Champion Concept : Heishi , The Soldier Front

Theinen·8/14/2017, 12:44:09 PM·2 votes·653 views

This is just a concept that popped into my head, so I wanted to share it with you and know what other people think of my concept:

Description : Heishi - Looks like a commando soldier (Red bandana, tactical vest, ammo belt, camo pants, heavy black boots, M16 in his hands). Heishi lost his eye and his arm a war, and now he has artificial robotic arm and an eye patch on his eye. The Soldier Front (Is a ranged champion)

Abillities : Passive - Scavenger : Every 3 minute, a supply crate drops to a random place on the map, the crate can be picked up by Heishi and can give him randomly one of the following bonuses: 1. Passive attack damage ( +3/5/7 ;depends on how much you leveled up your ultimate abillity) 2. Passive movement speed (+3/5/7 ; depends on how much you leveled up your ultimate abillity) 3. Passive armor and magic resist (+3/5/7 ; depends on how much you leveled up your ultimate abillity) Heishi will get more movement speed towards the packages, and a green exclamation mark above his head will appear as soon as the package drops. The exclamation mark will change to yellow when Heishi is getting closer to the package and will change to red when Heishi is the closet to the package. Packages can be opened by clicking on them and waiting a deploy time of (1 / 0. 75 / 0.5) and the package buff will be recieved instantly. The packages can be opened by using Q - Deadly Strike towards them, skipping the deploy time and grating a movement speed boost for 1 second.

Q Abillity - Deadly Stab : Heishi lunges forward and hits with his fighting knife and hits for (80% attack damage) + (?/?/?). Enemies hit by Deadly stab will recieve a bleeding effect (30% attack damage) + (?/?/?) and grievous wounds will be apllied for 2 seconds.

W Abillity - Increased Firepower : Heishi recieves an attack speed buff of (15%/22.5%/30%) and increased range. The first shot against an enemy monster of champion will deal extra explosive damage (?/?/?), and will hit close enemies for half the damage.

E Abillity - Explosive Charge : Heishi will be able to plant a hidden trip mine. The charge lasts depending on Heishi's level (1/2/3 minutes), and the charge will be detonated if an enemy champion steps on it. The trip mine deals explosive damage to all enemies around it, and will deal the most damage to the ones who are the most close to it. Heishi can only carry (2/3/4/5) trip mines, and he forges a new one every (16/13/10/7/4) seconds. Trip mines can be detonated from a certain range, by pressing E while the mouse is on them. Detonating a trip mine will deal less damage to a champion, than if it was stepped on and detonated.

R Ultimate Abillity - Heavy Weaponary :

**First Cast ** Heishi pulls out a minigun, and unleashes a torrent of bullets toward the way he is facing for (4/5/6) seconds. Bullets deal (25%/27.5%/30%) attack damage, and pierce through enemy champions and monsters. During Heavy Weaponry, Heishi can move at a reduced 20% movement speed, but can't change the way he is facing and firing. Heavy Weaponary can be stopped by hard cc. Heishi can use E - Explosive Charge during his Ulitmate Abillity . If Heavy Weaponry deals enough damage to an enemy champion, it can be activated again for a different effect.

Second Cast - Artificial Warfere

Heishi drops his minigun, to unleash a beam from his cyborg arm towards his target. Enemies hit by the beam will be slowed for 1 second. Heishi can use E - Explosive Charge during the firing of the beam. Skins: Ideas for skins : Space Soldier Heishi (Weapon is a laser gun, and he can have a lightsaber for his fighting knife, and all projectiles will be lasers) Headhunter Heishi (Weapon is a bow, knife is an old hunting knife, traps can be hidden bombs of some sort or some kind of deadly booby trap, instead of minigun he can throw rocks) General Heishi ( Same weaponary but outfit is changed to a general's outfit)

LInks : A mix of Jax from the MK series and Cpt. Price from the COD Black Ops series.

4 Comments

showcase258/14/2017, 7:19:39 PM2 votes

Hey, here is some feedback on your champion concept:

Overview

First and foremost, there are some changes needed in the posting itself, namely being in a few formatting changes. It doesn't need to be fancy or even alot of work. Just a few extra spaces between the abilities to improve readability. If you really want it visually better, a line separator would be great, like this:


Just by using 3 dashes in a row and then hitting enter.

Another confusing aspect of the post is the 3 different levels for your non ultimate abilities when they level up. For example: W Ability - Increased Firepower : Heishi receives an attack speed buff of (15%/22.5%/30%) and increased range. When abilities have 5 different levels. Maybe just a simple oversight.

Now talking about the character, a soldier. A very overused template, but there could be alot of unique aspect to them, particularly in areas of expertise, personality, and tool set. I will be looking for this unique feature to make Heishi stand out from any other grunt with a rifle.

Abilities

  • Passive - Scavenger

This is a ability i do like, and does have a little bit of inclusion already in the game with Corki's Package. And it seems like the big differential skill that makes the champion unique, and even desired. I do feel feel like the randomness of this passive as it stands is too random. A random effect, plus a random location is too much and will feel so weak. Here are a few suggestions 1) remove the randomness in spawn location, and keep it at/near the fountain. This maybe a little too like Corki, so a enhancement would a red smoke grenade that pops up in a brush that Heishi is currently in. They will keep it solider like too. 2) remove the randomness the bonus. Simply put that on a rotation of Attack, MS, resists, and then a pen. You may reduce to cooldown between drops to 2 mins, 30 seconds - and give him a additional effect, called Hustle, which will give him movement speed bonus when moving towards the package in a large range, this way, even if it is random, he knows he headed in the right direction and getting there quickly. If you want to babysit the player even more, give him a Orianna and ball like pointer indicator towards the supply crate. As a last point, there are 4 levels of ult, being 0 - 3 inclusive, so you'll want 4 different steps of stats gained per drop crate.

I also think you could simplify it to only have 3 supply drop crate in rotation, being 1) AD 2) Movement Speed 3) Armor - with all three fitting to the needs of a solider and generally simplifying the skill overall. And the AD boost goes great with the ult, somewhat combating the reduced damage as a percentage of AD. Lastly, this is the ability that could be the difference maker for Heishi standing out, as a leader lore wise (who can call for supply drops), or mechanically focused, being able to select the drop he needs, being the "one man army" type based on the needs of the team or weaknesses of the enemy.

  • Q Ability - Deadly Stab

A good solid ability. I would also take this opportunity to use this skill a decision maker in terms of his effectiveness at range, since the next ability gives him additional attack range, essentially giving him the bleed effect if the enemy unit is within the first half of the range of the dash, and just simple damage if they on the outer half. Granting him power at range with W, or power at a close distance with Q, but not both without proper skill use rotation and positioning. As a hidden visual bonus, using the Q on a supply crate breaks it open faster to get the stuff inside, by like .5 seconds. Nothing gameplay impacting, but a neat hidden interaction.

  • W Ability - Increased Firepower

This feels like a spammable ability, with the range increase being modest and the duration of all the effects not lasting too long, say a range of 200 - 350, growing 30 per rank, and only lasting 3.0 seconds. Nice idea with the first round being an explosive shot too. I like that. The name of the ability also screams that there needs to be interaction with the Ult. if you wanted to give some neat interaction with more or less spamming this ability i would suggest this passive:

*Passive*

Anytime ***Increased Firepower*** is casted while ***Heavy Weaponry*** is off cooldown, he gathers more rounds to shoot for the ultimate, granting an additional .2 increase to the total duration, stacking up to 10 times or for 2.0 seconds. All stacks are lost upon death or whenever ***Heavy Weaponry*** is casted.
  • E Ability - Explosive Charge

So both a trap and a activatable placement. This is a skill i feel like i should of thought of before. Great idea. What i would like to see is a difference between the effective spell radius between trap detonation when they step on it (say, something like 400 units) and when you activate it (say around 200 unit). With the incentive to get them to step on them. Another important thing with traps is vision, as in, does placing this trap grant vision in the nearby area. Even if they dont step on Temmo's Satan's Shroom, you can still know they passed by with it's vision. My suggestion would be yes, but to keep the range where they can be tossed from the champion small, like 400 range. I'm getting into the details now, but you can also let us know the charge time before they actually explode on enemy unit stepping on them, and if a trap explodes if a nearby trap in the radius just exploded.

  • R Ultimate Ability - Heavy Weaponry

DaBlueChimp does have a point. This ult ability is a penetrating Lucian Ult. Although thematically, bringing out a huge machine gun would fit just fine for Heishi. To provide some unique idea on this ult, and making him super rambo like, would be this suggestion:

***R: Heavy Weaponry***

*First Cast*
Channeled Linear Pass Through Area of Effect
Range: 500
Width: 200    

Heishi pulls out a minigun, and unleashes a torrent of bullets toward the way he is facing for (4/5/6) seconds. Bullets deal (25%/27.5%/30%) attack damage, and pierce through enemy champions and monsters. During Heavy Weaponry, Heishi can move at a reduced 20% movement speed, but can't change the way he is facing and firing. 

*Second Cast*
Channeled Linear Pass Through Area of Effect
Range: 500
Width: 200

Heishi pulls out a second minigun, aiming in a either a different or overlapping direction from his first minigun, firing both in their individual directions, further reducing his movement speed down to a total of 30% reduced speed and reducing the remaining amount of time left on Heavy Weaponry's duration by 50%. These bullets also  deal (25%/27.5%/30%) attack damage, and pierce through enemy champions and monsters.

Also note that with this change, the ult can not be canceld early by casting another ability or the ultimate again. Lastly, you should make it able that the player can still active Explosive Charge while channeling the ult.

Final Words

I like little bit of unique ideas that you have for Heishi, particularly seeming like something you just posted to get the ideas out of your head. With a little formatting, and small changes to the abilities, he'll be a good mechanically understandable champion.

And final word: your picture link is not formatted correctly to show in the posting since i did see it in the post listing, but not the post itself.

Dabluechimp8/14/2017, 2:37:43 PM1 votes

Q and W aren't bad, but E and R are just way to similar to Teemo's and Lucian's ult