I saw her more as a summoning mage than you, we don't really have that in league rn (malzahar is very limited in that regard, yorick kinda is, but he is more a tank, not a mage).
Only honey bees sting, but I kinda like the idea of the regular bees exploding and the ult ones not. I was thinking of her as a very RTS-y character, more focused on unit management than on fighting mechanics.
I didn't mean for her to be centered around music, unlike sona and bard she wouldn't be playing for entertainment or todo damage, her music is not magical at all, it is just her way of controlling her captors.
Also if you want her to be dark i really like the Stockholm Syndrome idea, where she likes the bees even though they killed her beloved because she doesn't get to hate them without dying pretty much. That's dark af.
Also, giving her cc could make her too annoying to play against, i think she should be more centered on overpowering foes with numbers, which would be horrible to play against if she also had cc.
Tbh (hopefully i'm not tooting my own horn too much here) i really like the abilities i posted and i think they fit the concept (which is also rlly good) perfectly.
In terms of numbers and such, i think her bee dmg should scale with both ad and ap and should be bigger (both in size and explosion radius) and do more damage if they are crits (crits are decided on bee spawn). The bee hp should scale with hp, ap and ad. Also, bee attacks apply on hit effects to the main target (What on hit the bee will apply is decided when the bee is spawned), runaan's spawns 2 extra mini bees with 40% dmg, radius and hp.
Melissa is ranged, if the runaan's thing didnt give it away xD
I was thinking something like 650 range, a larger range than usual gives opponents more time to react and allows for her to be safer, which is an important part of her kit.
Bee's take 50% dmg from aoe abilities.
Bee hp: 50-150 (+10% Melissa's max hp) (+40% ap) (+50% ad) (50% more if it is a crit)
Bee dmg: (+100% ad) physical damage and (+30% ap) magic damage (*(2+crit modifier) if it is a crit)
Bee radius of explosion: 80 (120 if crit) (for reference a karthus q has an effect radius of 100, corki ult 75, corki big ult 150, teemo ult trigger radius 60, teemo ult explosion radius 200)
Bee armor and mr: 1-18 based on lvl (1 per lvl)
Bee movespeed: 420 (blaze it)
Bee's can fly over units.
Monsters and towers ignore bees. (to avoid some very weird interactions)
Bees attract both tower and minion aggro to the champion if they attack another champion.
Guard Bees don't explode when they attack, but they are slower (350 ms).
Guard Bees have 500% increased armor and mr and do 60% of the damage of the regular bees.
Guard Bees' movement speed is increased to 450 when moving towards Melissa.
Guard Bees have 2 attack speed.
Guard Bees are smaller than regular bees, since they dont have the explosive glass potion bottom.
Instead of exploding they land on their target and start stabbing it with their stingers, they follow any movement (including dashes, think warwick q) that the target makes, but if they move out of Melissa's base range (650) then the guard bees detach and fly back to Melissa.
Guard Bees prioritize enemies that have attacked Melissa in the last 2 seconds always prioritizing champions over minions (if a champion walks into her range and no other champion is nearby then that champion becomes their target instantly)
If Melissa uses her q in the direction of one or more champions then every guard bee will attack one of those champions, regardless of what they were doing before.
Idle guard bees follow Melissa around without needing input from her.
The summoner spell effects:
Smite: Bee's deal 10% bonus damage as true damage to monsters and restore 1% of Melissa's maximum hp when they damage monsters (also they have a tiny smite effect when they explode on a monster)
Ignite: Bee attacks set the main target on fire if it is a champion, dealing 7-41 based on lvl (10% of ignite dmg) true damage over 5 seconds and reducing heals on them by 10% for the duration (extra applications of this effect just reapply it, the healing reduction doesn't stack with grevious wounds)
Flash: Bees flash onto their target if they get close enough (same range as flash) (bees only flash if the target is outside of their own attack range).
Teleport: Melissa's auto attack range is bigger (1000), but if she targets a champion outside her normal attack range then the bees tp to the location of the target after a 2 second delay.
Exhaust: Bee attacks slow by 20% (only 10% for enemies hit by the aoe) and reduce their damage dealt by 10% (5% for enemies hit by the aoe) for 1 second.
Ghost: Bees can move trough terrain.
Snowball: Bees dash with Melissa.
Heal: Bee attacks heal Melissa and any friendly champion caught in their explosions by 6-23 based on level, additionally allies healed by bees get a 10% movement speed buff. Guard Bees heal themselves as well and give themselves the movement speed buff, but only heal for half the amount.
Barrier: Bees spawn with a 46-182 based on level shield, guard bees spawn with 50% more shield.
Clarity: Bee attacks restore 5% of Melissa's missing mana plus 1% per target hit by the explosion. Guard bees restore only half of that amount.
Q:
Cost: 50/55/60/65/70 mana
Cooldown: 10/9/8/7/6 seconds
Spawns: 1/1/2/2/3 bees
Range: 650
Radius: 60º
W:
Static cooldown in-between toggling on or off: 1 second
Attack speed buff: 40/55/70/85/100%
Movement speed slow: 40%
Regular bee movement speed during w: 600
Guard bee movement speed during w: 525 (675 when moving toward Melissa)
Guard bee attack speed during w: 2.5
E:
Melissa summons 2 guard bees to carry her
Static cooldown in-between toggling on or off: 6 second
Cost: 75 mana + 50/60/70/80/90 per second
Movement speed buff: 40/45/50/55/60%
Any guard bees currently alive will retreat to her when she casts E and they will accompany her during the whole flight.
As she flies she spawns 1 bee per second
Bees spawned by her E will follow her the whole flight
When the E is toggled off all bees currently following her will go back to acting like normal (including the 2 that carried her)
R:
Cost: 100 mana
Cooldown: 140/110/80 seconds (starts when she casts it)
Spawns 1/2/3 Guard Bees every second
Can be played for up to 5 seconds
The sound is global (like Sion's ult)
Melissa can't move while she casts it
Melissa can have a maximum of 2/7/12/17 guard bees alive at any given moment, if she already has the maximum number alive then no more are spawned (she can still keep using her ultimate)
What are your thoughts on this more developed version?