[CUSTOM Concept] Hydran, the Water Walker (Uses the River instead of Mana...?)

Rektagon·8/29/2019, 1:09:04 AM·2 votes·1,491 views

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2 Comments

Rektagon8/31/2019, 11:04:27 AM2 votes

Alright so, Waterbender: An interesting idea to say the least, no champion so far has interacted this way with an element I don't think - and the specifics of the way he goes about collecting water are good too. The timer increase the more full you are might need a little helping though, I mean, 53 seconds for your final 12 droplets early game seems like a bit much.

It's to stop him from abusing his manaless mechanic. From how it looks, he basically won't need to back unless he's full on gold or low on health. Also, being able to get resources from the river would be easy, since every lane has a river...next to it. He'd also be good in teamfights if he ever got low on casting resources around objectives.

Precipitate: A neat concept, the right amount of mobility to overcome but not add to the mobility creep. As an idea, after Nimbus advance instead of having the water cloud re-apply a modified version of it's damage when he gets there (Since that would be a lot like Stratus advance) maybe Hydran would become ranged upon reaching the cloud and as long as he stays in it.

Oh there's no reapplication. If he summons the cloud (Precipitate) and immediately dashes to it (Nimbus Advance), only Nimbus Advance's damage will apply since the cloud deals more damage when he's in it. The idea here is that he's hidden when he enters the cloud, so you can't see his body (but you can damage him with basic attacks and abilities). Stratus Advance is very different though; he dashes onto the ground and roots everyone.

Chilling Blast: No complaints here, probably his most "basic", simple ability, but do the summoned water orbs count as bodies of water that he can Aquatic advance to? They probably should imo.

They don't, since they're in the air when he summons them. Also, I'm thinking of getting rid of the stun ngl - he already has good hard CC in his Q. What I'll probably do is just change it to be a slow and "wet" debuff that makes allies give them bonus damage.

Seastone Pendant: So, I'm confused. Once Hydran has given a pendant to an ally, is the pendant located in their item inventory, or held as a status buff? If it's the former, then what happens if they have a full inventory - is the pendant consumed immediately, and if it is, does the spell shield have the same time duration? If it's the latter, and Hydran has to recast the ability on the allied target to activate the shield, doesn't the shield duration seem too short? If it actually is like this and the shield is solely up to Hydran's micromanagement skills to activate, perhaps it should have a longer duration, like Morgana's Black shield, and possibly have it's -70% effectiveness when used on the same target repeatedly removed altogether. Also, is the pendant lost upon death?

It's not "stored in their inventory" so to speak, that that poorly-worded. What happens is that they get a passive status buff lasting about a minute, during which time they are granted the bonus effects which decay over the duration. If they then click on the pendant, they activate it to grant themselves a spell shield - so the ally will recast it, not Hydran. They're in control of the Pendant once they're wearing it.

I actually thought the ability was OP because of the healing potential, the CDR and of course, all the other buffs. It's basically like a Purple Buff - Red Brambleback and Blue Sentinel fucked each other or something.

R1: Cleanse the Waters First cast: Hydran targets a location. After 0.5 seconds, sea beasts begin circling the area, muting all enemy champions. Second cast: Tentacled limbs reach out and swipe at enemy champions for 3 seconds. Any caught by the tentacles are hurled towards Hydran’s current location. When they land, they take 240/360/480 (+50% AP) magic damage.

I'm going to change this ability. The sea beasts circle the area and start attacking enemy champions, generating stacks. At 2 stacks, the enemy is feared for 1.75 seconds, taking magic damage.

There. That makes it very unique.

Thanks

Damaskin08/30/2019, 11:49:10 PM1 votes

Howdy. So, I usually don't comment on a single person's posts one after another (Cuz that'd be kinda wierd) but since this post was specifically asking for it and no one's done so yet, here I am. Because I'm not really a lore person yet (Even though this doesn't connect that much with canon lore I think) I'll be jumping straight into the kit, so please excuse that.

Alright so, Waterbender: An interesting idea to say the least, no champion so far has interacted this way with an element I don't think - and the specifics of the way he goes about collecting water are good too. The timer increase the more full you are might need a little helping though, I mean, 53 seconds for your final 12 droplets early game seems like a bit much.

Precipitate: A neat concept, the right amount of mobility to overcome but not add to the mobility creep. As an idea, after Nimbus advance instead of having the water cloud re-apply a modified version of it's damage when he gets there (Since that would be a lot like Stratus advance) maybe Hydran would become ranged upon reaching the cloud and as long as he stays in it.

Chilling Blast: No complaints here, probably his most "basic", simple ability, but do the summoned water orbs count as bodies of water that he can Aquatic advance to? They probably should imo.

Seastone Pendant: So, I'm confused. Once Hydran has given a pendant to an ally, is the pendant located in their item inventory, or held as a status buff? If it's the former, then what happens if they have a full inventory - is the pendant consumed immediately, and if it is, does the spell shield have the same time duration? If it's the latter, and Hydran has to recast the ability on the allied target to activate the shield, doesn't the shield duration seem too short? If it actually is like this and the shield is solely up to Hydran's micromanagement skills to activate, perhaps it should have a longer duration, like Morgana's Black shield, and possibly have it's -70% effectiveness when used on the same target repeatedly removed altogether. Also, is the pendant lost upon death?

Cleanse the waters: My more preferable one out of the 2 ultimates. Not only is it weaker on a single target damage-wise for it's cooldown, but fits more with the rest of his kit generally in my opinion, i.e. the torrent of water created by the fish could be Aquatic advanced to, silence allows for for a W stun to combo without being an unavoidable nuke. Purge the waters: I'll assume that by Jaul-fish you meant something like Pyke's recall fish Nensi, and not the two-lane wide one that ate him that's like this big: https://gamepedia.cursecdn.com/lolesports_gamepedia_en/thumb/3/3c/Visions_of_Bilgewater_7.jpg/480px-Visions_of_Bilgewater_7.jpg Appearance aside I find this one way less fair with it's cooldown and cost and nonexistent avoidability.

That being over, I actually find this champ really cool, but definitely not your most complicated concept - not even holding a candle to Anselm, The Altillery Master.

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