[CCOS] Nuz, the Bullet Anomaly

Dis The Chris·1/25/2016, 7:59:38 PM·3 votes·1,819 views

Nuz the Bullet Anomaly - Marksman / Support / Assassin

http://i195.photobucket.com/albums/z73/fally_13/anime/guys/Noctis.jpg (Image not owned or created by me)

Lore

The Past and Present - Short Lore Nuz was simply just an ordinary boy in Piltover who was simply wasting his time tinkering with objects like any Piltoverian would do. Despite his effort and time trying to invent something, he's always one step short of everything - missing a core piece that would glorify his inventions which later deemed him as a failure to those who knew him, an identity that he soon accepted as years gone by, choosing to play with guns instead of intricate machines.

One day, while polishing his hextech rifle, a portal erupted and blinded him with intense light. As he slowly regained his vision, before him was a man who he could hope for, adorned with hextech armaments of unknown design yet one could easily tell it was far too advance from Piltover's technological advancement. The man beckoned to him but couldn't hear his voice, he stretched out his hand and within his palm was a spherical device with a gap in the middle, it glowed with brilliance as tiny golden fragments flowed into it like a vacuum.

Nuz could tell that the man wanted to give it to him and with it, he accepted the device as another blinding light flashed before him and with that, he was gone. Nuz gazed intently on the device as he held it in his hand, observing it with precision and with a smile, he knew he wasn't a failure.


Abilities

Spacial Distillation - Passive

Nuz gathers 1 Spacial Fragment every 8 seconds in order to power his Temporal Switch Ability. When Nuz is in his Future Form his First Shot Passive is replaced by 3-Burst Shot Passive.


  • Nuz does not use Mana as his resource, only his Spacial Fragment which can be tracked below his Health Bar and starts at 1:15.
  • Killing a large monster or enemy champion allows Nuz to gather 1 Spacial Fragment every 2 seconds for 8 seconds, with the timer stacking with each consecutive kill.
  • Nuz can store up to a maximum of 100 Spacial Fragments at a time, in which half of the amount are lost upon death.



First Shot - When Nuz has not taken damage from an enemy champion for more than 7 seconds, his next Basic Attack against an enemy champion will apply Grievous Wounds and amplify all incoming damage to the target other than Nuz's by 3% / 5% / 7% for 4 seconds. Has 23 seconds cooldown.


  • First Shot's countdown timer applies when Nuz has an enemy champion within his vision range.
  • First Shot's Cooldown is applied if Nuz hits an enemy champion or if Nuz receives damage from an enemy champion. Affected by Cooldown Reduction.
  • First Shot's Damage Amplification scales on levels 6, 11 and 16. Damage Amplification from First Shot WILL also apply to Future Nuz's attacks.


3-Burst Shot - Future Nuz's Basic Attacks fires 3 rounds, each dealing 30% of his base Attack Damage. Each round has their own chance to critically strike as well as apply on-hit effects. There is a 1 second cooldown between each Basic Attack, affected by Cooldown Reduction.


  • Cooldown of 3-Burst Shot is reduced by 0.02 seconds for every 1% Cooldown Reduction, up to a possible minimum cooldown of 0.2 seconds between Basic Attacks at 40% Cooldown Reduction.

Open Fire / Focus Fire - Q Cooldown: 16 / 15 / 14 / 13 / 12 seconds

Open Fire - Range / Conic / Debuff Range: 400 | Cone Angle: 25º Nuz fires towards a targeted direction for 2 seconds, reducing his movement speed by 10% while dealing 40 / 80 / 120 / 160 / 200 + (60% of Attack Damage) physical damage overtime to enemy units and slowing them down by 10% / 12.5% / 15% / 15.75% / 20%.


  • Nuz can move freely while Open Fire is active. Blinking, using other abilities or any form of Crowd Control will immediately interrupt and end the ability.


Focus Fire - Single-Target / Range / Self-Buff

Range: 550 | Duration 4 / 4.5 / 5 / 5.5 / 6 seconds Future Nuz focuses on a single enemy target, allowing him to move while continuing his Basic Attacks on the target. If the target dies while affected by Focus Fire, the cooldown is immediately reduced to 2 seconds.


  • Targeting a different enemy aside from the designated target will end Focus Fire early.
  • Future Nuz may still cast his other abilities as normal but will interrupt his Basic Attacks (and waste some of the precious duration) before resuming to continue his Basic Attacks.

Latch Grenade / Collapse Grenade - W Cooldown: 28 / 26 / 24 / 22 / 20 seconds

Latch Grenade - Range / Radial / Crowd Control Cast Range: 600 | Area of Effect: 250 | Tether Range: 300 Nuz throws a hextech Latch Grenade on the targeted area, tethering enemy champions to it for 2 seconds. If the enemy unit is still within range of the tether, they are pulled back to the center and receive 60 / 100 / 140 / 180 / 220 + (20% of Attack Damage) physical damage.


  • Tethers breaks if the enemy champion moves more than 300 units away or blinks away.
  • Latch Grenade still persists even if Nuz switches to Future Nuz.


Collapse Grenade - Range / Radial / Damage Cast Range: 600 | Area of Effect: 400 Future Nuz throws a hextech Collapse Grenade that distorts the space within it, dealing 80 / 120 / 160 / 200 / 240 + (80% of Attack Damage) physical damage to enemy units affected. If the target's Health is above 80% / 75% / 70% / 65% / 60%, they receive additional 30 / 40 / 50 / 60 / 70 + (30% of Attack Damage) physical damage overtime for 3 seconds.


Hot Lead / Warp Barrage - E Cooldown: 12 seconds on all levels

Hot Lead - Self-Buff / Debuff / Damage Nuz overheats his rifle for 6 seconds, causing his basic attacks and Open Fire to set his enemies aflame, dealing 15 / 20 / 25 / 30 / 35 + (1.25% of Attack Damage) physical damage over 2 seconds as well as granting vision of the target.


  • Dealing damage to the same enemy will merely re-apply Hot Lead to the target.
  • Does not grant vision to enemy minions and small monsters. Caps at 120 damage against monsters.
  • Automatically de-activates if Nuz switches to Future Nuz.


Warp Barrage - Skillshot / Crowd Control / Damage

Range: 700 Future Nuz winds up his rifle before firing and warping his bullets in a linear path, dealing 60 / 100 / 140 / 180 / 220 + (20% of Attack Damage) to 80 / 120 / 160 / 200 / 240 + (25% of Attack Damage) physical damage to the first enemy champion or large monster struck. Deals 80% less damage to enemy minions.

If the enemy champion is within 200 range, the target is knocked back 125 units away before being stunned for 1.25 seconds.


  • Damage is based on the position of the target from Nuz, falling off if the enemy champion is at the end of the range and increasing if they are close-by.
  • Projectile speed also falls off as it travels farther.

Temporal Switch - Ultimate | Self-Buff / Dash / Transform Cost: 25 Spacial Fragments | Dash Range: 250 | Duration: 12 / 13 / 14 / 15 seconds | Cooldown: 40~80 seconds

Nuz activates his Temporal Gate for 3 seconds, granting him +5% / 10% / 15% / 20% bonus movement speed before dashing towards the cursor's direction and switching position with Future Nuz for the duration.

As Future Nuz he has an additional 10% Maximum Health as well as access to an alternate set of abilities.

  • Nuz begins with one rank in Temporal Switch and may increase it at levels 6, 11 and 16.
  • Nuz's dash allows him to pass through terrain and units as well as becoming untargetable during the dash.
  • Final Cooldown Timer is based on how much remaining health Future Nuz has once the duration ends. For every 2.25% missing Health Future Nuz has, the cooldown is increased by 1 second, (lowest being 90% missing Health with 80 seconds cooldown) while having 100% Health will set the cooldown to 40 seconds (normal Cooldown Time). Might need help in calculation, not sure if I made the calculations right.
  • Cooldown Reduction affects the minimum and maximum amount of time it can be set, at 40% Cooldown Reduction - the minimum Cooldown is 16 seconds (at 100% Health) and maximum time is 32 seconds (at 10% Health).
  • If Nuz switches position with Future Nuz with missing Health, the bonus maximum Health WILL not restore Health but merely increase his maximum Health Pool.
  • Nuz and Future Nuz does not share the same cooldown. Using Open Fire as Nuz will not place Focus Fire on cooldown once he switch places with Future Nuz.

7 Comments

ModEchoing1/26/2016, 7:27:06 PM2 votes

I actually remember a DM of a Persona-themed FATE game using your picture for an NPC.

This guy is honestly way too scary of a lane bully. Everyone else at least runs the risk of low mana until Essence Reaver. Not having mana means you can spam your ridiculously good poke all game long.

Meanwhile, you've got way too much power going on with your abilities. The ability to move and shoot is devastatingly powerful. That's why Kalista gets a 0.9 AD ratio on her autoattacks and Lucian uses it as an ult. The W sounds weak until your support applies literally any CC, then it's a guaranteed kill more or less. The E adds on a frankly unfair amount of extra damage by taking Brand's passive and making it better in literally every way. Not even getting into the future abilities, which have their own cooldowns and let you burst down people with impunity.

Most of the time, the argument is "Why should I pick this guy?" Here, the argument is "Why should I NOT pick this guy?" You're able to run and gun, have incredibly potent CC accessible with only a token effort from allies, apply impressive amounts of poke, spam on-hit effects with impunity, move around a lot, AND have no real resource costs to pay for any of this. This guy pretty much drowns out all other marksman choices by being able to outpoke and outlast them with ease, setting up his own late-game easily, which he can survive thanks to being able to move while shoot, thereby avoiding the classic marksman weakness.

Thematically speaking, none of his abilities are really remarkable. You could just as easily make a guy called Scrappy, the Zaunite Gunner, and give him all the basics, and no one would blink an eye. You're stuck on your ult to tie things together.

My recommendation is to turn down the power on pretty much everything. Focus on one thing and build around that. Introduce mana back, you don't need a resource bar to track fragments (which is, in itself, a silly idea that does nothing useful for the champion) and it keeps you from being super-oppressive during the laning phase. You could do a lot with the future self tagging in - I suggest you look into that more. You could easily have, say, Future!Nuz appear at a location and fire a burst toward a target.

Hairzo2/11/2016, 6:10:40 AM2 votes

Lore - The lore just seems like a boring cop out for a lore. it may be 3x as long as League's short lores, but this has no substance. There is no explanation for anything, and is just very lack luster. When creating champions, I myself work on the kit first, while I write the lore in my head, and this allows for a cohesive and thematic lore and kit that mold together. This really needs a complete re write, as you also never connect with the character or learn any of their personality. All I got from it was that he was crap at making stuff, so he just used guns, and then a fairy god mother appaired and gave him some stuff that means he can do stuff that he couldn't do before. It is completely muddled! I figured out that the man who he saw was him from the future, but a good story teller would leave clues in the lore, so the reader could find it out themselves, without having to the read the notes.

I normally have a problem with resourcless champs, because most people just overlook the fact that mana itself is counterplay. I feel like Nuz has a super powerful kit that would be extremely frustrating to play against, and not much fun to play as or with.

Also, just calm down.... you only needed one of the passives, the rest didn't add anything to the character other than just another spell. I have had 1 champion that I designed with 3 passives. The first one was the main passive, the second was added so gameplay wouldn't be interrupted, and the third wasn't needed, but it added to the character and thematics of the design.

My biggest problem with Nuz is his lore, because for me, lore drives theme, and theme drives gameplay. With a inconsistent lore that has just woken from a hangover, it doesnt set you up for a strong theme, which gives a you bad gameplay.

Nuz actually reminds me of my first champ, she was an absolute cringe fest. I was just like, I want her to do this, and this, and this. I had no idea what I was doing, I just wanted to add all the coolest stuff I could think off, and whats cooler than a form change!

For next time, just spend more time discovering the champion, and what you want the champion to become.

Dis The Chris1/25/2016, 8:01:30 PM1 votes

-Reserved-

ZGM Dazzling1/25/2016, 10:07:28 PM1 votes

I really like the way you described the abilities. Helped me visualize how they would look in game.

Transform, Radial, Conic

Are these terms cannon btw?

BowieTheNifty1/31/2016, 9:16:10 PM1 votes

So yeah I am going to give this guy a bit of criticism here. Mainly this is for the CCOS but still feed back is always appreciated from my stand point. Right off the bat I am going to tell you that I am going to be just going over the kit today. Lore is something that I am not the best with.

Alright so lets start off with the character. Now you incorporated multiple forms as well as having an alternate resource on a marksman. This isn't a bad thing for concepts by any means. I like the thought of having a future and past version of ones self. Spacial Fragments is basically the resource that allows the switch to take place. One thing I can tell from reading the kit is that past Nuz isn't nearly as precise as future Nuz. In a sense I like that, but you have to make the abilities follow that as well. At least this is what I am getting from the kit.

For the passive having it be three part passive might throw people away from this champion. People might think that this guy's kit is over loaded. Having 7 abilities plus a 3 part passive is quite a lot. Oh sorry I get off topic. Spacial Fragments is a good resource, but I feel as though you could of done more with it. Now I get that is the fuel for the future swap. Going to break off here to head to the ult. Now his ult has a duration for the cost of 25 spacial fragments he can be in future form for 15 seconds. Now the maximum pool Nuz can have for his Spacial Fragments is 100. Here is something I suggest. Why not make the Spacial Fragments act like fuel? So instead of having a duration for the ult you can have it based on how many Spacial Fragments Nuz has. He could cast the ult at any time but have it cost Spacial Fragments per second. This makes the resource a bit more interactive. Sure you can activate the ult with low Spacial Fragments, but you wont have a long time being future Nuz; or you could hold off by storing Spacial Fragments to use during a prolonged fight. This is something I suggest. If however you plan to keep it the way it is, then you can make a slight fix. Make it so that he starts to gain Spacial Fragments earlier in the match.

Okay lets go over the other parts of the passive. Now the first shot isn't a new mechanic. Jarven has a similar thing where his first strikes on a target deal more damage. The triple shot isn't exactly new either but it is different. However that first shot applying a damage amplification as well as grievous wounds. That is very scary, especially to have on past Nuz. Maybe it might be better to have the triple shot on past Nuz and then the first shot on future Nuz. As well you need to give first shot another number for its scaling. You have 3/5/7% but you said it scales at levels 6/11/16. So then you wouldn't either have a number for when he is below level 6 or once he hits level 16. This fix will definitely help.

For the Q Open Fire. Now this is a small conic damage over time ability. I have several questions here. Mainly do parts of this ability count as projectiles or is it just flat damage in the entire area? This can make a big difference in making this ability balances. I would prefer if they were individual projectiles per wave of damage. If the projectiles don't pierce enemies either that would be great. It provides counter play by getting behind minions or even a team mate. Plus this lowers his wave clear potential as well. This is a good thing, cause I don't want to be facing against a manaless champion who can spam abilities and clear waves easily. Other then those concerns I don't see much wrong here. On the other end the Focus Fire isn't a bad ability. Being able to attack while moving on the target is strong I will admit. Actually is it very strong when I think about it more. While it is nice on how I imaging future Nuz is, I can tell you that in game this needs a bit of a down grade. What I would do is remove the cooldown reducing to 2 seconds. One thing is that at max rank it has a 12 second cooldown, and having emphasis on building cooldown reduction for the triple burst shot means that this Q becomes a 7.2 second cooldown. If you even have the mastery that increases the cooldown reduction cap to 45% well then make that a 6.6 second cooldown with a 6 second duration on the ability. Now I don't know if cooldown for this ability starts upon activation or when the duration of Focus Fire ends. That is something to take into account.

Onto the W grenades. The latch grenade isn't a bad ability at all. The distance for the tether is small and the radius for the explosion is small as well. The pull is quite useful as I can see that past Nuz will need to hold his target in place to be able to hit them. (No offense) However one thing I want to perhaps talk about here is the base damages. Perhaps it might be good to lower the base damage for this grenade, Have its focus be on the CC for this rather then have it deal a ton of damage as well. The scaling is low which I think is fine by all means. The collapse grenade is a strong ability. Though as for how it works I don't have any complaints. The numbers however I might suggest increasing the amount of health the target needs for the extra damage. So instead might want to start with 90% then work your way down to 70%. Cause trust me there is a lot of damage in this ability even before the damage over time.

I will admit something on the E, This feels a bit odd to me. Hot Lead just doesn't really scream Bullet Anomaly to me. Now I get how the ability work and the numbers are fine. It just I don't feel like this belongs to this characters kit. You might just want to try to think of something that is more thematic towards him. He has this hextech gun and what I am wondering is that are there are attachments to this weapon? Anything to really help hit his target or protect him? That might help you think of a new ability here. Now this is what I am talking about. Warp barrage feels like a good ability over all. Having damage drop off per distance and having it deal less damage to minions is great balancing. Making future Nuz get in close for the knock back is good cause it is either for protection or he would have to get into a dangerous position to use it for CC. Over all I like it this second ability.

Now that ult I went over a bit all ready when talking about the passive. Where this ability stands right now however is strange. Having the cooldown be based on how much health future Nuz is at when the duration is. Meaning that lower the health is longer the cooldown. Honestly this feels like a complicated mechanic. I feel like you don't need to make it this complicated in the first place. Though this might be me. However from what I see is that this version of the future swap can be interrupted am I right? If Nuz fails to dash then he doesn't swap with his future self. Is this correct or am I mistaken?

Everything that I said has mainly been my thoughts on the champion. What I see here is potential for this guy. Sure I feel like there are tweaks that are needed but that goes with every champion/concept. Don't take what others say to heart by the way. Feedback whether is it good or bad can help you improve on your future projects or go back on your old ones for reworks. If you like you can look at Kalalipan my concept for the CCOS this month, or even look at my past concepts. For now have a good day.