Alchemist champion

FLH6KSgc2r·7/23/2015, 3:49:34 PM·8 votes·1,821 views

NOT FINISHED! A lot more work needs to be done but i want outside opinions. So here the basic early design.

Passive: Potion Master: Holds 2 charges of each spell at a time. Charges have a 22 second refresh time (effected by CDR) Spells have a internal cooldown time of 5 seconds which cant be affected by CDR.

Q Flask of Inferno: Give self and nearby allies on-hit and spell effect debuff lasting 4 seconds, debuff stacks up to 3 times dealing damage over the duration that refreshes on reapplying debuff. (Debuff cant refresh itself) Self: Does true damage instead of magic (x2 with R) [3/4/5/6/7/8(+3% AP) 9/12/15/18/21/24 with 3 stacks] Magic damage each second for 3 seconds Mana Cost: 35/40/45/50/55/60

Q (2) Acid Grenade: Does damage over time Center: Reduces enemy resistances. 80/110/140/170/200/240 (60% AP) damage over 4 seconds. Center Reduces armor and magic resist by 10% (+1% AP) for duration Mana Cost: 40/45/50/55/60/65

W Flask of Bitter Cold: Gains shield on self only and bonus resistances to nearby allies. 5/6/7/8/9/10 (+half of champ lvl/ +1% AP) bonus armor and magic resist for 3 seconds Self: Gain a shield that absorbs [50/70/90/110/130/150 (+ 30% AP)x2 with R] damage, if the shield is broken before it expires it explodes slowing the attack and movespeed of the enemy that broke it by 10%(20% with R) for 2 seconds. Mana Cost: 35/40/45/50/55/60

W (2) Tar Grenade: Covers ground in hot tar dealing damage and slowing enemies Center: Roots enemies 25%/30%/35%/40%/45%/50% slow on tar and 1 second after leaveing. Center: Rooted for 1.3 seconds Deals 15/18/21/24/27/30 (+ 5% AP) magic damage per second Mana Cost: 50/55/60/65/70/75

E Flask of Quicksilver: Gains massive movement speed bonus and nearby allies get lesser movespeed. 10%(+1% AP) Movespeed for 2/2.2/2.4/2.6/2.8/3 seconds Self: Additional 35%(70% with R) Movespeed burst that decays for 1.5 seconds down to amount above ^ Mana Cost: 35/40/45/50/55/60

E (2) Dismay Grenade: Deals magic damage and reduces vision of enemies hit. Center: Bonus damage and fears Reduces enemy vision and gain true sight for 1.2/1.3/1.4/1.5/1.6/1.7 seconds Center: 25% bonus damage fears enemies for 1 second 60/80/100/120/140/160 (+ 50% AP) Magic damage Mana Cost: 45/50/55/60/65/70

R Switch: Active: Swaps between flask and grenades(like jayce/elise/nid). (cant lvl up, get at start of game). No cooldown, mana cost or cast time.

Passive: Using potions in quick succession gives you stacks that build up to a extra strength potion. At 4 stack you get the effect. effect gets 1 use and starts over after used Grenades have center effect applied to whole area Flasks have bonuses on self only effects doubled Stacks last 4 seconds but refresh on new cast Passive has no cooldown

Additional Info on abilities All grenades have additional effect at center of spell (like Soraka's Q). Grenades are projectiles that fly to target location and explode once they reach targeted area (similar to Hiemer's E). All grenades are same size AOE effects( medium size, about the size of Zyra's Q) (extra effect is about 40% the size of the spell in the middle of the AOE) Flasks are self cast abilities that also provide buffs to surrounding allies . You lvl you abilities similar to how Jayce does with each ability having 6 points and putting nothing in R. All abilities have a .5 second cast time.

[4nd Draft]

27 Comments

Thryale7/23/2015, 5:02:43 PM5 votes

It's a decent concept, but definitely needs some work. I'll walk through most of the issues I see here. Also, I understand that numbers are just approximations, but since you bothered to put them, I'll give feed back on that as well.

Passive: I think I understand what you mean by this, but the way it reads makes no sense. All spells have effectively '1 charge' I think what you mean is it has 2 charges. Now, while a charge system for all of your spells is an interesting idea (as it really frees you up on what flasks/grenades to cast and when) wouldn't it just be simpler to put this on each ability and give him a real passive?'

  • Suggestion: scrap the passive and distribute it to each spell individually. And to replace it, try something like: gains X stacks ("ingredients") with each spell cast. at 100 stacks, the next spell becomes a "super" spell that has it's center effect applied to the entire range. (give champ appropriate visual reads to let the enemy know the next spell is stronger)

Q1: I have no real issues with this ability outside of maybe some number tuning. But I do feel that for a name like "flask of fire" some cool opportunities have been missed. But it's nothing major.

  • Suggestion: just continue to calculate various ap values at different points in the game and make sure the numbers come out alright. Alternatively, you could change it so that AA's will instead apply a debuff on the enemy that does damage over time (each new hit refreshes the timer) this way you can both increase the damage dealt as well as prevent edge cases where 5 ppl have the buff and are obliterating your opponents with 5 procs each second. (DoT's also synergize better with the fire thematic too)

Q2: For your character's go to source of damage, I find it's damage out put to be sorely lacking. Since this is a DoT, it's actually okay to give it a higher ap ratio that .4AP

  • Suggestion: Lower the base dmg by 10, and increase the scaling dmg by 10 per lvl (so something like: 90/130/170/210/250/290) and increase the ap ratio to .7 ap (70%) because remember, this dmg is applied over 4 seconds. That's 4 secs that the enemy has to run away, use QSS, apply a barrier, heal, or pot up. So it's okay for this to be much stronger than a instant burst spell. (just don't make it insane)

W1: Decent support spell, but it really lacks any way for the player to feel good about using it. This is simply because bonus armor/tenacity are invisible power that are hardly ever actually felt consciously by players.

  • Suggestion: Scrap the armor per champ level and just buff the ap ratio, make the base armor be at least 10 armor and scale per rank from there. (5 armor is unoticeable and just a waste of mana) Likewise, the tenacity is so hard to appreciate on an active spell like this (especially with travel time) not to mention that 15% tenacity is hardly even noticeable at all. I say scrap the tenacity, and replace the center bonus with a 4 secound "ice" barrier that can actually save an ally's life. (remember that barriers benefit from armor too, so don't make the barrier too strong, but don't make it too weak either)

W2: Simple and straight forward, the way I like it... usually. Alone, it's fine, but when combined with the rest of his kit, this skill is really lacking. Mainly because this guy only has 1 damaging ability on his kit. (and champs with only 1 dmging ability have been notoriously difficult to make satisfying)

  • Suggestion: I say change the slow from instant aoe debuff into a slow zone like singed's mega adhesive, also, give it a flat instant damage on explosion and a DoT for those in the slow zone. (it's hot tar, it burns) keep it low though, so something like: 50/70/90/110/130/150 +.3 AP on the initial burst and the same amount over the course of duration of the slow field (might consider increasing slow field duration to 3 secs, but that's up to you)

E1: This is definitely your 'one point wonder' spell right here. Nothing is really wrong with it, but it does feel kinda bland. But at least the rest of the kit makes up for that.

  • Suggestion: Nothing really. Numbers seem fine, but it doesn't have much else going for it. Remember, this is a projectile with travel time, so landing this on allies to save them will be difficult, especially with a small zyra q aoe.

E2: Interesting concept, love the reduced vision debuff (riot really should add more of this) I don't care too much for the fear though. Also, for a champ with 6 spells to cast, having only 1 damage spell feels really crappy. We should fix that.

  • Suggestion: remove the fear, and replace it with a crippling effect that reduces their damage output by 15% for the duration of the vision loss. Also, the vision loss duration could be increased a bit. 1 sec vision loss may be a tad disorienting, but won't affect much really. I'd say 2-3 secs is a better fit than 1-2 secs. Also, add in an instant damage effect upon landing the skill. Something like 70/100/130/160/190/210 + .4 AP

R: Form swapping is all fine and dandy, but the lack of an actually ult can cause champs to be really strong in the early game and fall off in the mid game due to the lack of a lvl 6 power spike. This isn't a bad thing, but it is something you need to be conscious of.

  • Suggestion: keep an eye on all of your early game values so that your champ doesn't blow away the competition, and consider adding something like this to his ult to keep him from falling behind when everyone is getting their lvl 6 power spike: form swapping consumes a charge (if one is available, can store up to 2) and grants your next AA bonus magic damage dealing 10/50/90/130 + .3 AP (damage increases automatically at 6/11/16) This will not only give him better ability to trade in lane, but also give a consequence for form swapping too much as it will burn up all his charges and cause him to miss out on the bonus damage. (form swapping does not generate passive stacks)
KirynDawn7/23/2015, 3:51:08 PM5 votes

Singed

The Swede7/23/2015, 5:39:27 PM4 votes

Singed

FLH6KSgc2r7/23/2015, 11:10:36 PM1 votes

Moa/Zyra(plant/tree), riven/yasuo(wind swordsmen) zin/j4(spearmen) lux/leona (use light magic) Theres alot of champs with somewhat similar themes, but if you expand on the idea and make them unique on there own, does it really matter?

Theres many more but ya Having only one champ per theme is horribly limiting and does the theme injustice by leaving different variants unexplored.

^

Hairzo7/23/2015, 11:37:20 PM1 votes

this concept is definitely cool, however, one of my main problems with this champion is his ultimate. because hes a scientist of sorts, it would seem thematically accurate to give him a big power spike at level 6, which cannot be obtained through a form swap.

1 idea i have for this champ that i think is pretty awesome, would be that you have the generic potions, poison, fire, and ice. and maybe if the potions' area of effects are on top of each other, it does other effects because they are chemically mixing. im not sure whether this idea is too over the top, but i kinda like it.

in conclusion, i would say that you should definately remove the form swap as it is thematically inaccurate, and also, what do you think he would look like. when i create champs, in my mind i try and create the look of the character, with the animations and voice acting. then i see whether the abilities would suit the champion, and whether they would be both fun to play with, and fun to pay against.

here's an extremely helpful link that i give to all aspiring champion designers http://forums.na.leagueoflegends.com/board/showthread.php?t=293417

-Hair

FLH6KSgc2r7/24/2015, 12:45:59 AM1 votes

Lets say for example. He lands a root with his W(tar) he can them combo with Q (fire) E (shadow) and Q (acid) then use super power W if he wants to continue fighting or use super powered E if he wants to run away. so W>R>Q>E>Q>R>W or E

CrazedPorcupine7/23/2015, 5:05:39 PM1 votes

Hmmm, I could see this working as a rework concept with some modifications for Singed.

I mean, Singed is supposed to be Zaun's Leading chemists. And it's well documented he focuses heavily on alchemical mixtures and concoctions.

Overall I like the idea.

HOWEVER: Remember, that the big failing for the original Karma was that level 6 abilities were as strong as everyone elses rank 5. Jayces are just a little bit stronger than everyone elses.

MAKE SURE YOU HAVE THE RANK 6 ABILITIES JUST STRONGER THAN EVERYONE ELSES RANK 5 AND THE RANK 5 JUST SLIGHTLY WEAKER.

Hay5eed7/23/2015, 8:07:55 PM1 votes

I kinda like the idea, but I don't really see how these abilities fit well with the whole "alchemist" idea. Then again maybe I'm a little too addicted to FMA. But shouldn't some of the abilities NOT have something to do with grenades and instead have Alchemy circles? I'm thinking abilities such as Swains Nevermove and Nasus's....W (I think that's the ability)