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[Champion Concept] Psilo, the

HeWhoSlaysGods··1 votes·913 views

Psilo the Paradox Knight

Oops, I missed the name in the title. Ignore that please. Or if you know how to change that, please tell me. I can't find the option

ABOUT Appearance: Average-sized human man with a large magical-looking sword. http://img.4plebs.org/boards/tg/image/1369/03/1369032241003.jpg The sword would be wierder-looking, shaped strange and with runes or something on it. http://img2.wikia.nocookie.net/__cb20130319090446/leagueoflegends/images/1/15/Infinity_Edge_item.png Kinda like the infinity edge.

He is a champion based on choosing the lesser of two evils to damage you. http://inebriatedpress.files.wordpress.com/2009/05/090523-liberal-policy-choices.jpg He has low damage at low levels because his actives are easy to avoid until he is capable of landing a bunch of stacks from his passives really fast. They all do low damage and have weak effects at low levels. Note: all abilities that refer to [name here] refer to the stacks applied by the passives of Psilo's abilities, and -name here- refers to the effects applies by the actives. Also note there are no stack limits. (Additional fun fact: he is named after psilocybin, the drug found in magic mushrooms, mainly because he is so confusing to play against. Also note the p is silent.)

ATTRIBUTES Primary: Fighter Secondary: Assassin, Mage

Attack Power.....■■■■■■■□□□ Defense Power..■■■■□□□□□□ Ability Power......■■■■■■■■■□ Difficulty.............■■■■■■■■□□

STATS --Stat Name: lvl 1 value (increase per level) [lvl 1 value-lvl 18 value]-- Health: 520 (+55) [520-1510] HP Regen: 5 (+0.75) [5-18.5] Mana: 240 (+45) [240-1050] Mana Regen: 4 (+0.85) [5-18.5] Range: Melee (150) Damage: 48 (+3.5) [48-111] Attack Speed: 0.71 (+4.2%) [idk how to calculate as] Armor: 30 (+2) [30-66] Magic Resistance: 30 (+0.75) [30-43.5] Movement Speed: 300

ABILITIES

ENCHANTMENT SHRED (Passive) When Psilo attacks an enemy, they lose 10+(level x 5) % of their magic resistance for 3 seconds and are purged of all buffs. This can only activate on the same unit once every 8 seconds.

SHUT UP (Q) [Passive]: Each attack applies a stack of [shut up]. If the unit with stacks of [shut up] on it uses an ability, they take damage for each stack of [shut up] on them. Damage: 20/30/40/50/60(+20% AP) (Magical) Duration: 5 [Active]: The targeted unit takes damage over time. -shut up- dispels if the target uses an ability. Cast Range: 800 Damage/Second: 30/45/60/75/90(+25% AP) (Magical) Duration: 4/5/6/7/8 Cooldown: 20 Manacost: 60/80/100/120/140

STAY YOUR HAND (W) [Passive]: Each attack applies a stack of [stay your hand]. Each stack of [stay your hand] deals damage over time. When a unit with stacks of [stay your hand] attacks, all stacks of [stay your hand] disappear. Damage/Second: 8/12/16/20/24 (+4% AP) (Magical) Duration: 5 [Active]: For a short time, the targeted unit takes a percentage of physical damage dealt by them. Cast Range: 450 Damage: 30/35/40/45/50% (+4% AP) (Magical) Duration: 1/1.5/2/2.5/3 Cooldown: 28 Manacost: 80

HOLD STILL (E) [Passive]: Each attack applies a stack of [hold still]. Each stack of [hold still] deals damage based on the distance the unit moves. Distance to Damage: 1/1.5/2/2.5/3/3% (+.4% AP) Duration: 5 [Active]: Applies a damage over time effect. If the afflicted unit does not move a set distance before -hold still- ends, they are stunned and a second DoT is applied that deals half damage. The second DoT cannot trigger a second stun. Cast Range: 650 Damage/Second: 15/25/35/45/55 (+15% AP) (Magical) Distance: 300/350/400/450/500 DoT Duration: 5 Stun Duration: .5/1/1.5/2/2.5 Cooldown: 16 Manacost: 100

CEASE (R) For a short time, Psilo stops his enemies from doing anything without severe consequences. Every time an enemy unit uses an ability, they will have -shut up- applied to them and receive stacks of [shut up]. Every time an enemy unit attacks, they will have -stay your hand- applied to them and receive stacks of [stay your hand]. Every time an enemy unit moves 100 units, they will have -hold still- applied to them and receive stacks of [hold still]. While Cease is active, each attack applies an extra stack of [shut up], [stay your hand], and [hold still]. (for a total of 2 per attack) [shut up] stacks: 3/4/5 [stay your hand] stacks: 4/5/6 [hold still] stacks: 1/2/3 Duration: 2/3/4 Cooldown: 180/160/140 Manacost: 150/200/250

Yeah, I know he's a bit op, but the only thing that's really gamebreaking is the [hold still] stacks applied by Cease. I think.

7 Comments

ModThe Djinn1 votes

This is a very complicated champion, as he applies THREE different types of stacks to the target (and up to 8 debuffs).

Without getting into the abilities themselves (which have a number of design and clarity issues), there are two major issues:

1 -- You completely destroy up to 100% of a target's magic resist. With a single attack. This is hugely problematic in pretty much every way imaginable, and means you cannot itemize against this guy or his team.

2 -- Your design, while intended to provide a choice between the lesser of two evils, doesn't. It's almost going to be a better choice to use abilities, attacks, and movement, since his debuff durations are long enough (and applied through his fairly fast base auto-attack speed) that he'll just keep the stacks up on you forever. There's no actual choice -- just constant punishment for doing anything with your character.

HeWhoSlaysGods1 votes

1- At low levels it is very weak (and it only lasts 3 seconds, making it difficult to time with his delayed effects), although you might be right. Should I decrease the duration (probably to one second), or do you think it would be better to decrease the mr reduction?

2- Well yes, but the damage IS based on doing thing with your character. For example, you can choose when to cast your spells, if you want to run away and take extra damage, if you want to suffer a huge stun instead. imo punishment for taking actions is a much better mechanic than a bunch of spells that deal the exact same damage amounts immediately. And for choosing between the lesser of two evils, I tried to make it so most of the effects will be better to suffer the active unless you have 2-3 stacks on you.

the abilities themselves (which have a number of design and clarity issues)

Wanna tell me what those are? I'd like to improve this champ, because I like the concept.

ModThe Djinn1 votes

1- At low levels it is very weak (and it only lasts 3 seconds, making it difficult to time with his delayed effects), although you might be right. Should I decrease the duration (probably to one second), or do you think it would be better to decrease the mr reduction?

The reduction needs to be decreased hugely. Think of it this way: this allows an AP burst caster to deal effective true damage to the poor victim. That's insane. This happens as well, since the MR reduction applies to your team as well.

2- Well yes, but the damage IS based on doing thing with your character. For example, you can choose when to cast your spells, if you want to run away and take extra damage, if you want to suffer a huge stun instead. imo punishment for taking actions is a much better mechanic than a bunch of spells that deal the exact same damage amounts immediately. And for choosing between the lesser of two evils, I tried to make it so most of the effects will be better to suffer the active unless you have 2-3 stacks on you.

Wanna tell me what those are? I'd like to improve this champ, because I like the concept.

These issues are one and the same, and can be conveyed in a single word: CLARITY.

You have three seperate damaging debuffs, all of which change your behavior. All of which deal differing damage based on differing things you do or don't do. Then you have three abilities applying three additional debuffs that deal differing damage based on differing things you do or don't do, and each of which has its own way to remove it. That's a crazy level of complexity.

It's going to be next to impossible for a target hit by abilities to be able to figure out, in the short time frame available, what they can and can't do to trigger or remove which sources of damage.

HeWhoSlaysGods1 votes

New ENCHANTMENT SHRED:

ENCHANTMENT SHRED (Passive) When Psilo attacks an enemy, they lose 30% of their magic resistance for 3 seconds and are purged of all buffs. This can only activate on the same unit once every 10 seconds.

Though I wanted it to be a massive reduce for a short duration, I suppose this way he can't let burst mages deal pure damage as you said.

Quote:

It's going to be next to impossible for a target hit by abilities to be able to figure out, in the short time frame available, what they can and can't do to trigger or remove which sources of damage.

Well if they don't run away, then all they have to do is stop attacking for 3 seconds when he uses -stay your hand- and move a short distance when he uses -hold still-, the rest are pretty much unavoidable.

You have three seperate damaging debuffs, all of which change your behavior. All of which deal differing damage based on differing things you do or don't do. Then you have three abilities applying three additional debuffs that deal differing damage based on differing things you do or don't do, and each of which has its own way to remove it. That's a crazy level of complexity.

You think theres a way I can do that better, or do you just think this concept doesn't work? :P It seems to me like you don't really need to know what they all do because each attack applies all 3, so if you have one, you have them all. And the actives would have pretty obvious visual effects. At least W and E would.

ModThe Djinn1 votes

When Psilo attacks an enemy, they lose 30% of their magic resistance for 3 seconds and are purged of all buffs. This can only activate on the same unit once every 10 seconds.

This one is really hard to track: almost all effects in League are "buffs" of one sort or another, I believe.

It's also far too powerful, as it's a passive that can remove many long-cooldown Ultimates for the price of nothing but an auto-attack.

Well if they don't run away, then all they have to do is stop attacking for 3 seconds when he uses -stay your hand- and move a short distance when he uses -hold still-, the rest are pretty much unavoidable.

They also have to stand still, subjecting themselves to whatever CC you have. The fact that the rest is pretty much unavoidable is the big issue: you wanted a "lesser of two evils" concept, and ended up with a "you can't avoid most of this, and that which you CAN avoid is never worth avoiding," since not running and not attacking is a surefire way to simply die.

You think theres a way I can do that better, or do you just think this concept doesn't work? :P It seems to me like you don't really need to know what they all do because each attack applies all 3, so if you have one, you have them all. And the actives would have pretty obvious visual effects. At least W and E would.

Quite simply, I think the concept doesn't work. There's too much of a burden of knowledge for his opponent, and the gameplay gained by that burden of knowledge is minimal at best, since it's always better to try to at least kill him than it is to stay still and not attack. A lot of complexity for effectively no gain.

Krfin1 votes

ENCHANTMENT SHRED (Passive) When Psilo attacks an enemy, they lose 10+(level x 5) % of their magic resistance for 3 seconds and are purged of all buffs. This can only activate on the same unit once every 8 seconds.

Thats too much % magic resistance lost (bring it down!) "Purged of all buffs" .... No champion should have this!

  • Nerf the amount of magic resistance lost
  • REMOVE the "purged of all buffs"

SHUT UP (Q) [Passive]: Each attack applies a stack of [shut up]. If the unit with stacks of [shut up] on it uses an ability, they take damage for each stack of [shut up] on them. Damage: 20/30/40/50/60(+20% AP) (Magical) Duration: 5 [Active]: The targeted unit takes damage over time. -shut up- dispels if the target uses an ability. Cast Range: 800 Damage/Second: 30/45/60/75/90(+25% AP) (Magical) Duration: 4/5/6/7/8 Cooldown: 20 Manacost: 60/80/100/120/140

Change the name....? Shut up is kind of over the top for an 'all ages' game. Put a cap on how many 'Shut Up' stacks a champion could obtain. -Decent skill -Needs name change -Needs a stack cap

STAY YOUR HAND (W) [Passive]: Each attack applies a stack of [stay your hand]. Each stack of [stay your hand] deals damage over time. When a unit with stacks of [stay your hand] attacks, all stacks of [stay your hand] disappear. Damage/Second: 8/12/16/20/24 (+4% AP) (Magical) Duration: 5 [Active]: For a short time, the targeted unit takes a percentage of physical damage dealt by them. Cast Range: 450 Damage: 30/35/40/45/50% (+4% AP) (Magical) Duration: 1/1.5/2/2.5/3 Cooldown: 28 Manacost: 80

This skill might not work... at all. When fighting, Most champions will Auto Attack, no matter if they are AP or AD. This would give you only about 0.60 seconds at most to have them take damage from the passive. -Needs some work (possibly extending the one auto attack to multiple?) -Should change Physical damage to something else, because if an AP champion were to hit you, it would only be able 60 damage. and % of that isn't going to do much -Instead of Magical damage, you should change it to Physical, since it is basically reflected Physical Damage.

HOLD STILL (E) [Passive]: Each attack applies a stack of [hold still]. Each stack of [hold still] deals damage based on the distance the unit moves. Distance to Damage: 1/1.5/2/2.5/3/3% (+.4% AP) Duration: 5 [Active]: Applies a damage over time effect. If the afflicted unit does not move a set distance before -hold still- ends, they are stunned and a second DoT is applied that deals half damage. The second DoT cannot trigger a second stun. Cast Range: 650 Damage/Second: 15/25/35/45/55 (+15% AP) (Magical) Distance: 300/350/400/450/500 DoT Duration: 5 Stun Duration: .5/1/1.5/2/2.5 Cooldown: 16 Manacost: 100

I dont understand the 'Distance to Damage' damage. Needs clarification. -Instead of a Stun, make it a Snare. + If made a snare, you can change the duration (but keep the max 2.5) -Needs some more work

CEASE (R) For a short time, Psilo stops his enemies from doing anything without severe consequences. Every time an enemy unit uses an ability, they will have -shut up- applied to them and receive stacks of [shut up]. Every time an enemy unit attacks, they will have -stay your hand- applied to them and receive stacks of [stay your hand]. Every time an enemy unit moves 100 units, they will have -hold still- applied to them and receive stacks of [hold still]. While Cease is active, each attack applies an extra stack of [shut up], [stay your hand], and [hold still]. (for a total of 2 per attack) [shut up] stacks: 3/4/5 [stay your hand] stacks: 4/5/6 [hold still] stacks: 1/2/3 Duration: 2/3/4 Cooldown: 180/160/140 Manacost: 150/200/250

"Stops his enemy from doing anything"?? -Okay i guess... -A little work needed on this


I can see this working, but just needs some changes on W and the Passive. How would this champion be played, mainly what role? He is a male with a sword, that deals AP Damage Over Time, that increases to the amount of attacks he deals to them..? Are his skills a click on or a skill shot?

ATTRIBUTES Primary: Fighter Secondary: Assassin, Mage

He wouldn't work as an Assassin at all nor a mage. Assassins have preferably burst damage, while Psilo is all about making the enemy kill themselves via DPS. He wouldn't be a mage either because he would easily get destroyed by others early game due to his small (melee) range and extremely low early game damage output, making him easily zoned out early on. I see Psilo being played as a Fighter or Tank. As a tank, he can be built fairly tanky, which lets him survive longer to apply stacks (to deal more damage) + when he is built tanky and is on the frontline, the enemy would be forced to attack him.

HeWhoSlaysGods1 votes

New ENCHANTMENT SHRED:

ENCHANTMENT SHRED (Passive) When Psilo attacks an enemy, they lose 30% of their magic resistance for 3 seconds. This can only activate on the same unit once every 10 seconds.

Q- Shut up isn't really an inappropriate phrase... I don't think anyone older than like 5 has never heard 'shut up' I would put max stacks at like 10, but I think by the time he gets 10 stacks on they'll be dead anyway...

W- Well it deals high damage if they run away. That's pretty much what it's for. As for the active not being as effective on AP champs... well obviously you would not cast it on a mage, but a dps. You can also use it to trigger the passive, because they will not want to attack you with the active on them.

E- Distance to damage is dealing damage based on a percentage of distance. Say you walk 100 units, 3% of that is 3 damage.

R- That first part is just a description...not part of what it actually does...

Well he's an assassin becuase he really can burst them down fast, his abilities are pretty high damage with a few stacks. Rather than being a burst assassin, he does have dps, but he has effective methods of stopping them from...well, doing anything. As for mage... he has high magical damage...

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