[Champion Concept] Kestrul, The Obsidian Flame

Sir ArmaMalum··16 votes·3,441 views

#Kestrul, The Obsidian Flame

My fire burns cold and my bones are dry, but even that won’t stop me from taking my revenge.

-Kestrul

Introduction

Hey all, this is my attempt at a very challenging idea: a rage mage. Rage by nature does not lend itself to a mage well because it’s a mechanic that builds up from constant sustained damage and also needs a good ‘rage dump’ to make the mechanic make sense. The stereotypical mage is the exact opposite, bursty damage dealer with multiple but big blasts that are punished if used innaccurately (mana). Hence the challenge!

Unique features include….

  • Rage based mage
  • Summoned ultimate pet with skill-based duration extension
  • Active pet synergy (better control of pet leads to better mage, and better mage leads to better pet)
  • A (imho) large plot hole lore I would love to have filled
  • An adjustable silence

Abbreviated Lore

Kestrul once flew through the skies of Runeterra as a proud young dragon. On the rare occasion he lowered himself to the presence of lesser races it was to wreak death and destruction on anyone that didn't immediately cower in his shadow. His core belief was that dragons were the highest of races in Runeterra, and as such when he heard of Shyvana's birth he went into an absolute rage.

He died the same day he found her, but not before taking her father's life. His last moments as a true dragon had him looking at his own beating heart. Ripped out of his chest by the very thing he had been so intent to kill.

Now, however, through a horrible mistake of Zuan experiments on his remains Kestrul has been reborn into his "savior's" frail body. The only thing getting him through his disgust for the body he is trapped in is the promise of revenge against the one who killed him, Shyvana. After that, his cruel flame will tear across Runeterra with impunity.

#Lore

"Well well, now this is interesting."

The short bald human winced at the eerie voice echoing from the blackness surrounding him.

"Now how did we end up here, little man? The last thing I remember was having my heart ripped from my chest, and now I am here in this black abyss with you" Kestrul snaked his head to the man's other side. "Care to fill in the blanks?"

The man jumped and fell backwards, short bursts of words discernable in his mad stammering.

"...it should have worked.......can't still be alive......am I dead....weapon for Adyn before he kills me...last chance......have to get out.....get out......" He quickly but miserably crawled off further into the blackness.

Kestrul followed him leisurely, debating whether to kill the pathetic scrap of meat now or later. However he soon saw what the man was trying desperately to find. A light formed in the distance. Kestrul quickly flew over to it and reached out a claw. The light was warm, and as he touched the small orb that warmth spread through his limbs.

With a flash of light Kestrul was blinded. Blinking furiously, the space around him changed, solidified into what looked like the inside of a building. Glass beakers and crackling electricity populated the interior. Just to his side a disfigured human, half gears and vitrol-filled orbs, was shaking Kestrul's arm.

Arm....

"Sir, sir! Did it work? You passed out when you interfaced with the bones, were you able to tap them at all?"

Kestrul shook the abomination off of him and stood up, immediately stumbling when he lost his balance. He crashed into a set of desert-dry bones and fell with them. The skull of a dragon landed on top of the pile, right in front of Kestrul. For the first time in his life Kestrul felt a chill burrow down his spine, as he stared into his own empty eye sockets.

Kestrul burst out of the morbid display. He remembered. He remembered everything.

"Sir, are -are you alright?"

Kestrul just laughed, "Alright? Alright?! I'm better than alright. I'm alive." He gave a smirk when he heard his own voice. It sounded so….puny. Kestrul walked slowly up to the grotesque excuse for an assistant, and grabbed his rotting hair with a flash of his hand. “And you will tell me everything I need to know.” Flames kindled along Kestrul’s arms and down his back, the pleasant warmth giving him an extra boost to his maddened grin. “Starting with the most important question. Where is the one known as Shyvana and who do I have to kill to get to her?”

Appearance

Take this: http://eu.media.blizzard.com/wow/media/artwork/wow-classes/mage13-large.jpg (Source: Blizzard mage icon)

Add a little of this: https://i.warosu.org/data/tg/img/0348/59/1410738591756.jpg (Source: Ghost Rider)

And cover it in a dragon bone embroidered robe

Kit

Auto attack range: 550 units (same as Lux, Ryze) Base move speed: 330 (same as Lux)

#Passive: Black Flame

With every ability that hits a target Kestrul builds rage (max 200/300/400/500 rage at levels 1/6/11/16). When past 100 rage Kestrul’s next auto attack against an enemy champion will deal (0.2 AP + 0.5 magic damage per rage spent) and mark them with Burning Ruin. This mark lasts for 0.5 sec per 100 rage spent.

If Kestrul deals ability (so on-hit effects do not count) damage to a target marked with Burning Ruin, the target will be silenced for 1.5 secs. Once silenced a target cannot be silenced again by this effect for 8 secs.

Rage decays 10 points per sec out of combat.

######Sounds OP at first but Kestrul's damage capacity is lower than most champions when you consider range and reliability of hits. This passive gives him some dueling potential (silence) and rounds out his kit by giving him an effective 'point and click' source of damage.

#Q: Obsidian Sunder

||| |- |Effect range:| 500 units*| |Cooldown:| 7/6/5/4/3 seconds| |Rage:| 40 per target, double for champions| |Projectile Speed:| 1100**| |Width:| Thin |

Kestrul sends out a short range fissure of flame that deals (60/100/140/180/220 + 0.5 AP) magic damage to all targets. The Fissure originates from alternating sides each cast.

######Kestrul's main form of rage generation as well as consistent damage. Compared to other spells its range is mediocre and it's damage is underrated, but it's cooldown makes up for that in spades. Combined with Kestrul's effective resourcelessness the damage can stack on this quite nicely, as well as accrue Cruelty stacks to ensure successive hits.

#W: Cruelty

||| |- |Active cooldown:| 20/20/20/20/20 seconds|

Passive: All of Kestrul’s abilities mark a champion or large monster with a stack of Cruelty for 3 seconds. Each stack slows for 5%. Stacks up to 5 times. Cruelty stacks will not be applied on anyone while Cruelty is on cooldown.

Active: Kestrul can consume his current rage to gain 20% damage reduction for 5 seconds. Kestrul will gain rage equal to 50/50/75/75/100% of the damage reduced in this way.

######This is where the real magic (aha) happens. By adding a stacking slow to all of Kestrul's abilities I am rewarding sustained damage with his short range spells while giving him an avenue to keep faster champions in his limited range. By scaling the max stacks, I also limit the silence duration at early levels to prevent overbearing cc in lane. This also gives him a defensive cooldown that sacrifices his kiting/chase mechanic. Since Cruelty stacks cannot be applied (and therefore consumed) during this ability cooldown most Kestrul players will be looking at a full rage bar once it comes back. A feat that would be difficult to manage otherwise.

#E: Abyssal Rake

||| |- |Cast Range:| 400/450/500/550/600 units*| |Cooldown:| 12/12/12/12/12 Seconds (Begins after effect ends)| |Effect Radius (Burn):| 170 units *| |Projectile Speed:| 1500**| |Rage generated:| 20 per target per hit, double for champions|

Kestrul Summons a dark claw from the earth at a location. The claw pulses every second for (10/20/30/40/50 + 0.2 AP magic damage). The claw can remain in the spot for up to 3/3/4/4/5 seconds.

((Total potential damage 30/60/120/160/250 + 0.6/0.6/0.8/0.8/1.0 AP))

If activated again within that time the claw is pulled towards Kestrul's current location, pulling any enemy champion in its path a maximum of 400 units* (champions will not be pulled its full range) and dealing (10/50/90/130/170 + 0.3 AP) magic damage). This will effectively 'replace' the final tick of damage if used at the last possible moment. More if used sooner, which is the more likely case.

If the claw is not reactivated within the time limit the pull will not happen.

######This ability will be Kestrul's main form of ranged poke. At level 1 this ability's cast range combined with its effect radius is barely longer than his Q range. The pull is also a question of whether to trade the claw's damage (and added Cruelty stacks) pulses for a displacement.

#R: Summon Onyx Drake

||| |- |Cast Range:| 1000 units*| |Effect Radius (Burn):| 450 units*| |Drake size:| 2 c'g units***/ 3 c'g units***/ 4 c'g units***| |Cooldown:| 120/100/80 seconds (Begins after effect ends)| |Drake energy max:| 100/200/300|

Kestrul redirects his anger into the bones he brought with him. After a 0.75 second delay the bones come to life, wreathed in flesh made of black flame. This construct dives to the indicated location. Kestrul can no longer generate rage while the drake is summoned, but any effects that would have generated rage instead replenishes an amount of energy for the Drake. Kestrul can move and cast as normal while the drake is out. Once the Drake runs out of energy or is killed it disappears and the bones return to Kestrul’s robe.

Energy drains from the Drake every second starting at 10 units per second and increasing by 10 every 3 seconds thereafter. (This leaves the effective duration at about 6/10/15 seconds accounting for extra energy from Kestrul’s rage if I had a guess)

#Drake details

||| |- |Auto range:| 175 units (Melee)| |Speed:| 350/360/370| |Attack Speed:| 0.825/1.125/1.425| |Health:| 1000/1200/1400 + 50% of Kestru's max| |Armor:| 50/70/90 + 40 per nearby (600 units) enemy champion| |Magic Resistance:| 40/60/80 + 20 per nearby (600 units) enemy champion|

Any enemies within the effect radius range (450 units) will burn for (10/20/30 + 0.4 AP) to (5/10/15 + 0.2 AP) magic damage depending on distance and accumulate Cruelty stacks as normal. The Drake can be controlled the same way as any ultimate minion (Tibbers, Morde shade). The Drake’s auto attacks against champions or epic monsters will reduce Kestrul’s cooldowns by 1 second every hit (does not include the ultimate cooldown).

######Ideally the Onyx Drake should be a feared and threatening monstrosity whenever it’s released. Not only does it produce a stacking slow and hard-hitting AoE dot around itself but it also significantly boost Kestrul’s effectiveness should the Drake manage to reach and stick to prey. There are trade-offs however. During the ultimate Kestrul’s passive is impossible to use and in order to keep the Drake up and running Kestrul will need to be hitting targets and putting himself at risk as well. If the Kestrul player wants to send out the Drake by itself then he will be losing half of its effect as well as a significantly reduced duration.

References

To help explain ranges here are a few examples

* Ability range

  • Yasuo Q is 475 units
  • Morgana Q is 1250 units
  • Lux ultimate is 3340 units

** Ability speeds

  • Morgana Q is 1200
  • Brand Q is 1550

*** Size

A little edit on my end. Those are "Cho-gath" Units. So 1 cho'gath unit is approximately how big cho'gath is with 1 stack at level 18.

#Other concepts

#Horst, The Shattered Smith

If you've ever considered Poppy nowhere near the blacksmith character we need on the rift, then you're not alone. Here's my take on how a smith from the Rakkor (Pantheon's guys and gals) may waltz into the League. Features a unique ability augment mechanic on a close range tanky fighter.

#Fluri the Space Weaver

Fluri is a yordle with a marvelous magic. With a kit centralizing around summoned pillars and more movespeed AoEs than most know what to do with Fluri is a champion for the player that wants the ability to lock down an entire team and bob in and out of a frontline wreaking havoc for her foes and a lot of fun for her allies!

#Change log

Nerfed E ratio (1.0-->0.5) and buffed base damage Scaled rage cap to prevent absurd early level burst Changed rage resource to decay out of combat Re-tuned E damage for not totally ridiculous total damage. Only slightly ridiculous now. Re-tooled silence by moving mark 'detonation' to hitting an ability, removing the targeted silence. Normalized silence duration to 1.5 secs. Better passive hits increases proc window.

Thank log

Njallum (EUW) - awesome feedback and number crunching

22 Comments

dounyatsu2 votes

I love this concept so much !! I love relatively immobile DoT mages (Karthus, Swain, Malz) and this guy looks like someone I would play. Only thing I would change is stackable slow on W - I don't think it should be stacked passively, maybe when you activate the spell, but then there would be a problem with his silence... I don't know but anyways, great concept, also I dig his design and lore.

Sir ArmaMalum1 votes

Thank you! Always appreciate feedback.

On the subject of W that's an interesting thought. I actually started out with his passive to simply be a rage dump on anyone who's taken damage from his abilities, but decided on a stacking slow simply because I feel he needs some utility to give him a bit more appeal for the one playing them (as well as to keep up with his ult). I am definitely of the mind that that's the weaker part of his somewhat overcomplicated kit and may adjust it later should I get any ideas.

SlaktarTasken2 votes

I really like the ideas, skills, and the general look of this champ and also, making a immobile summoner/magus type champ would really spice this game up as there are currently quite few of them in the game, but I'd suggest to leave the numbercrunching to riot.

Sir ArmaMalum1 votes

This isn't anything like a "hey riot you should do this" it's a just-for-fun exercise I and a lot of others do.

Any numbers in particular you have issues with? Suggestions and such? Always looking to improve/refine my concepts ^_^

SlaktarTasken1 votes

On that note: I think onyx drake could stand to be a little stronger defensively as it will just melt so quickly during lategame, and the passive could maybe be toned down a little, otherwise looks excellent to me.

Sir ArmaMalum1 votes

Fair enough. I can bump the 'per champion' mitigation up a bit to prevent melting in teamfights. I'm just wary of having the ult being a "I win all duels" button.

As far as the passive is concerned is it the silence duration or damage that seems a bit over the top? Either way I could simply decrease the cap to make it a bit less overbearing.

Njallum2 votes

An extremely cool concept, as someone who LOVES using mages, I'd have definitely played the shit out of this champion and had a ton of fun doing so. As someone stated, the numbers are somewhat problematic but I can put my finger on what exactly the problem is, the only issue with your champion lies in his E ability, "Abyssal Rake". Some mathematics coming up shortly, you're warned.

The base damage on the ability is alright, the problem however lies in it's scaling, which if you consider every instance of damage it does would effectively be at 580% of maximum AP, or a total ratio of 5,8. If we assume that the average full builded mages AP is at around 800 then that would mean that that ability alone would possess about 5190 aoe magic damage with an added displacement effect at a 12 second cooldown as a basic ability. Throw an ability like that down in a teamfight and he would instagib pretty much ANYONE, and those who did survive through some means or another would be swiftly cleaned up by his other abilities. The pulse of the hand would not hit every time of course, but each pulse would do 910 damage on it's own. A single pulse would therefore outdamage most ultimates fairly easily.

Because the E ability is so absurdly overpowered at the current stage, any would be player of Kestrul would simply rush as much ap as possible and simply stack it as far as they could and then go around using CDR and such to just spam E in every teamfight. They probably wouldn't ever need to actually use the dragon or his silence or any of the other awesome abilities he has. By simply spamming E, he'd usually outdamage everyone in the long run, and probably have a near 100% winrate.

His E is the only real problem though, aside from perhaps his passive, getting a 2,5 second silence on a passive is extremely powerful, as silence effectively prevents the use of summoner spells too. Toning down the duration would be good, and for the E, the scaling would need to be MUCH lower. Hope you continue with these concepts, geeks like me love to read them.

Sir ArmaMalum1 votes

Awesome feedback thank you. It's a rare find for someone to crunch the numbers and really call them out, and I appreciate it.

I'll completely admit the numbers are a first pass and I'm not surprised I let a skill run loose, I'll definitively scale down the E on both levels and ratio, as I think I already have a fun level choice between the W (for stacks) and the Q (For CD). I think I'll buff the base damage on the E and slash the ratio pretty well to get it under control. I want to keep the E at least above normal simply due to the lack of a W spell and the choice between keeping the damage or pulling a target. That and the very small radius makes it easier to dodge.

On the note of the silence duration, I do want to point out that getting a full five stacks would mean not proccing the passive when accruing the stacks as well as sacrificing the slow from said stacks. It's difficult to build up the stacks at the beginning of the fight and make use of the full silence without an extended engage. At least that was my reasoning. Knowing that does the 2.5 silence still sound overbearing to you? (legitimately asking, not getting defensive or anything)

Njallum1 votes

Well the real issue of the silence would be how oppressive it could be in lane, even if he only got two stacks of cruelty he could silence someone with a single autoattack regardless. That'd essentially be a targetted silence with a duration of up to 2,5 seconds which is actually fairly easy to achieve in laning phase given how few of his skills appear to be difficult to land. I can imagine Abyssal Rake getting numerous stacks with it's pulses in a fairly short amount of time, depending on whether or not the mark appears when they're hit or when they're damaged.

Targetted silences are pretty unhealthy, and even if he only managed to get a 1 second silence off on his lane opponent, that would be enough to give him a one-sided trade in most situations without them being able to fight back. The fact that the passive is also very damaging speaks for itself. At level 1, that passive could if he managed to get 500 fury deal around 250 damage on its own, not including the added ap damage. Yeah, with that, the passive too is pretty overpowered, as 250 damage is about the strength of a level 2 LeBlanc Sigil of Malice + Distortion burst and that would remove roughly 40% of the health of a level 2 midlaner on it's own, not taking into account his other spells. The passive should either silence or do damage, it probably shouldn't do both.

Another thing I noticed now that I look at it again is the implications of him essentially being a resourceless mage. This is a big point because his scalings and base damage is more akin to that of a mana-using burst mage. I think he should probably have significantly lower base damage and scalings to make up for that fact. Think about Yasuo for a moment and how little each of his individual abilities actually does on their own.

Sir ArmaMalum1 votes

You make a very good point on the early damage on the passive, and I went ahead and scaled the rage cap be level to prevent overbearing early game damage. Now the damage at level 1 is max (100 + 0.2 AP). (Also took the ratio down a notch to prevent rune min-max abuse possibilities)

I think one thing that may not be clear is simply how short range Kestrul is. His Q is actually (and intentionally) longer range than his E until he gets more levels into his E. And both abilities being our ranged by his auto attacks (with comparable champs having aa ranges consistently at 550 units. Although I didn't put that down.....sorry about that). In my imaginings he's a blend between Ryze and Yasuo with no dashes and therefore must pull some sweet moves and timing to trade favorably.

A key point we're not seeing eye to eye on is the strength of a silence in general. Personally I don't believe a silence is as powerful as it seems you do. Now don't get me wrong I don't put it in the kit lightly (as well as I could simply be naive), but between Kestrul's limited range (Q is 25 units farther than Yasuo Q) and lack of escapes I think a 1 to 2 second reliable silence can fit in the power budget. I completely agree when a silence gets to 2 or 2.5 seconds the impact is huge, and combined with the slow can really shut a single target down. But this hypothetical situation needs the Kestrul player to have level 5 in his W as well as not use his passive before then, as well as just get in range.

Tangentially, however, I do notice I have given Kestrul too many ways to generate rage without really making any real effort. I'm going to have the rage actually decay out of combat so a full rage bar can only be utilized after a well timed W-active or in an extended lane fight. I think that may indirectly alleviate a little of your concerns.

All that being said I'm continuing to be immensely grateful for your feedback and interest, it's hard to make this sound not-defensive so I want to reassure you that while I may be disagreeing with you at points I still very much value your opinion and view. Like I said in the intro, this is a hard kit to make work! ^_^

Njallum1 votes

You don't come across as defensive, at least not more than necessary. You've spent time on this, a lot of it I think so you're obviously gonna defend it pretty stalwartly, but you're doing so with an open mind which is all I ask. The major point of the silence is not that it's a silence and silence is broken, it's that it's a silence that's activated by an autoattack with a pretty punishing damage component. In essence, it's a targeted silence, if you recall, that's the kind of ability that was removed from LeBlanc and Kassadin, LeBlanc's Silence was at about 1,5 seconds I believe, which is pretty easy to accomplish with Kestrul.

Reading over his kit, Kestrul has his flaws in his design in how his power is rather unevenly distributed across his kit, his Q is perfectly alright, it's damage is substandard and it could probably do well with a good buff to it's range. His W is fine on it's own, even if the active portion is somewhat boring, the problem lies with how much synergy it has with his passive, and also, how dependant the passive is on his W. With W Black Flame doesn't merely do pretty strong damage and applies a silence, it also slows the target. Meaning that it's a bursty passive with strong CC components. The slow is always pretty minimal, but combined with the silence I guarantee that it would be felt.

His E is actually still very overpowered, especially since you buffed it's base damages, even if you lowered it's scalings. With that base damage it's capable of doing around 1050 + (250% of AP) at level 9 in magic damage. By increasing it's base damage like this you have actually made it even worse in terms of it's strength early game. That's only counting the first part of the ability, if you add in the second effect of the claw it's around 1350 + (330% of AP) aoe damage, ganking him would be pretty impossible as well given the sheer damage on that thing. Most health pools at level 9 are actually less than that amount. I'd suggest you look up on Tibbers when it comes to the pulsing damage, and make it only slightly stronger than tibbers burn, for the ability to be balanced you need to lower the scalings on both parts of the ability, the first one in particular, think about the base damage not as one instance, but in terms of how much damage it could actually do if left alone. Here's how I would balance out the E burn.

15/25/35/45/55 + (20% AP) per second for five seconds. The damage might seem low, but I guarantee you, it's really not, it'd be much much much weaker early game, no doubt, and would be largely reliant on the second cast of E for added damage, but it would still make for some pretty strong zoning and harassment. As even in this state it's maximum damage at level 1 is around 175 + (180% AP) which is still probably much too strong but it would require CC and a stun, the secondary part of the damage might need some tweaking too. Cause at this time it's scaling and damage is actually the same as Annie's Tibbers. Meaning that it's actually something of a secondary ultimate at this point on a 12 second cooldown. In fact, you might be better off switching this with his ultimate. To be fair, I think the Black Drake is pretty unfitting of his kit thus far, which seems to be mostly earth-based. It's cool yes, but it doesn't really fit.

Generally it seems he's based much more around his E than his ult at this point.

Sir ArmaMalum1 votes

Ah okay, I see what you're saying about the E. I was over compensating the small radius with more damage thinking that it'd be rare for more than one pulse to hit in any situation, but that's a rookie mistake to not consider follow up damage or cc may be combined with it. I actually think I'm going to compare his E more towards a slightly more damage-y Cass W (Since it's smaller radius and fixed) but that obviously means slashing the damage again. This is actually my first real DoT so I derped there a bit. Thinking (10/20/30/40/50+0.2 AP) so max (30/60/120/160/250 + 0.6/0.6/0.8/0.8/1.0 AP) and the claw pull at (10/50/90/130/170 + 0.3 AP) as the pull would effectively 'replace' a tick in the burn.

And yes I also see what you mean about the targeted nature of his silence. Keeping with the precedent of Kassadin and LeBlanc would probably be wise. That will probably require a more in-depth rework to his gameplay if I wanted to also spruce up his ultimate in the same go but as far as a band-aid fix what about possibly reversing the order of the combo? What I mean by that is what about dumping rage on an auto over 100 rage or so and the auto applies a mark that is detonated by a (short range) ability? I could switch the scaling as well so Cruelty will stack to five from level 1 but his max rage defines how long the silence will last (i.e. 0.5 secs per 100 rage dumped) . It keeps the same level dependent limit on the silence as well as the 'extra spell' worth of damage I'm going for but the actual application of the silence is dependent on a non-targeted ability. Thoughts?

It's really interesting that you feel his ultimate is out of place, I wanted to make sure it complemented his kit as more of an 'active' pet compared to Morde or Annie. As well as generate enough threat to make Kestrul's W useful (as it'd be easier to kill him than the Drake by design). Thematically/Aesthetically I guess I haven't really pushed the necromancy bit of his character enough (the rake claw would be bones for example) but unfortunately like many conceptors I can't draw for shit so......meh. lol. But anyway, is it just the previous overbearing damage of his E and the thematic dissonance putting you off or was there more of a specific mechanical dissonance that you feel? I'll admit I'm pulling from the mentality of Tibbers a bit, but I thought this was one of the better choices for an ult for an incredibly short range mage as it allows for a huge impact without extending his effective range much.

Edit: On a whim I re-tooled the passive to normalize the silence at 1.5 secs (o.25 secs more than fiddle E) but with more rage the window of opportunity to proc said silence increases. Figured the threat of a silence (and consquent interrupt) is just as if not more powerful than the silence in some situations.

Master of EVIL901 votes

Hey, Njallum, I hear your the got to for Champ Concept balancing. I was wondering if you could look at my champs I've made. They are Tridant and Karvia. If you could look at them, I'd appretiate it :3

Arakadia1 votes

Unique and kewl. Seems too similar to Annie in the case that her ult is a summon 2, and they both weild fire. Similar to brand kinda 2. Then again, theres Garen, Darius, and Jarvan who all are just bulky warriors who go top lane. I like it doe and its unique. Kinda would be nice to see Shyavana and other dragons in the lore especially as Ao Shin hasnt happened yet. Welp best of luck, hope Riot sees dis, would be nice if ya looked at my champ concept Katyani, Arbiter of the Great Barrier and commented.

CasterGilgamesh1 votes

interesting so this champion creation doesn't get down votes.....

Sir ArmaMalum1 votes

I'm as surprised as you are man, this and another concept didn't get hit too hard with downvotes yesterday so I'm tentatively going to say that Saturday afternoon looks to be an 'ideal' time to post concepts.

Binglebing1 votes

i like it. nice kit, and all that though there is a dragon named kestrel (i know, creative) associated with fire in a book series, and in said book series there is a important object call the eye of onyx. did you base the name off of that or are you unaware of this book series?

Sir ArmaMalum1 votes

What book series is this? I may have heard of the names in passing (I read a lot of sci-fi/fantasy) but I cannot say I've actually read anything like that myself.

Edit: Googled it. "Wings of Fire" Series possibly? Never read it myself, but I imagine one of my friends may have mentioned it at some point and the name just stuck to the back of my mind. /shrug

Master of EVIL901 votes

I think I'll start passive and work my way down, like the others.

Passive: It's a nice idea, we need more silences in this game. but a 1.5 second with his easy hit skills seems a bit much. the idea of a bruiser mage does fit with the passive though. :3 rating: 9.4 out of 10

Q: I like that it's a close range skill shot, but there's to much rage build on this skill. the damage is good, but 80 rage, per champ is overdoing it Arma. This is my only real complaint for this skill. rating: 7.9 out of 10

W: I feel like a broken record when I say this, but, I love a good slow. being able to reapply the slow makes for good counter play and the DR works with the idea. :3 rating: 10 out of 10

E: I'm getting a strange Kerrigan vibe form this skill. It's a good wave clear and harrass. The grab, just, feels out of place... sorry man. rating: 7 out of 10

Ult: Did you borrow this from me? >:3 It's an fun pet to play with (we need more Dragons anyway). The idea is good and the master helps pet if pet helps master thing is good. :3 rating: 9.99999999999999999 out of 10

These are my thought Arma. Good to see that your doing it too :3

Sir ArmaMalum1 votes

Hey, good to see you! ;)

Yeah the passive was actually much worse before but Njallum there smacked some common sense back into me. I can always bump the internal cooldown on the effect up to 10 secs, but I feel the the fact that saving for max rage early game and the very short window of time to activate the mark makes up for the long duration of the silence.

Q: I like that it's a close range skill shot, but there's to much rage build on this skill. the damage is good, but 80 rage, per champ is overdoing it Arma. This is my only real complaint for this skill.

My thinking behind the Q rage generation was simply I don't see many instances where he gets more than 1 champ in it. Keep in mind it's 25 units longer than Yasuo Q. And since he doesn't have yas's mobility I feel the rage generation needed to be padded a bit to rewarded on champs. However, I could always cap the rage similarly to Renekton.....I'll go crunch some numbers on that...

W: I feel like a broken record when I say this, but, I love a good slow. being able to reapply the slow makes for good counter play and the DR works with the idea. :3

^_^

E: I'm getting a strange Kerrigan vibe form this skill. It's a good wave clear and harrass. The grab, just, feels out of place... sorry man.

I'll admit this is the ability that's getting the most awkward looks, so I'll probably have to simply scrap it. My thinking is that since his playstyle imho should be an immobile mage that he'd need a gap closer that doesn't allow for him to get too much of a speed differential. Similar to the reasoning that Anivia is one of the slowest champs in live right now. So in the end I would prefer to have a displacement of some kind but naturally I can't go full Blitzcrank :P

And yes, I may have thought of HOTS Kerrigan a bit when it came to bone covered rage mage hell-bent on vengeance and global incineration XD

Ult: Did you borrow this from me? >:3 It's an fun pet to play with (we need more Dragons anyway). The idea is good and the master helps pet if pet helps master thing is good. :3

Not intentionally? >_<

I do my best for my very rare happenings of concepts not to grab anything from the CCOS. Inspired sure, hell Fluri in her entireity was inspired by a concept or two that messed around with the 'moving towards' (Vayne passive) mechanic creatively. So if I did accidentally pull something it was by no means intentional. I actually have a much earlier version of Kestrul that still sported that same kind of passive.

I just feel it's a good way to have a high impact ult without massively increasing his effective range or just giving him a boring steroid.

These are my thought Arma. Good to see that your doing it too :3

I've been doing it for awhile! I just keep em to myself a lot :P

But nonetheless, always appreciate feedback and as I said to Njallum it's hard to make more detailed reasoning behind abilities not sound defensive so I hope I don't come across as such. I think you may have given me an idea or two so thanks! ^_^

Master of EVIL901 votes

And now I want Njallum to look at my champs. If you can talk to him 'bout that, that would be nice :3

PS: what are your thoughts on thy rating system?

Sir ArmaMalum1 votes

And now I want Njallum to look at my champs. If you can talk to him 'bout that, that would be nice :3

It's a rare rare thing for someone to stick around a single concept for as long as he did with that level of attention, so yeah I'd think a lot of people would like to grab him for their own champs :P I feel I just got immensely lucky and I'm counting my blessings. Never hurts to ask anyway though!

PS: what are your thoughts on thy rating system?

2bh keeping the rating to the individual skills is a bit dissonant with champ kits simply because they usually synergize a lot. Or at least mine do, I'm a sucker for synergy. If you're going to rank them I'd say rank them in an order (so in this case W, Ult, Passive, Q, E) so one can know where their weak link is in your eyes. At least imho, there's obviously nothing inherently bad about it since it's your own feedback and you can do what you want with it :P

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