats that they're already supposed to build towards, yet they get them for free...
The normal passives he gives his champs are also quite dumb, though. Yasuo's double passive, Darius' passive and Kalista's passive all stand out as being ridiculous. Darius's passive scales with AD, yet deals magic damage...I mean, the fuck?
Well, let's break this down...
Darius This is most likely due to balance reasons. I'll give Riot the benefit of the doubt and assume that if the bleed did physical damage it would be a monstrous lane harassing tool and then become next to useless later in the lane once your opponent builds that chain vest. Champions tend to begin play with better magic resist but scale worse in this regard. The current items also don't protect nearly as well against magic damage. It creates an interesting choice for the opponent to either build armour first or health. Armour counters most of Darius' kit, but health will let you ignore his lane harassment tool much better. With it being magic damage, it achieves its goal of being that slow bleed out to force your opponent out of lane and remains useful by either forcing a counter purchase against just it or remaining effective when that purchase is used to counter the rest of his kit.
The ArPen is quite obvious and suggesting it isn't is a very inane comment. Darius' kit is based around physical damage on his Q, his E, the very W you're talking about, and his unbuffed auto attacks. The majority of his kill damage will be from physical damage and as a bruiser having the utility of not having to buy into ArPen (or even having more ArPen) is definitely useful.
Oh, lore reason, right... uuuhhhh... magic makes his targets bleed for preposterous amounts of time by keeping their wounds open despite magical healing? Yeah, we'll go with that.
Thresh So a reaper of souls becoming stronger by collecting souls doesn't make sense? Even looking at this from a mechanical stand point it makes quite a bit of sense. The ability to be useful in lane is a problem supports have faced for a long time. Thresh's passive allows a good player to harass effectively and is rewarded for doing so. Thresh is a support champion that's rewarded for not playing passively. He's one of Riot's answers to the stagnation in the support role and gives an option to those that enjoy a more aggressive laning phase. Normally you would have to buy into a gimmick strategy like using Poppy and Pantheon and forgo a proper support champion in order to develop an aggressive and kill centric lane. Now you can use Thresh and achieve the same results without giving up that late game support utility.
On top of this, this particular passive allows Thresh to diversify his role. What if we don't need a support but I really want to play Thresh? Hey, how about I make him our bruiser? Or maybe I'll make him our ADC! The fact this passive scales on AD really cool and allows for Thresh to be played multiple ways right out of the gate. Having that diversity helps at higher play for tricky picks when a certain champions are banned, an helps scaling down to lower levels of play as having a champion that can fill more than one role helps balance a team you can't necessarily plan for.
Zed I'll try and keep this one short and sweet because of my lack of experience with Zed. Having a passive that scales with your purchases is pretty useful for a burst assassin. Why it's on his clone? You could probably make some sort of argument that by tapping into his shadow manipulation skills he gains mastery over his given style, but I'm pretty sure it's just a balance issue to ensure all of his abilities are a worthy choice to invest in.
Yasuo Ok, this is the one I'm most interested in. It will require a little bit of history knowledge, but we'll get through this together.
You're correct is saying that a double crit chance passive doesn't really lend itself to the wind portion of Yasuo's image, but that doesn't mean it doesn't fit. More than any other warrior class, the samurai has been known to strive towards the efficiency of "one strike, one kill". Even if this is image isn't historically correct, both of the samurai and other warrior cultures, it prevails because of the popularization of kendo scoring rules. Regardless of where the myth came from, this has consumed popular culture of the samurai in that they are masters of ending a conflict in one blow. Mechanically this is reflected by not necessarily having that perfect strike, but certainly expressing a more precise style than other champions in the league. This does feed a little bit into that wind theme in that wind is often viewed as the precision element in classic RPG games.
The more interesting portion of Yasuo I find is the rest of his kit and how it ties into that wind theme. In Japanese culture, there's this little book called The Book of Five Rings, written by a very famous samurai, Miyamoto Musashi. Each ring (or scoll, or book, or whatever you want to classify them as) is associated with one of the classic japanese elements: earth, water, fire, wind and sky (often called void by Musashi). He uses this analogy to explain the building blocks of becoming a true warrior. The Ring of Air talks predominately about flexibility; not boxing yourself into the "mastery" of a particular style, the foresight to use your surroundings as a weapon, that all battles are the same whether a duel or armies of ten thousands, to adapt to your opponent to best defeat them and not, not to overpower but to out think! So what does this have to do with Yasuo? His entire play style revolves around this shift from offense to defense and then back to offense. His W protects him so he can E & Q right afterwards into you, dancing around to make him difficult to hit. Then his passive shield procs to protect him as he sweeps you up to deliver the finishing blow with his R. His kit, based on mobility (taking advantage of your surroundings) mixed with a kit that is both offensively and defensively viable, makes him an interesting champion to play amongst the ranks of the League, but also fits his narrative by drawing inspiration from a very famous piece of real world lore.
Kalista Again, this feeds into the belief that laning shouldn't be last hitting for twenty minutes. Kalista would be the ADC equivalent to that Poppy & Pantheon kill lane example I gave in Thresh's part of this post. If Kalista chooses her soul marked to be her team's support, they can begin an effective harass to deny their counter parts experience and gold by forcing them out of the lane or outright killing them. It also promotes good communication, unlike Thresh's passive, because you have to time your aggression together. And before the argument is made as to why it's magic damage, why, it would be the same reason as to why Darius' passive is magic damage!
At the end of the day, you should really look a little deeper as to why certain designs choices are made.
Olaf isnta dashes to wherever his axe is throw, dealing additional damage while jumping to his axe. Cassiopeia can dash whenever she twin fangs a poisoned target. CertainlyTd
For a featured game mode they should let CertainlyT balance every champion. It'd be the first featured game mode I'd want to play...
/thread
Also: Evelynn Shaco Urgot
All of them feel pretty awkward to play atm.
/thread
Also: Evelynn Shaco Urgot
All of them feel pretty awkward to play atm.
Meddler is working on both urgot and Shaco.
Oh didn't know that..
Hope Shaco won't turn 110% AD like Yi after revamp..
Oh didn't know that..
Hope Shaco won't turn 110% AD like Yi after revamp..
Xypherous reworked Yi
true, but Rioters might follow current Riot policy of either super AD or super AP. Nothing in between. Thus my worry (as i enjoy Shaco Ap)
I like how everyone is trying to make weird overpowered kits for Cass and Olaf on this thread but when you take out the crazy ratios and the teleports some of these could be great for the champs.
Or someone more conservative should be in charged of reworking his champs.
If every champ had a CertainlyT-esque playstyle champs would all just be jumping around the map with no chance of hitting non-targeted abilities on opponents.
It would be like diablo 2 pvp when everyone has that armor with a blink on it.
Yet they changed udyr's tiger stance to dealing physical because scaling with ad but dealing magic damage was "living in bizarro world" according to morello. Same thing with nidalee's q..
His point was that you're cherry picking half of their kits to make it seem like he's designing some perfect champion to fit the intended lore.
He's not. He's like a kid at a D&D table thinking up the most powerful kit he can think of. How can I mix and match these mechanics so that they fit together to make this champion have massive outplay potential?
That's basically his design philosophy.
Also, the abundance of mobility and %maxHP on new champions and new reworks ought to make it obvious that their balance is spiraling out of control and they don't know how to fix it other than giving new champions/reworks more of what's causing the problem so that they have a chance to deal with it themselves.
Darius Arpen is quite obvious
When you're playing as Darius, sure, but when you're playing against him it's just sitting there, increasing his damage for free. The point wasn't that Darius couldn't use more damage, but that he doesn't need it. He's already got tons of magic and true damage to deal with armour. I guess he's OK now, but if he was released without the "invisible power" from his arpen maybe they wouldn't need to nerf his other damage sources so much.
Magic damage is less dangerous earlygame.
Yeah, if you're not a bruiser or a tank. Most toplaners will have more armour than MR at level 2-3, and darius can't stack up that passive as much at lvl 1. They made it magic damage just to piss people off.
Thresh earlygame kill lane power with lategame support utility
Not to mention the best kit for saving people who are out of position. You seriously don't see the problem with 1 champion having that much power over the whole game?
collecting souls
That part of the passive makes sense. Flay's passive doesn't. And thresh doesn't need that kind of harass to win the lane, it's one of the reasons why they nerfed it twice and even nerfed his basic AA range. It's just another example of CertainlyT not knowing when to stop.
Zed having a passive that scales with your purchases is pretty useful for a burst assassin
It sure is, but why does he need it? It basically makes all of his shit deal 25% more damage. Riot nerfed him like 2-3 times and I'm pretty sure they wouldn't need to nerf him so much if he was released without that free %AD on his W. It's just more power that people playing against zed who don't frequent the wiki won't know about.
Yasuo He has double critchance because precision and samurai or whatever
Well, Yasuo isn't even a samurai if his master is dead, and if he's so precise and ends fights in 1 strong crit, why do his crits deal less damage than everyone else's? The rest of his kit makes sense, but this passive is so unnecessary. Sadly, people have got used to it now and it's too late to just remove it, they'll most likely end up nerfing the "windy" part of his kit again if he becomes a problem champion. Just because CertainlyT, as always, didn't know when to stop. Yasuo would actually be able to get away with much more of that "engage, disengage, counterengage" gameplay if his passive wasn't giving him so much free power. And his ult gives him 50% bonus armor penetration. Again, something he doesn't really need and incentivises him to just ult anyone to get that arpen instead of being smart and ulting when a good opportunity presents itself to deal massive damage. Not to mention that he currently doesn't play as you've described. He could, but his Windwall is mostly used to either stop pushes or to stop waveclear to keep pushing. His ult is used whenever his teammate Lee/Vi or someone with a point and click displacement ults their adc or just used to get closer to the fight. Most yasuos in competitive play just ult in and hope they have enough free stats to overpower everyone.
Kalista it's magic damage for the same reason Darius' passive is
Why is it 20% max hp? That is ludicrous. Not to mention that tanks are bound to have much more armour than MR, especially in s5. That magic damage is going to hurt more lategame and there's not much you can build against it. Why is this even there? Does she really need so many sources of power? If she wasn't dealing enough damage why not up her ratios instead of adding 20% max hp damage for no damn reason? Why not make her follow up attacks either more likely to crit or deal increased damage after her soulbond attacks?
At the end of the day, you should really look a little deeper as to why certain designs choices are made.
There's a reason that all of the champs on this list have been nerfed multiple times yet are still pretty strong(well, except Kalista, she's new).
Yes CertainlyT said Darius should have a true damage execute ability that increased on bleed stacks. He didn't say to give it so much damage it can kill somebody from half health early though(no really i saw Darius literally swallow an Olaf with his ult in one my last games).
And yes Zyra was designed with AoE damage, but it was the balance team that fucked her up and gave her huge damage and fast travel speed for abilities that allowed her to pretty much 1v5 if she wanted too. It's also the balance team's fault that she is in such a terrible state right now (she lost over 1000 damage and a ton of missile speed on all of her abilities in a single patch and never touched since).
It's the balance team's fault that Kha'zix had to be modified almost every single patch after of his release, they expected Q to be evolved over safe poke W, then they changed the power from W to Q and wondered why W was never picked, not to mentioned they gave a ton of dmg on a huge range reset jump upon release.
Yes CertainlyT said Darius should have a true damage execute ability that increased on bleed stacks. He didn't say to give it so much damage it can kill somebody from half health early though(no really i saw Darius literally swallow an Olaf with his ult in one my last games).
And yes Zyra was designed with AoE damage, but it was the balance team that fucked her up and gave her huge damage and fast travel speed for abilities that allowed her to pretty much 1v5 if she wanted too. It's also the balance team's fault that she is in such a terrible state right now (she lost over 1000 damage and a ton of missile speed on all of her abilities in a single patch and never touched since).
It's the balance team's fault that Kha'zix had to be modified almost every single patch after of his release, they expected Q to be evolved over safe poke W, then they changed the power from W to Q and wondered why W was never picked, not to mentioned they gave a ton of dmg on a huge range reset jump upon release.
Morello made Darius ult, not CertainlyT