Mieko, The Spirits Medium

Cubical·1/12/2017, 4:49:08 AM·1 votes·1,004 views
meiko by side34-d78bto4

ROLE : SUPPORT | Artwork: http://3four.deviantart.com/

Skills:

ΞPassive: - Bond of Vision

Meiko alone has limited visibility, and has a massively reduced vision range. Upon entering the rift there are four options you can select, one for each ally. Meiko tethers her spirit into the ally she chooses, and gains whatever vision her ally has. Meiko's tethered ally gains 15% extra range from their vision. Meiko does not gain vision from bonus sources such as other ally's vision or wards.

Meiko can only gain extra vision from her abilities and wards she places, and she replaces her trinket with a special Spirit ward that holds 3 stacks.** Spirit ward** can build into three different upgrade paths custom to Meiko, costing 650g each, she can exchange for a different upgrade for 350g per consecutive change.

  • Sanction: Meiko's Spirit wards gain 15% extra vision and will apply Etheral Light To enemies who venture to close to the ward. (Etheral light grants vision of the enemy for 10 seconds)
  • Renewal: Meiko's Range to cast spirit ward is extended much larger, similiar to blue trinket. The vision from the ward will only last 10 seconds, but if it is placed near an enemy ward it will destroy and replace that ward with a spirit ward
  • Gossip: The spirit ward will essential remain the same but once a minute it will send out spirit to a random enemy location, with the same properties of Spirit Gossip

ΞQ - Shrine Fire ◎ High mana costMedium-low cooldownSkillshot / Buff | Debuff

Meiko release a blast of spirit fire in a line towards the cursor, dealing a medium amount of damage that scales with her AP. Any enemy hit by this fire will temporarily lose vision for a brief duration. During this brief duration the enemy hit loses hearing. Allies hit by spirit fire will temporarily gain 20/25/30/35/40 auto attack range, and Meiko can recast Shrine Fire within the next second and have it re-launch from the ally's position instead.

**Can only effect one ally per use. Meiko will gain vision off of whoever is effected with shrine fire for 1 second **

ΞW - Gift of the Dead ◎ Medium mana costMedium-high cooldownPassive / Ally boost

Meiko will passivily gather energy from any being that dies near her in the battle field. She can even gather stacks from enemies that die near her while she is dead. Meiko can only hold a maximum amount of 100 stacks, that increases by 20 per level _On ally cast: _ Meiko will convert the spiritual power she has stored and cause the allies next basic attack to deal the flat stack amount** (+5% AP)**. half of the damage dealt will be redirected and heal the ally.

Meiko will gain stacks accordingly:

  • 2 stacks from minions and monsters
  • **5 **stacks from large monsters and cannon minions
  • **10 **stacks from epic monsters and champions (including allies)

ΞE - Spirit Gossip ◎ Low mana costCharge effect | Medium cooldownGlobal Skillshot / Utility / Debuff

Passive: While Meiko's tethered unit is dead or not near her, Meiko will instantly gain one charge of Spirit ward upon tethered allies death. all enemies nearby are revealed once every second (Increased to once every 5 seconds near tethered ally) similiar to how stealthed units are revealed (think of a rek'sai esq passive). this effect works even if not leveled

Active: Meiko gathers her spirits (max 3 stacks) and sends them off to a target location. Spirit gossip will reveal any ward along the path and lost one stack of spirit gossip. A spirit will stay behind and attack the ward until it is destroyed, and will leave a spirit ward in its place. Spirit gossip will also apply Ethereal light to any enemy it passes for **15 **seconds and consume a stack. Once the spirits reach the target destination they will leave a weaker spirit ward that lasts 30 seconds for each stack left _ ΞR - The Mediums Ascension ◎ High mana costLong cooldownAoE Utility / Tethered Ally Buff

Meiko gathers an immense power surge from a different plane, and awakens. For 15/17/20 seconds Meiko has a large field of vision, 1.5 times of a normal champion, and this vision is not obstructed by walls or bushes. All allies can capitalize on Meiko's vision. Additionally, Meiko strengthens her bond with her spiritual tether, for the duration of the ult, 5% of the Meikos ability power is converted into attack damage for her ally. Your tethered ally's basic attacks apply a debuff for three seconds granting vision of them.


EDIT : Changed a lot of numbers and made it more simplistic. worked on the gaps and holes within the kit also.

EDIT [2] : Fixed the passive and some errors, tried to make the kit feel more cohesive

6 Comments

The Manly Fairy1/12/2017, 7:13:23 PM2 votes

First of all, the art is amazing. If you're not the artist, you should probably get their permission and give them credits.

Now, this concept is good, but it's immediately obvious you don't understand how skill scalings are suppose to be made. You have numbers all over the place and it's an inconsistent and incohesive mess. Every skill level should be impactful but instead your skills either stop growing or grow with a different scale at different levels. This means that if a skill has a mana cost that increases by 10, it increases by 10 for *all levels, not just the ones you choose. I don't know if this was a mistake or on purpose but you should fix all these errors. I will write them down for you as I go over each skill.

Bond of Vision - a very interesting play on league's oldest and most important gameplay mechanic - vision. I love the idea that your wards turn into their own items but I have two major problems with this passive. First of all, this passive pretty much forces you to get a vision ward as your first item and a Sightstone as the first item you buy, and even then it's difficult to manage since only your own Spirit Wards grant you vision, meaning you're forced to rely on your yellow trinket, which only has 2 charges and a giant cooldown. For this problem, I suggest making Spirits Wards a starting item similar to Viktor's Hex Core and giving it more charges and relevant stats as you upgrade it. The other problem is that you don't have independence. If your tethered ally is killed and you don't have a ward up, you're forced to use your E or your ultimate to be able to see. I leave this to you to fix.

Shrine Fire - Interesting skill, very similar to Quinn's Q. I like the idea that this gives your ally extra range and takes away the enemy's vision. Removing the enemy players HUD, while entertaining, is really just going to be annoying. With a base cooldown of 4 seconds, at 45% CDR you will cast this skill every 2.2 seconds and the blind lasts 1.5 seconds, meaning if you keep firing this skill your enemy will only be able to see their HUD and have their champions vision for 0.7 seconds at a time. Either increase the cooldown or reduce the blind duration. At level 3 this skill's mana cost increases by 5 instead of 15 (from 75 to 80). At level 2 this skills cooldown is reduced by 2 instead of 1 (from 20 to 18).

Gift of the Dead - This skill is only useful in the early game. Because it relies specifically on dead minions, when you reach the mid-game you no longer focus on killing minions but rather on objective control, which means you won't have a supply of dead minions, you won't have stacks and this skill will just give 5% AP to an ally's basic attack one time. A good skill doesn't rely on solely on a game mechanic out of your control like minions because during the mid-game and anywhere in the jungle this skill is just useless. Last point, this skill is essentially maxed at level 4. Level 5 doesn't give you any stronger effects but costs more mana and only has a 2 second cooldown difference. This skills mana cost increases by 15 at level 2 but only by 5 at other levels. The cooldown is lowered by 2 or 3 at difference skill levels.

Spirit Gossip - I don't really understand this skill. The spirits travel, revealing wards along the way, and then make the same travel back to where they started? It seems too simple and not very useful, to be honest. I have an idea for this one - make it a rechargeable stack system. Passively, this skill recharges stacks over time, up to 3 stacks. When you cast this ability, send out a spirit to a location and make it reveal the area around it for up to 20 seconds. If an enemy walks through it, it triggers Spirit Ward. This gives you extra mini wards if you run out of trinket or sightstone charges. Right now, this skill is not worth raising beyond level 2. Levels 3 and 4 don't grant you cooldown reduction and level 5 only grants a 5 second reduction. Also, level 4 of this skill doesn't increase the mana cost.

The Medium's Ascension - The cooldown is reduced by 15 seconds at level 2 and by 10 seconds at level 3. The buff only gets more duration at level 3. Now, this is a good skill, but equally confusing. The vision part is fine, that's actually an amazingly good and interesting effect. My problem is with the true damage buff given to your ally. According to the description, 5% of the damage your ally deals is turned into true damage, so this means 5% of the physical damage you would deal is taken away and turned into true damage. This creates a pretty dumb situation - if the true damage is calculated before the enemy's armor reduction, the total damage output increases by only 5%, which is tiny. If the damage output is calculated after the armor the reduction, the total damage output with the buff is the same as it were without the buff. Let's look at some theoretical math:

For this situation, let's assume the buff lasts 15 seconds and your ally has an attack speed of 1.5, giving them 10 buffed basic attacks. Let's assume your ally has 150 AD and the enemy has 150 armor (meaning they take only 40% physical damage).

If the true damage is calculated before armor reductions 150x0.05 = 7.5 true damage, leaving 142.5 physical damage to be calculated 142.5 x 0.4 = 57 10 basic attacks = 57 x 10 + 7.5 x 10 = 570 physical damage and 75 true damage, or 645 total damage.

If the true damage is calculated after armor reduction: 150 x 0.4 = 60 physical damage 60 x 0.05 = 3 true damage, leaving an actual 57 physical damage 10 basic attacks = 57 x 10 + 3x10 = 570 physical damage and 30 true damage, or 600 total damage.

And now without the buff 150 x 0.4 = 60 10 basic attacks = 60 x 10 = 600 total damage.

Now this time let's assume your ADC has 200 AD and the enemy was afk and has only 100 armor (50% physical damage).

This is before armor reduction 200 x 0.05 = 10 true damage, leaving 190 physical damage to calculate 190 x 0.5 = 95 physical damage 10 basic attacks = 950 physical damage and 100 true damage, or 1050 total damage.

This is after armor reduction 200 x 0.5 = 100 physical damage 100 x 0.05 = 5 true damage, leaving 95 physical damage 10 basic attacks = 950 + 50 = 1000 total damage.

Again, for fun, without the buff 200 x 0.5 = 100 physical damage 10 basic attacks = 100 x 10 = 1000 physical damage.

I think you see my point by now, so I'll end my post now.

In conclusion, what did we learn here? You are definitely good on the creative and thematic side of concept design, having come up with unique and interesting plays focusing around vision, but you are seriously lacking in the mechanical aspect. Your skill numbering seems to be laid out almost arbitrarily without much thought gone to their actual impact in the game. You still have much to work on, but this is definitely a great first step.

CobaltTheMadMage1/12/2017, 6:19:12 AM1 votes

And now I picture people would just run her and kalista in bot lane just because they have similar passives.

Cubical1/12/2017, 6:44:18 PM1 votes

Bump, i realized that her name is wrong in the title but i cant fix it :/

Cubical1/23/2017, 5:16:09 AM1 votes

Bump, feedback would be greatly appreciated

Cubical2/9/2017, 2:38:22 AM1 votes

Bump, fixed some large issues and added some different effects. Does the kit seem to overloaded?