[Champion Concept] Kin'Noa, the Void Child

LuaDotExe·2/20/2018, 5:05:22 PM·7 votes·1,074 views

“Do you want to meet my friends?”


For valid entry into the February 2018 CCOS, here's my review of Orzoth, the Blood Spiller, by IlluminatiJoe.


Goals:

  • Create a Void champion that isn’t black-and-white lore-wise.

  • Infestation/world controller fantasy.

  • Not much else :^)


Lore:

Having been lost during the fall of Icathia, Kin’Noa had forgotten their original name, instead opting for one that fits their new lifestyle. After ages in the darkness of the Void, they’ve finally escaped, mentality and body twisted by the harsh conditions of the other world. Envious of the prowess of modern day Runeterra, they now intend to work their way into it, tendrils and dark energy seeping into the cracks to manipulate the powerful nations, bringing forth their fantasy realm and hoping to relive their lost childhood. They plan to start with the fall of, in their eyes, the weakest link-- Demacia, the nation who pointlessly clings to morality.


Gameplay:

True to their lore, the Void Child takes their time to weave the Void’s corruption throughout the map. Expressing large amounts of map control, they can create and utilize their corruption to create areas of the map that are less than enjoyable to fight in, manipulating the enemy team with their nigh-global presence and forcing them into less-than-favorable positions via Festering Playground.


Kin’Noa The Void Child Mage


[P] Festering Playground: Every 8 seconds, upon striking an enemy champion with an ability, after 1.5 seconds, a Bulb spawns at the damaged enemy’s location after 1.5 seconds. Bulbs corrupt the area around it over the span of 3 seconds, up to a radius of 650 units (without crossing walls). While moving on Festering Playground, Kin'Noa gains 20 - 50 bonus movement speed, based on level. The Bulb can be destroyed by enemies, and can endure either three ranged attacks or two melee attacks before dying and causing the taint to vanish over the course of 1.5 seconds. Bulbs despawn after 15 - 30 seconds, and are visible in brush and the Fog of War. Bulbs are instantly destroyed by turrets.

[Q] Null Blast: Cooldown: 12/11/10/9/8 seconds Kin'Noa fires a shockwave of energy through the ground, travelling up to 900 units and exploding upon coming in contact with an enemy unit and dealing 80/115/150/185/220(+65% AP) magic damage to units within 250 units of impact. While standing on Festering Playground, this cooldown lowers 25% faster.

[W] Sewing Discourse: Cooldown: 18/17/16/15/14 seconds Ravenous tendrils spreads out from the target location within 800 units, dealing 60/80/100/120/140(+80% AP) magic damage to enemies within a 300 unit radius after 1.5 seconds, rooting them for 1.5 seconds and revealing them for the duration. If the target location is within Festering Playground, Kin'Noa can cast this from anywhere on the map.

[E] Surging Void: Cooldown: 2 second cooldown Kin'Noa places down a Bulb at the target location within 800 units, consuming a charge. Kin'Noa may hold up to 3 Bulbs at once, and gains a Bulb every 30/26/22/18/14 seconds. Every 40/37.5/35/32.5/30 seconds, Kin'Noa may activate this ability on a Bulb within 1500 units, causing them to channel for 2 seconds, before travelling to it over 0.5 seconds.

[R] Infest: Cooldown: 140/120/100 seconds (end of duration) Kin'Noa causes Void tendrils to wrap around the edges of all Festering Playground, acting as terrain and lasting for 6 seconds. Bulbs become invulnerable for this duration. During this time, Kin'Noa may reactivate this ability up to four times, causing all Bulbs to fire a blast of dark energy to the target location, travelling up to 800 units and dealing 60/75/90(+35% AP) magic damage to the first unit they strike. Units struck by more than one of these blasts in a single cast take 60% reduced damage from blasts past the first. Kin'Noa may hold down R for 1 second, instead causing this to end early.

10 Comments

SmitingViaLemons2/20/2018, 11:33:39 PM3 votes

I'm really a fan of what you've got going here, and you've definitely fulfilled your goal of the infestation and world-control type champion. It's incredibly unique; I don't think we've ever seen something like this in the game.

The bulbs from Festering Playground are where you have the most room for improvement, I think. There are a few things that bug me about them. Firstly, the fact that the corruption takes three seconds is going to make it extremely difficult to actually get it working, as it spawns at the enemy location and can be destroyed with a few auto attacks. While the bulb-invulnerability aspect of the ult alleviates it slightly, overall, I think the bulbs:

1: Could spawn under Kin'Noa instead, though that would necessitate some rebalancing of the W's empowered effect 2: Could have a few seconds of invulnerability when they spawn, to stop people from instantly deleting them and removing a lot of your passive's influence, or 3: Go the route of a ward, and have it be visible for a few moments to destroy, then stealth.

Simply put, the lower AP scalings make it feel like a lot of power budgeting went into the passive, but it would be too situational for the amount of power it's been allotted, leaving it sadly underpowered.

I don't really have a lot to say on the Q; it's a simple poke ability with a long range, acceptable damage, and reasonable cost and cooldown. This is 100% fine. The only thing about it is that in order to activate the Playground effect, you have to be standing on playground, which, if it spawns under enemies, would make this a bit difficult to manage during the early game.

The W is a nice ability, with one problem: it has a MASSIVE delay on it for what it does. For the relatively low damage and fairly run-of-the-mill CC, it's made quite unviable by this. Compare to Cho'Gath's knockup, which has less than half of the delay and is a better kind of CC. This feels quite weak.

The E is my favorite ability of all of this. It's always frustrating to manage map mobility without encouraging mobility creep, and this accomplishes that quite nicely, opening up great roaming opportunities. The way the Bulbs can be so easily destroyed is the only thing that really cripples this. I do have 2 questions, though; firstly, can enemies see where you're going to emerge? As an example, when Rek'Sai's old ult went out, you could see the tunnel she was coming out of if you had vision of it. Will this have something similar? And the second, is the channel interrupted only by hard CC, or by any kind of champion/turret damage?

And finally, the ult. There are simply not enough terrain-creating abilities in the game, and this is an excellent one. The additional damage from the bulbs, the created terrain, and the indestructibility on bulbs all meshes perfectly, and all of it carries the theme of the champion.

In the end, what you've done here is really cool, and for once, it's a concept that isn't an overpowered power fantasy. Unfortunately, I would argue that it's actually quite underpowered because of the reasons outlined above. All told, though, it's fantastic, and good luck in the CCOS!

Evergrace2/20/2018, 9:56:31 PM2 votes

I love anything related to the void, so I might be kinda bias in this review, the void has always interested me and there's just so much mystery behind it.

A void creature that is focused on controlling the very map itself through many abilities is actually an amazing concept idea! Poor Demacia xD.

But it does seem like this champion does have an overwelming amount of map control, which might cause some balancing issues if not done correctly. Maybe altering some of the cooldowns even further would resolve these outlying issues. However, in terms of power this champion would literal be god tier at the time of it's release, which is no problem for me. <3

And the lore is indeed short, yet it does give us some insight as to the origins of this champion and it's purpose. Good work on that! But if you could add some more lore to this creature, I'd feel that much more connected to it. I'm kinda a nerd for lore so yeah, haha. Great work and I would give this work an A on my charts.~

Sir Jacks3/8/2018, 1:42:12 AM1 votes

Two major questions 1st Kin'Noa gender 2nd Why the constant use of "their" instead of he, she or it. It is really confusing for me to read the lore and gameplay sections having to refer to Kin'Noa when in a 2rd person perspective as "their" and if Kin'Noa is a group of "Childs" why not just call them The Void Children instead of The Void Child.

first off thematic's I think it's an interesting concept of having a void child and overall no other champion would share "their" theme of being a void child. "their" abilities seem to be very well thought out, with a lot of dedication put into how her abilities would function and "their" overall play style.

The lore is very surface level and more of a short bio than an actual lore and the writing in certain areas can get very confused "Having been lost during the fall of Icathia, Kin’Noa had forgotten their original name, instead opting for one that fits their new lifestyle." (I can't edit this without having knowledge of how you intended for this excerpt to be read) This sentence for example is all over the place, in one sentence we go from Kin'Noa being lost, to wanting a new name and stating Kin'Noa had forgotten their original name. This is very confusing to read and is just impossible to tell a story in its current format unless you always have Kin'Noa in a third person POV in dialogue and text.

Which to your credit, is ensued in the following sentences "After ages in the darkness of the Void, they’ve finally escaped, mentality and body twisted by the harsh conditions of the other world. Envious of the prowess of modern day Runeterra, they now intend to work their way into it, tendrils and dark energy seeping into the cracks to manipulate the powerful nations, bringing forth their fantasy realm and hoping to relive their lost childhood". Edit: After ages in the darkness of the Void, mentality and body twisted by the conditions of the void, they've finally escaped(presumably Kin'Noa and perhaps other voidlings that can be further incorporated in to the lore). Envious of Runeterra's triumph, with tendrils of dark energy seeping into the cracks manipulating powerful nations,they now intend to work their way into it, bringing forth their fantasy realm and hoping to relive their lost childhood.

But as the lore continues into the last section, were we are yet again a confused sentenced " They plan to start with the fall of, in their eyes, the weakest link-- Demacia, the nation who pointlessly clings to morality." Edit: They plan to start with the fall of Demacia, the weakest link, who pointlessly cling to morality. With the question being asked how Demacia clinging to "morality" has anything to do with the voids want/need to consume everything?

Ultimately the fault for this Lore and Gameplay excerpt is the incessant use of "their", leading towards a very confused story lacking structure and never being able to sound coherent other than when it strictly abides by only refering to Kin'Noa in a 3rd person perspective. Besides the inarticulate portions of the lore there is definitely a plethora of potential for you to incorporate in your story

P.S. their is a typo in the game play section "manipulating the enemy team with their nigh-global presence" line 3