Vivity, the Life Barer

The Dreamwalker··2 votes·1,132 views

Hello! This is an idea for a brand new support idea! I mainly have been focusing on MID or ADC, even a couple of TOP lane champs. This is my first ever SUPPORT champion! So, let's get started. Vivity is actually also my first non-human champion. Vivity is a full grown griffin.

Homeland: None, she prefers the woods of the world. Any and all.

Stance: Pure / Good (She treats other with honor and compassion, and she treats herself well too)

Allies: Anivia, Ivern

(Since Vivity has lived in every woods at one point or another, she has had the chance to meet Anivia)

Foes: Maokai, Zyra

Class: Support

Secondary: Mage (She could frankly be described as a tank or fighter if someone wanted too)

Lane: Support (Bottom Lane)

Updates

Vivty's mana cost have been fixed (modeled after my favorite supports, Nami and Leona) as well as her cool downs. Mainly, they have been drawn back by 1 second. Her ult has been updated in mana cost, it costs 100 mana all levels, and her ult now has a scaling cool down ending at 100 seconds. Her secondary class has been changed for thematic reasons. Her W has also received a clarity update.


Powers

Passive: Powerful Winds

Enemies recently hit by one of Vivity's abilities are marked with true sight and allies gain 15% increased MS when moving towards that target. They are marked for 2.5 seconds.


Q: Screech

Range: (The size of Swain's rooting ability)

Mana: 70

Vivity marks a targeted area (AoE ability) to receive a fear debuff that lasts 1.5 seconds. This ability also deals 50/70/90/110/130 (+ 0 AD and 90% of AP) (scalings based off of Morgana, the Fallen Angel).

Cool down: 13/12/11/10/9 seconds


W: Death From Above

Range: 750

Mana: 60/70/80/90/100

Vivity charges an enemy unit. She lunges into the air (out of sight), then targets an enemy unit and comes crashing to the ground. If no target is selected, she returns from where she flew to the skies. Vivity may also use this ability to re-position herself. Upon coming back to the ground, she applies a knock-up for .75 seconds and a slow worth 40% for 1.5 seconds (on targeted unit). The damage she deals is 75/100/125/150/175 (+ 0 AD and 50% AP) magical damage.

Cool down: 11/10/9/8/7 seconds


E: Lightwinged Shield

Range: 650

Mana: 85/100/115/130/145

Vivity shields an ally unit in a shield crafted from her own wings. The shield takes in damage and then redirects it as health for 15% effectiveness. The shield takes in 65/95/125/155/185 (+ 0 AD and 65% of AP) this shield lasts for 4 seconds. This is a point and click ability. This ability can be used on Vivity.

Cool down: 12/11.5/11/10.5/10 seconds


R: Winged Protector

Range: 975

Cost: 100

Vivity spreads her wings to their full length and sweeps the ground before her with mighty winds. Enemies in the field of Vivity are blasted back. If an enemy re-enters her field during this power, they are blasted back again. Also, she serves as a great wall. Allies also gain 30% increased MS during this ability. Since this ability is a channeled ability, it can be stopped with cc. The ability lasts 2.5 seconds. .5 seconds shorter than MF's ult. The ability only affects the direction in which Vivity is facing for a 975 range.

Cool down: 120/110/100 seconds


Vivity's weapons are her powerful and sharp beak. She sort of pecks her enemies to death >.< for a critical shot she does a powerful bite on them.


(The artwork used is not my own, it is just used for representation of Vivity.)

http://imgur.com/p0T7cZP


I know that she probably sounds very OP, but just keep in mind some that SUPPORT items don't really that high of AP scalings. So, these higher than usual AP ratio scalings are due to that fact. Thanks!

16 Comments

midnight oil244 votes

She's interesting, but could use some tuning. Getting a heal off of the shield, no matter how small it may be, is still a frustrating experience for someone. Imagine that you just fired off the perfect ashe ult, only for a shield to stop it and then HEAL the person who was about to die. Also, even if she doesn't have the best scalings, she still, by end game, gets a free root every six seconds, she gets major displacement that also lets allies get close, and she gets a fear every few seconds. Vivity is a champ that basically looks at the enemy who wants to do something and says: "No. #### you." No one can do anything with her around. Everything she does stops you from doing stuff while letting allies get in close. You say that because her ap doesn't scale well that she's not powerful, but why does she need to build AP when everythign she does stops enemeis from fighting back?

She's got potential, but she's too powerful.

FloRaider421 votes

Seems like an interesting concept and I like that you are branching out from your comfort zone.

Passive: A HP buff that is only usable every 4 minutes and has very varying effects due to affecting base HP (ex Tryndamere has 626 HP lv 1 whereas say Anivia has 468 HP) doesn't really sound that impressive. The effect also isn't that "impactfull" as people don't appreciate %boni as much as an more visual effect like shields. Try to give her a passive with more interactivity that also impacts her playstyle.

Q: Considering the low CD and appearently no delay this ability could become really annoying depending on fear duration and cast range.

W: I like the idea of a griffin ramming enemies midflight, but currently it is too powerfull as the Condemn proc is made far to easy by also including enemy units (would also look akward with titans like Nautilus getting stunned from ramming into a caster minion), even if somehow the enemy champion isn't stunned it's still a slow and a dash.

E: I wonder why you always mention "damage of both kinds"? They are the norm, if your shield only blocks magic or physical damage then you mention it.

Comparing this to Karma feels a bit odd, because why does the flying bird champion grant overly powerfull shields but worse MS buffs?

Karma shields 70->190+50%AP and gives 40->60% MS for 4 seconds.

R: Interesting choice of ability, but making her take damage for an ally and giving her a revive effect along with it (Griffin not Phoenix) does sound cheap. item 3109 and Bond of Stone have rather similiar effects, but also give some boni, whereas this ability sends you to your ally with the intention (or at least disregard) to die.

You yourself mentioned the problem of this ability:

I didn't want it to be this sort of risk thing. I wanted people to feel safe for take the plunge for an ally unit.

You probably didn't add it because it felt important or thematic, but because it would make for a better ability

Summary: Even without lore I should be able to understand your champions premise, but while Q, W and E would work for a magical griffin the passive and Ultimate fall short on that and don't really add that much gameplaywise: passive has little interaction in game and R gives her a dash (W) and allies "tankyness" (E). E has the problem of being a better Karma shield, which does mean you should probably rethink it. Q and W work well with the griffin theme and while they do need some tweaks to truly shine they are rather interesting.

Never forget the Sir amongst Poodles

The Dreamwalker1 votes

Passive: Good point. I will see what seems more like a griffin and add that.

Q: Yea, I forgot to add the other things such as the duration. I will make it small as to not have it be super annoying.

W: Oh shoot, I worded it wrong. I meant to say that if they are rammed by other enemy (champion) units.

E: Just details. For people like me, we may think magical or just physical. I just add that for every to feel "included". Also, dang it. Forgot about Karma. Back to the drawing boards. I will keep the shield, but give them something extra.

R: No! I did add it because it was important. If Vivity is going to be dashing into the fray to help secure kills, I don't want people being like "but I could die very easily". Yet, I will work with it. I will make her feel more like a Griffin. Oh! I know.

If you are talking about Alania, I didn't delete the feedback. I just re-made her with the justifications that you recommended in that previous, bad version of her. I didn't mean to cause you any offense.

FloRaider421 votes

Problem is that if the fear is too small it kinda becomes meaningless, dunno if adding more requirements to justify increasing the duration wouldn't be better.

What do you mean? Both get stunned, first target gets stunned or second target (enemy behind) gets stunned? Still confused about your talk about the directions when it sounds like a targeted ability. Regardless it still has the problem of getting very close to Condemn and Heroic Charge, so maybe some tweaks regarding that.

MS makes sense for a griffin though... Maybe something else along those lines.

If Vivity is going to be dashing into the fray to help secure kills, I don't want people being like "but I could die very easily"

That's exactly what I said: you added it for gameplay reason (make people take the risk) instead of thematic reasons (griffin can rez now). Sry if I have confused you with my use of "important".

I know, but it's still somewhat annoying to suddenly see it missing. That said I didn't even give my two cents about the new Alania...

The Dreamwalker1 votes

{quoted}

Problem is that if the fear is too small it kinda becomes meaningless, dunno if adding more requirements to justify increasing the duration wouldn't be better.

What do you mean? Both get stunned, first target gets stunned or second target (enemy behind) gets stunned? Still confused about your talk about the directions when it sounds like a targeted ability. Regardless it still has the problem of getting very close to Condemn and Heroic Charge, so maybe some tweaks regarding that.

MS makes sense for a griffin though... Maybe something else along those lines.

That's exactly what I said: you added it for gameplay reason (make people take the risk) instead of thematic reasons (griffin can rez now). Sry if I have confused you with my use of "important".

I know, but it's still somewhat annoying to suddenly see it missing. That said I didn't even give my two cents about the new Alania...

Okay, I fixed the fear duration.

Huh, well I don't want it to be too op. If I make it both, she could be very big lane harassment. If I do one, then it is kind of pointless for her rush two people. So, for the power's sake, she will stun both. For direction, if Vivity is flying from the North, she will knock someone backwards (so south). If she is flying alongside an enemy she with knock them to the side. Does that make sense?

I took out the MS on the shield and instead added it her passive with some other tweaks. Also, since she is nature / healer themed (i.e. name of Life Barer), I made the shield a tad better or more OP, whatever people want to say.

I also changed the ult to fit in with her theme / griffin nature.

Yea, it somewhat confused me. But, I made it all better now.

If you did give me your two cents this time, I promise not to delete that version. Idk why I even did that, I still have access to it, but I cannot un-delete it sadly.

FloRaider421 votes

WW E: close AOE fear for 1 second (no damage) CD 15->11

Vivity Q: ranged AOE fear for 1->2 seconds (medium-high damage) CD 9->5 Balancewise you should compensate for the range and low CD with a much weaker effect.

W: Why does she suddenly command roots? Again low CD with rather high CC (Morgana Q has a 3 second single target root and people complain about the duration) so definetly some tweaks needed there.

E: Definetly OP (not even Naut has a shield that good), especially since the shield also grants a heal now.

R: The idea of generating storms with wings sounds interesting and thematic, but currently the effect seems overloaded (Continous knockback/drag, MS buff, Windwall and damage reduction).

Some open problems: With the change to her ult and W she has three instances of AOE CC, which isn't really something a champion should have. With the changes to passive and ult she only has her E that follows the Lifebarer thematic.

The Dreamwalker1 votes

{quoted}

Vivity Q: ranged AOE fear for 1->2 seconds (medium-high damage) CD 9->5 Balancewise you should compensate for the range and low CD with a much weaker effect.

I actually compared her Q to most other abilities with similar effects. She is much, much weaker than a Morgana, Fiddlesticks, Lux, etc.

W: Why does she suddenly command roots? Again low CD with rather high CC (Morgana Q has a 3 second single target root and people complain about the duration) so definetly some tweaks needed there.

She is a nature griffin. Also, she is not commanding them. She is hitting the ground with such force that it knocks up some roots. It also only roots one target.

E: Definetly OP (not even Naut has a shield that good), especially since the shield also grants a heal now.

Well, actually there is a champion with shield / heal power. Galio. Also, the damage being blocked is modeled after Morgana.

R: The idea of generating storms with wings sounds interesting and thematic, but currently the effect seems overloaded (Continous knockback/drag, MS buff, Windwall and damage reduction).

Okay, simple fix. It will be a grand shove backward, instead of continuous. Also, why can't an ultimate be huge? I mean, she probably shouldn't have all of that. But, she could probably keep the shove and wind wall reference. I mean, Braum has one in ice form.

Some open problems: With the change to her ult and W she has three instances of AOE CC, which isn't really something a champion should have.

Sorry, wasn't clear. The W is updated to be a single targeted effect with AoE damage. Two is about the max for a champion that acts as a support, so I am keeping that there. (i.e. Leona)

With the changes to passive and ult she only has her E that follows the Life barer thematic.

Correct and incorrect, allow me to explain. What does Life barer mean to people? To me, it could be someone who can protect someone without the use of heals. They could just be a guardian able to cc people. Also, I believe supports were the role were CC and buffs were suppose to be present. Shields, heals, silence, disarm, slow, etc. I mean, the shield I could just make generic (even though I don't want too and most likely may not do that).

With the new updates I will probably add are:

Q: Reduced fear debuff. Q has (cc-wise) fear. With weak damage.

W: No more root, instead a brief knock up period. Makes more sense imo.

E: Generic Shield or Healing Shield (also they are only healed if taking in damage).

R: No more increased MS, no more continuous knockback. Single knockback. No more wind wall. Left with a knockback.

Passive: Staying the same. It is the only MS she'll be giving to her team. It also fits the support theme. Morgana and Karma both give true sight to their team.

Also, if she already has an ult that doesn't give her extra damage, then why can't her basic Q and W do that for her?

FloRaider421 votes

Fiddle is a single target fear with no damage that lasts as long as your AOE fear and even has a much longer CD. If your CC affects more enemies it should be weaker than CC affecting only one enemy.

Sry the wording with "deals AOE damage and roots" sounded like the effect was AOE as well.

Galio only heals himself on a disminishing rate and doesn't grant a shield, but Resistance buffs. Morganas shield is magic only so normal shield should do a bit less.

Actually the one big shove might be too close to Janna so having the continous effect definetly helps to differentiate her more. It's better to keep effects simple and streamlined, as it's easier for the enemy to understand and to balance. Braum has the shield on another ability than his ultimate and he manages to make it different enough to Windwall to work.

Problem is that those CC powerhouse supports like Naut or Leona, don't have other utilities for allies (like your MS buffs and shield), which feels a bit unfair.

Never said that she can't have damage, but considering she has High CC and some utility giving her damage might just make her overbearing.

Summary: Passive: Morgana and Karma only grant true sight while chained to the enemy, but otherwise fine. Q: reduced fear duration is okay (AOE CC < Single target CC) W: knockup works too. Appearently I got confused by the talk about AOE damage followed right with the talk about CC. Sry E: Less power, since unlike morgana she has a normal shield R: MS and continous knockback are fine and help to differentiate from Janna, maybe instead of circular you could make her shove more targeted and grant MS and knockback in one direction?

The Dreamwalker1 votes

Summary: Passive: Morgana and Karma only grant true sight while chained to the enemy, but otherwise fine.

True, but this could be how she differentiates herself from Karma / Morgana.

Q: reduced fear duration is okay (AOE CC < Single target CC)

You made good points. The fear has been reduced to make her more of now or never type of diver. The damage is still the same though. Increasing the cd a tad.

W: knockup works too. Appearently I got confused by the talk about AOE damage followed right with the talk about CC. Sry

Np, it happens. It is also my fault for putting those so close to get other.

E: Less power, since unlike morgana she has a normal shield

True, but if you think about Lux's, it does 210 at max level once then again when it returns for another 210. So, her shield follows another champion's. Just, her's is flat whereas Lux's is during a delay.

R: MS and continous knockback are fine and help to differentiate from Janna, maybe instead of circular you could make her shove more targeted and grant MS and knockback in one direction?

Yea, that is what I meant to type, yet my fingers had other plans :/ I will make that change. I will just cut the wind wall part out.

FloRaider421 votes

I though Lux was "50 / 65 / 80 / 95 / 110 (+ 20% AP)" not sure might need to check up on that. Otherwise most changes seem good

The Dreamwalker1 votes

{quoted}

I though Lux was "50 / 65 / 80 / 95 / 110 (+ 20% AP)" not sure might need to check up on that. Otherwise most changes seem good

Yea, you're the one who is right. I got the numbers confused. I will make the changes.

gemini3331 votes

Finally, a good support champion that has manageable balance levers and a unique theme (vision supports are so overdone). The scalings are kinda weird, but nothing too out of place (ignore me if I'm being too nitpicky about numbers, which I sometimes am).

  • The scalings for (Q) Screech is sort of weird. The mana cost is really high, and the cooldown is too low for the utility. Just a small balance thing, since supports are rewarded more for building cooldown reduction than AP and mana. I'd say Nami's (Q) Aqua Prison is a good example for this kind of ability more so than Morgana. Also, does this ability have brief delay like Swain's (W) Nevermove?

  • (W) Death from Above seems a lot like Aatrox's (Q) Dark Flight, except it does magic damage rather than physical. You might need something to distinguish it a bit more from the other ability. There's also a bit of weird scaling here like the last ability.

  • (E) Lightwinged Shield is fine, although it's worded strangely. You should probably clarify a bit about the healing effect. Also, the cooldown can just be 12/11.5/11/10.5/10 seconds. There's no need to have it change every 2 ranks like that.

  • I think (R) Winged Protector is really good. It solidifies her identity of helping allies among the other supports, and feels reasonable with a lot interaction between allies and enemies. A bit of small balancing numbers thing again, but you can just have the cost at 100 mana for all ranks, and have the cooldown scale down instead (ex. 120/110/100 seconds).

Good solid support all around.

The Dreamwalker1 votes

{quoted}

Finally, a good support champion that has manageable balance levers and a unique theme (vision supports are so overdone). The scalings are kinda weird, but nothing too out of place (ignore me if I'm being too nitpicky about numbers, which I sometimes am).

You're fine. Feedback is feedback.

  • The scalings for (Q) Screech is sort of weird. The mana cost is really high, and the cooldown is too low for the utility. Just a small balance thing, since supports are rewarded more for building cooldown reduction than AP and mana. I'd say Nami's (Q) Aqua Prison is a good example for this kind of ability more so than Morgana. Also, does this ability have brief delay like Swain's (W) Nevermove?

Thanks for the reference. I will take a look at Nami. Hmm, I was thinking about a 0.5 second delay.

  • (W) Death from Above seems a lot like Aatrox's (Q) Dark Flight, except it does magic damage rather than physical. You might need something to distinguish it a bit more from the other ability. There's also a bit of weird scaling here like the last ability.

Hmm, yea. I forgot about Aatrox. Does his Aatrox have a knockup? If so, I can change it to make something more unique.

  • (E) Lightwinged Shield is fine, although it's worded strangely. You should probably clarify a bit about the healing effect. Also, the cooldown can just be 12/11.5/11/10.5/10 seconds. There's no need to have it change every 2 ranks like that.

I will make sure to clarify. Also, good suggestion for the cool down.

  • I think (R) Winged Protector is really good. It solidifies her identity of helping allies among the other supports, and feels reasonable with a lot interaction between allies and enemies. A bit of small balancing numbers thing again, but you can just have the cost at 100 mana for all ranks, and have the cooldown scale down instead (ex. 120/110/100 seconds).

I just felt that the mana cost I had in place and cool down sort of balanced out her ult. Since it does more than other ults in a way, I thought it should have a higher mana cost. I will change the cool down however.

Good solid support all around.

Thanks! Thanks again for critiques.

I may not get the changes to tonight however, possibly tomorrow (2/20 just to clarify because I don't know when you may read this reply)

gemini3331 votes

No problem! Also, after re-reading a bit, I think her (W) Death from Above is also a bit awkward in terms of mechanics/theme. It's the only thing in Vivity's kit that makes her charge into a fight, which may run counter to her 'mage' subclass and playstyle. Most of the other abilities are also ranged, so there's not enough incentive to go charging in at the moment.

The Dreamwalker1 votes

{quoted}

No problem! Also, after re-reading a bit, I think her (W) Death from Above is also a bit awkward in terms of mechanics/theme. It's the only thing in Vivity's kit that makes her charge into a fight, which may run counter to her 'mage' subclass and playstyle. Most of the other abilities are also ranged, so there's not enough incentive to go charging in at the moment.

Hmm, you make good points! Allow me to explain. So... her Q is her main set-up thing here. Then, it would lead into her dash power (W) to stop an enemy unit. Then, E would be to ensure that her ADC or other teammate can survive the onslaught. The R is used to retreat or gank countering. Yet, I can see your points! I just hope my explanation of how she is supposed to work helps you see where I am coming from. Also, the incentive is just that she able to lockdown a target x seconds for her ADC to kill and eventually (if everything goes nicely) gets fed. >.<

I also said "mage" for a subclass because she is magical... yet she could be described as a tank or fighter I suppose. Whichever helps make her more... thematic. I am also going to work on a few of those changes now. :D

midnight oil241 votes

Hey, dreamwalker.

First off, you never replied to my suggestions. I'm sorry if I made you unhappy with them, that would never be my intention.

Also, if you want to see my latest concept, here it is: http://boards.na.leagueoflegends.com/en/c/skin-champion-concepts/QAbArMEA-champ-concept-asha-the-great-ranunculus

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