[Champion Concept]: Li Mei, The Dual Sentinel (Art Design Included)
- I saw another user by the name of GaleWinUnleashed do this for his concept (which is linked) and I'm stealing this from him for the sake of the small chance of Riot's feedback actually depending on this. However, I'd still like to know where this concept's influence is going to if I can help it :P
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#####Li Mei, The Dual Sentinel
Lore: There exists an ancient order originating in the Ionian Isles dedicated to the preservation of balance. Order, chaos, light, darkness -- all things must exist in perfect harmony for such is the way of the universe. This order is known as the Kinkou and it employs a triumvirate of shadow warriors to uphold its causes in the world.
For Li Mei, however, they were not enough.
From a young age, Li Mei favored action over words. Her determined attitude reflected in the bruises on her knuckles and the torn shreds of her clothes. During the seven year occupation of Ionia, the standing Noxian regime employed numerous methods to control the populace. Brutality, aggression and oppression were exerted for the simplest of misdemeanors, if there was even a “crime” to be had at all. Though typically peaceful, the people of Ionia- as was to be demonstrated on the Rift- are not so easily defeated. Li Mei was one such defiant freedom fighter, and though the Kinkou order offered her guidance, their lack of decisive action pushed Li Mei to vigilantism. She sharpened her skills to a point mirroring that of her twin sai, whose deeds are still remembered of in Noxus by the wounds of those few surviving veterans who felt them, and the heinous whispers of their generals who were left disgraced.
Repeatedly, Li Mei's factious personality meant Noxian blood spilled over the battering of a local merchant refusing his goods be confiscated; a rowdy child carelessly turning a corner to meet a marching patrol; a simple destitute farmer having a drink too many to the thought of his recently annexed farm. Under the presence of Li Mei, each victim was left with the image of obdurate justice standing- fists clenched- over their unconscious aggressors. After a time, behind the helmet of every Noxian soldier, was a gnawing reverie of how each would fair on their own against the rising "Sentinel of Galrin". Demonstrating an unmatched talent for striking her opponents down in merely seconds, Li Mei established herself as one of the most promising warriors to ascend out of Ionia.
"In all things, there is balance. For every tide, there is push and there is pull. In time, all things will be as they once were." These words acerbically echoed in Li Mei as she stomped out of the sacred Kinkou monastery, eager to turn the tide against her bellicose occupiers with equal prejudice. Through her actions, and those of her fellow Ionians (especially those noted of a burning nature), the defeat of the Noxian occupation at the hands of those brave few who stood for freedom on the Rift will be remembered for generations. Though the threat was ended that day, there is a coming change in the world; one that Li Mei herself has risen to meet among her fellow legends.
Gameplay: Li Mei is a fighter that prefers action over contemplation. Her weapons, twin enchanted sai given to her as a symbol for her unprecedented bravery and protection of liberty in the province of Galrin, reflect her staunch personality. Li Mei relies on years of fighting and brawling to shrug blows and groom her combat skills while outmatching her aggressors. Given her inherent toughness and vitality, Li Mei’s gameplay revolves around survivability combined with stance-based abilities to outmaneuver and outlast her opponents.
Stats: Health: 490 (+80 per level)
Attack Damage: 52 (+3.15 per level)
Attack Speed: 0.660 (+2.65% per level)
Movement Speed: 340
Health Regen: 5.75 (+0.7 per level)
Armor: 16.5 (+3.5 per level)
Magic Resist: 30 (1 per level)
Range: 160 (Melee)
Abilities: Passive- Dual-Minded Warrior
New mechanic: Focus/Resolve Focus
Li Mei generates Focus whenever casting an ability in this
offensiveunyielding stance. At 50% Focus, she receives 10% less damage, 20% less damage at 75% focus, and 25% less damage at 100% focus (with non-stacking resistance). Applies before Armor and Magic Resist bonuses. Upon reaching 100% Focus, Li Mei retains the effects for 5 more seconds before resetting back to 0%
Resolve
Li Mei generates Resolve whenever casting an ability in this
defensivedisciplined stance. At 50% Resolve, she deals 10% more damage, 20% more damage at 75% resolve, and 25% more damage at 100% resolve (with non-stacking damage). Applies after Attack Damage bonuses. Upon reaching 100% Resolve, Li Mei retains the effects for 5 more seconds before resetting back to 0%.
#EDIT: IMPORTANT
Due to discrepancy, I believe it is prudent for me to preface Li Mei's kit with this in mind. The two stances that Li Mei employs are not a traditional Offensive/Defensive archetypal duo. Li Mei is all about reacting to her situation, acting out of instinct, and -most importantly- just acting at all. The differences between the two stances thematically, are the methods by which Li Mei acts. As an experienced fighter, Li Mei knows her fair share around a fight. Being the naturally aggressive person she is, her Focused Stance reflects the side of her that is devoted to sheer power by ignoring the pain she receives. However, as she is also experienced, her Resolve that has accumulated over years of guarding her homeland has given her experience and skill in her fighting abilities in order to bring down her opponents with finesse. The two stances are meant to accentuate each other instead of being heterogeneously identified as the "offense" and "defense" stances. BUT, it is vital to mention, the basic appeal of either stances are still SUPPOSED to sprout from this "offense/defense" archetype, and as such, they were originally stated that way. However, as I wanted Li Mei's individuality to be identified as more than just that base paradigm, the "offense/defense" archetype thematically evolved into gameplay as "damage/utility" stances in her kit. Her Resolve gives her damage increase while her Focus gives her damage reduction. At first this may seem confusing (as it was to one individual who gave important feedback that led to reiteration in Li Mei's kit and is credited later on), but the descriptions of either under her "Ultimate" ability will provide more thematic insight behind each and therefore may give clarity. This was done in order to encourage the combining of her stances in order to adapt to her situation, and allow her to open up limitless options for players who have the skill to realize them in game. Li Mei is supposed to be a rewarding character to play as for people who put the time into her, just as a character inspired by fighting games and other themes should be. She is, as her passive describes her, a Dual-Minded Warrior; she is headstrong, always willing to act while having the confidence in herself to know she can withstand and overcome any challenge without sitting around contemplating her path beforehand and as such her stances act together with one another and not separately alongside each other. As I mentioned to a commenter who provided well-rounded and helpful feedback below:
Remember: ∞ not =
(Q) Dextral Blow/Sinistral Strike
Dextral Blow (Focused Stance)
Li Mei aggressively strikes out in front of her in a line with a short clockwise spin and a stab of her right sai, dealing 50/75/100/125/150 (+80% AD) and generating 10% Focus for each enemy hit (up to 3 for a maximum of 30%) and 20% Focus when hitting an enemy champion (as opposed to 10%, up to a maximum of 60%).
Cost- None Cooldown- 10/9.5/9/8.5/8 seconds Range-275
Sinistral Strike (Resolved Stance)
Li Mei methodically strikes out in front of her in a line with a short counterclockwise spin and a stab of her left sai, dealing 35/55/75/95/105 (+80% AD) physical damage, generating 10% Resolve for each enemy hit (up to 3 for a maximum of 30%), slowing them for 15/20/25/30/35% for 1.5 seconds.
Cost- None Cooldown- 10/9.5/9/8.5/8 seconds Range-275
(W) Flying Flurry/Reposition
Flying Flurry (Focused Stance)
Li Mei focuses her will -and steel- on everything in front of her. She damages in a front facing cone for 1.5 seconds striking once every 0.5 seconds for 25/35/45/55/65 (+55% AD) physical damage. For every hit on an enemy champion, Li Mei generates 15% Focus (up to 45% maximum). Li Mei may move while casting but is slowed by 30%. If the opponent is under the effect of Sinistral Strike, the slow from her Sinistral Strike lasts for an additional .5 seconds for each strike (3 seconds total when added to).
Cost- None Cooldown- 15/14/12/11/10 seconds Range- 425
Reposition (Resolved Stance)
(First Cast) Li Mei focuses before feinting from her opponent. She charges up to 1.5 seconds, increasing the range of her dash over the next 1 second. Depending on the duration, Li Mei generates 25-50% Resolve. (Second Cast) Li Mei rushes toward the target cursor. Reposition’s cooldown is not refunded if interrupted, but is immune to slows in mid cast.
Cost- None Cooldown- 20/18/16/14/12 seconds Range- 325~550
(E) Fixated Kick/Walk It Off Fierce Offset
Fixated Kick (Focused Stance)
(ACTIVE) Li Mei makes an offensive maneuver to kick her opponent, hitting them with enough force to send them up in the air and giving her time to continue her assault. On her next basic attack, Li Mei strikes the opponent decisively with her heel, dealing 40/55/70/85/100 (+100% AD) physical damage, generating 10% Focus and knocking the opponent up for .75 seconds. If Li Mei is behind the opponent, they are knocked up harder for an additional .5 seconds (1.25 seconds total).
Cost-None Cooldown- 12 seconds Range- 160 (Melee)
Walk It Off (Resolved Stance)
Li Mei's sacrifices her Resolve, shielding her for a flat amount of 45/75/105/130/145 (+100% of Resolve spent) for 3/3.25/3.5/3.75/4 seconds. 1% of Resolve is equal to one point of shield. If Li Mei switches stances, she loses the effects of Walk It Off.
Cost- NoneCooldown- 18/16/14/12/10 secondsRange- Self
Fierce Offset (Resolved Stance)
Li Mei takes a reactionary position, reeling backwards with her left sai in front of her out of instinct. For the next 1 second, Li Mei becomes immobile. If she is hit with an ability during this time, she gains 25/30/35/40/45% Resolve. Li Mei still receives the normal damage from the ability as well as any slows or other effects. If an enemy hits Li Mei with an auto attack during this time, the damage is simply cancelled. However, if it is an empowered auto attack active (Renekton W, Garen Q, Darius Q etc.) the damage is negated just as with a normal auto attack, but Li Mei also reflects the status effects back at the opponent (Stun, Silence, Bleed respectively ) as well as generating the normal amount of Resolve. If the empowered auto attack is ranged, the damage and effect is simply negated, as well as the normal amount of Resolve being generated.
If Li Mei is hit with a normal ability with a stun, suppress, or root during Fierce Offset, Li Mei still suffers the full duration of the effect, but generates double the amount of Resolve generated, and her cooldown on Reposition is reset.
Fierce Offset can be cancelled by knock-ups and silence (unless it is from an empowered auto-attack of course).
Cost- None Cooldown- 20/18/16/14/12 seconds Range- Self
[In a combination of feedback due to the previous ability being lazy (which it was) and an attempt to give Li Mei more individuality in her abilities, I decided to switch the rather boring utility of a flat shield that consumes her resource, into a timed ability that requires skill and finesse, but is rewarding. It serves as a dramatically important and active way for Li Mei to generate resources and gives her a new way of surviving in lane in a way that is thematic to her character but also interactive and fun to use. As I wanted it to be more unique than a dressed up “Fiora W”, the ability causes her to be immobile in exchange for a wider array of effects. Just as well, it requires good timing on the player’s end, which serves to balance the ability to the betterment of the player and the opponent.]
(R) Stance: Focused/Resolved
Li Mei adapts to the fight, acting out instinctively and allowing herself to attune to her situation. Every 30 seconds, Li Mei gains a charge that allows her to change herself from an aggressive Focused style to an acute Resolved style. Each time Li Mei switches stances, she removes all Focus or Resolve she has built up, but may retain her active benefit from her previous stance for 5 seconds (stacking with the 5 seconds upon reaching 100% in the stance) and her active cooldowns on abilities are reset. Li Mei may hold up to 1/2/3/4 charges which begin cooldown once a charge has been spent. Li Mei starts with one rank in Stance: Focused/Resolved, and may increase it at levels 6, 11, and 16 up to 4 ranks. EDIT: If Li Mei switches stances while still having an active effect from her previous stance (which will only be available when having +2 charges), the new effect will replace the old one. EDIT 2: If Li Mei scores a kill, she gains an additional charge for her Stance switching for 10 seconds. Only occurs on kills and not assists.
Focused Stance
(ACTIVE) Li Mei readies herself in an orthodox position, ready to deliver an experienced and unrelenting barrage of strikes. During this stance, Li Mei ignores blows directed at her, focused only on bringing her opponents pain while dismissing her own.
Resolved Stance
(ACTIVE) Li Mei relaxes into a southpaw style stance, giving her motions unmatched fluidity and allowing her to move at incredible speeds. Employing this proficient stance, Li Mei is resolved on striking accurately and carefully, targeting precious and vulnerable points while
protecting herselfremaining poised to react.
Insight: As a competitive player, I enjoy many types of multiplayer games, ranging from FPS's to MOBA's and even fighting games (currently Guilty Gear Xrd -Sign- is the hottest topic on the fighting game front for me and many others). Coincidentally, I spend a lot of time playing League of Legends as it is my main source of competitive multiplayer, next to fighters, but one observation that I and many others have noted is that the game, while inherently advanced in terms of playstyles of characters, team compositions and statistical numbers, is not actually a technically difficult game. At the end of the day, the core gameplay of League of Legends is pushing anywhere from four to eight buttons on your keyboard in a more "correct" order than your opponent. This may sound brutish and maybe even a bit critical but it is a fundamental truth of the game and it is not something to demerit the game for, but it could be looked at in a corrective manner. To be fair this also true of genres such as fighters, although they are claimed as being more "difficult" and "technical" because of the actual challenge of inputing certain moves for characters. On a more basic level, however, I find that the two are somewhat similar, in that they depend on knowledge of subjects such as "match-ups", strengths of certain characters, gameplay archetypes (grapplers v. tanks, charge characters v. carries etc. etc.), and the goals that players present themselves in order to win their matches (chipping/footsies v. CS'ing/objectives).
So I asked myself, how could you make a character that thematically fits in the MOBA space, while adhering to the genre's natural gameplay fundamentals while also bringing a new sense of technicality to enhance gameplay experience. To this degree, I believe a measured approach to her gameplay design is necessary. Her effectiveness in game will be REWARDED to the player's skill of allocating her abilities in dynamic patterns instead of GIVEN to the player for simply surviving with her 40 minutes into the late game and having all items.
As a designer, I am adamant in character design that is inspired from strong subjects while also retaining grounded uniqueness, artistically sound both in gameplay and design, and overall strong in individuality.
As a character, Li Mei is artistically and thematically inspired from League of Legends, Smite, Berserk, Mortal Kombat (which will be obvious to fellow MK:D fans), and Guilty Gear Xrd –Sign- as a figure that is bold and quick to action while also being sure-handed in those actions. Consequently, her gameplay calls for assured play calling in her ability and stance rotations by the player while they also utilize her inherent strengths and weaknesses, such as low starting stats, telegraphed set-ups and dynamic complexity, much like in fighters and some other MOBA characters. For eagle-eyed League of Legends lore connoisseurs, you may find some juicy details to flesh out her background, and maybe even a relation to another well-known character.
Basic Gameplay: Li Mei will benefit from her Resolved Stance when focused on general laning and CS’ing more so than the more offensive counterpart. With her Resolved W she is given a reliable escape if timed correctly, in addition to her E which gives her an option to skillfully react to enemy champions, all while building increased damage to secure minion score with the occasional trade with her opponent. However, in her Focused stance, Li Mei is able to generate more Focus with a Dextral Blow than compared to Resolve building with a Sinistral Strike, which allows her to build her passive damage resistance in order to retain a more aggressive style. When ready to face her opponent, or an opportune moment arises, experienced Li Mei players will be able to open up a fight with her Resolved Stance and sustain her attacks in a more punishing Focused stance. Given the tools to stick to her opponent, Focused attacks require initial gap-closing that is telegraphed and counter-playable by the opponent but is devastating when done correctly. This allows both the Li Mei player and her opponent to be rewarded from skilled gameplay. Also, her Resolved E gives her an additional tool to her arsenal that is unique and provides for skilled gameplay. The potential opportunities that arise out of opening up into different possible combinations from any ability, stance, or situation, encourages and supports the thematic background of Li Mei while giving her unique gameplay in League of Legends that is also balanced.
Combinations: (Recommended for Low Levels 1-5)
Focused Stance: Q-E-W This is a bread and butter combination for Li Mei in her focused stance. In an ideal scenario, meaning Li Mei is able to hit 2 minions and 1 enemy champion (laning) with her Q, this combination ensures a 100% build-up of her Focus passive which gives 25% damage reduction. However, as this is hard to pull off, hitting an enemy champion alone will build up 75% (if every ability his hit) of Focus meaning 20% damage reduction. Resolved Stance: W-Q-R-E-Q-W This is a basic combination that involves gapclosing from Li Mei’s defensive stance into a hard pressure combo. As it requires a bit of build up from charging a Resolved W, the player must time their play correctly or else the enemy may take advantage of seeing the incoming assault. Focused Stance: Q-E-R-W This is another basic combination for Li Mei players planning to disengage from their opponent if suspecting a play. The initial combination in her offensive stance builds up her damage resistance before switching to her Resolved stance to make the maneuver away from her opponent.
(Recommended for Middle Levels 6-10)
Now that Li Mei is opened up to multiple charges, her choices become exponentially greater. During this Mid-Game timeframe, during which it is arguable that the most “player-skill” is required or is generally demonstrated in most games, Li Mei can benefit herself and her team by choosing multiple ability paths for different situations. Resolved Stance: W-Q-R-E-W-Q-R-Q-W A more advanced version of the Low Level Resolved combo, this play makes sure to utilize Li Mei’s passive to prepare for a tons of damage attack, while making sure to maximize her damage resistance once her attack is cemented. From this position, the extra charge allows her to apply Crowd Control before making an escape, or continuing her assault with a teammate or on her own. Focused Stance: Q-E-W-R-Q -(W)-R-E-W-Q This when Li Mei’s potential combinations start to become noticeably more complex when compared to many other champions. This particular combo is one that can take enemy players by surprise, opening up from a Focused Stance that capitalizes on quick build-up of damage resistance and poke on the opponent before moving into a Resolved stance to build-up passive damage to finish the combo with a heavy hitting Focused stance basic combo. The left over Focus will allow Li Mei to retain her damage resistance to shrug off blows after leaving herself open by spending her charges. This stance ends with Li Mei in a Focused stance, which leaves her vulnerable to ganks or mobile champions since it will be a few seconds before another charge comes up. Focused Stance: E-R-Q-R-E-W How long can you juggle? This is a rather humorous combination that keeps the opponent relatively locked down. The damage output isn't very high and it requires an obvious run up to the opponent to make it happen... but, #werf.
(Recommended for High Levels 11-18)
Hey man, if you figure them out, let me know. I hate to discredit myself by leaving that a little open ended but I am a little impatient and would rather get this character out there instead of sitting for a few days thinking about button combinations. Needless to say, with 4 different opportunities to utilize 3 abilities, a veteran Li Mei player in late game may bring some of the most exciting, rewarding, and unique plays in League of Legends.
Conclusion: Thank you so much for your time and attention. I know I’m guilty of scrolling past works or designs made by others that are thought out and truly deserving of at least a couple minutes of my free time, but I really appreciate any support given by you guys. Of course, I’m not a professional by any means nor do I consider myself to be and ANY insight or suggestions made by players or other more merited artists and designers is appreciated.
TL:DR Thanks again just for clicking on this! This image was drawn by me for 5-6 hours over a couple days. As an amateur artist, I don't particularly take too much pride in the image, as it is basic especially compared to many artists who post much superior images for their ideas but, again, as a rather impatient person I wanted to get this idea pushed out as quickly as possible. If need be, I will probably return to this image at a later date to really get a finish on the design in a way that I think is worthy. For now, though, I think it serves well enough as a basic slice of what I have in mind.
Again, please feel free to make suggestions and critiques, especially those that take a nice steaming dump all over my amateur drawing skills!
(For the CCOS judges, I suggest reading some of my reactions to the feedback below for additional insight into some of her gameplay aspects if you have the time.)
[UPDATES]
2/12/2015 After a week of thinking sparingly about the design, I've decided to revisit and polish some things up (Thanks to Auryiel and TheTyeGuy for their responses so far). I've clarified her stances, and which abilities are under each.
I will continue to add new perspectives to my vision for her, such as laning and perhaps build paths, but I will remain more focused on her gameplay design and thematic aspects.
2/15/2015 Noticed I had very incorrectly stated that Focused Q's where generating Resolve and vice versa as I believe this was a carry over from the very early stages of Li Mei's concept but it is now fixed. Also, thanks to Auriyel pointing out that Resolved Stance has a very tough time generating Resolve, I reworked both versions of her Q to have a new way of generating resource. This ability gained 50 range (the actual mechanics of the ability are supposed to be imagined as a Riven Q in movement and speed) and now generate resources based on number of enemies hit, and the Focused Q is increased if they are enemy champions. This lead to some rebalancing of resource generation, the addition to her maximum passive output resetting her total resource after 5 seconds, and included the rather unnecessary, but thematic switching of her Focused abilities Fixated Kick (previously W) and Flying Flurry (previously E). Thanks Auriyel and Keagn.
2/16/2015 Decided to get rid of Li Mei's least interactive ability, a flat shield, in favor for a more thematic, skill-based, and functional parry-like ability. This reflects her roots as a character inspired by mechanical complexity in fighting games but also leaves her more options to use in lane without being too oppressive, as it leaves Li Mei wide open if done incorrectly.
Li Mei's abilities are FAR more interactive now, each reinforcing the aspects of either stance they belong to while still supporting utilization of both stances as opposed to just one. Each one has been reevaluated, whereupon I decided to give most of her abilities different values that tie in to combining them in sequences in spirit of her character being so inspired by combo-based gameplay.
Laning:
In her current state, Li Mei benefits the most from the Top Lane, with some respects to the Mid Lane as it would accentuate some of her defensive aspects with the shorter distance. However, as she is considerably weak at a basic level (Low starting stats and very low damage output early on without proper gameplay), the typical mid laning champion of League of Legends will capitalize on this, as they usually thrive during these low level environments whereas Li Mei will be left exposed.
and I fire my ult, and since I got super fed by your teammate my ult does 1000 damage, but if I fire it at you when you have 1000 hp, you'll only take 750 damage. That means a 250 damage reduction, which is pretty steep for a passive. I don't have any real problem with Resolve though, it seems a bit more balanced. Also, I feel that you need more things do do with the resource instead of just building it up and taking uber damage reduction, maybe provide additional choices for the player.
hence its name.