WIP Champion Concept Looking for Suggestions

Brutalitops01·10/3/2016, 5:27:28 PM·1 votes·531 views

Hey, guys. So, the other day I posted the champion concept I'm currently working on on the post here where gypsylord reintroduced himself as groovylord, asking for feedback on the concept. Here's the concept and his feedback, and I want you guys' suggestions for the concept. His design is as a light and dark champion able to be played as a fighter and as a support. I have a few ideas myself to follow his feedback, and I wanna hear what you guys think.

Here's the initial comment that I put on Groovylord's post:

I'm hoping I'm not too late to this and you'll actually see it and respond, but I'm gonna write it anyway. I make a number of champion concepts and wanted to ask someone who's actually designed champions for some help on the one I'm currently working on. I have most of the kit (except numbers), however, I'm having trouble coming up with a W for him. He's designed to be kinda similar to the Occultist in the game Revelation Online (still in closed beta in the west, but has been out in China for a little while. Hoping to get into the closed beta at some point, but I've looked at the classes and Occultist is the one I'll probably pick) thematically, but fitting the Spellblade archetype. He's designed around light and darkness, with the idea for him being that basic attacking will enhance his spells, while firing spells will enhance his basic attacks. He uses a pair of chain scythes, like Black Star's main weapons on Soul Eater, with a large, more traditional scythe on his back that he uses for his ultimate. Here's the kit I have so far, and any suggestions you have would be helpful. Thanks in advance if you do see this and reply. Light and Darkness Champion Design Goals: to create a character who uses both light and darkness as weapons. He is a powerful mage with a kit that interacts well with itself to create devastating combos.

Passive: Hands of Darkness and Light He has 2 affinity bars, Darkness and Light. Basic attacking fills Darkness, casting spells fills Light, up to 3 stacks of each. When he has 3 stacks of one, he will gain an Affinity Buff for 3 seconds, and the other won’t be able to stack until the Affinity Buff fades. Light: the first spell after every basic attack will heal him for 3/4/5/6% of his missing health (at levels 1/6/11/16). Darkness: the first basic attack after every spell will deal 5/6/7/8% additional damage (at levels 1/6/11/16).

Q: Chained Light: He fires a bolt of light from his chain scythe, dealing damage to the first enemy hit and slowing them before bouncing to another enemy, with up to 2 extra targets. If it misses, it will home in on the closest enemy within the bounce range. Damage: Cost: Cooldown:

W: E: Binding Strike: He swings his chain scythe in a circle around him 3 times, damaging enemies hit for a small amount each time. Hitting an enemy champion on the third swing will hook him to that enemy, snaring them while he pulls himself to them, followed by a basic attack when he reaches his target. Damage: Cost: Cooldown:

R: Blade of Life/Blade of Death: Requires full Affinity to use. He takes his scythe off of his back, matching whichever Affinity is full. He gains bonus attack range, and, depending on the affinity, either radiates an aura of healing for his team or damage to the enemy team, and either way, gains double the bonus for whichever Affinity is stacked up and causes the Affinity Buff to last the full duration of this ability. Lasts 5 seconds. Damage: Healing: Cost: Cooldown:

And here's his response:

"Feedback:

Cool idea to use a Scythe. We don't have a scythe wielder yet. Always good to start from a place that's fresh. Have you thought about ways a character swings a sycthe that could integrate it more into his play pattern?

Passive: This is a interesting concept (attacking gets you one things, spells get you another) but if the light/dark duality is what this character is all about I wonder if you should go harder on making that cash in moment (when the affinity procs) truly epic. You have one in the ult, but should affinity maybe be part of his base pattern? Right now the effects are pretty subdued and hard to feel (just stats really). Maybe think of some core functionality changes for the character when he's in one of these modes?

Overall I'd encourage you to go harder on your base thematic. Sycthe wielder who uses light/dark? Freaking sweet. Try making the ultimate version of that guy. What is the craziest version of blade of life/death you can think of? Does he swap out spells? Does one make him uber support and the other make him uber assassin? How would that work?"

Any ideas you guys comment is very well appreciated. Thanks. Here's the art I promised: http://evalgan-art.deviantart.com/art/Light-Darkness-Champion-Concept-Art-LoL-638073859?ga_submit_new=10%253A1475526623

7 Comments

JanusRuE10/3/2016, 7:49:11 PM1 votes

raises hand Questions! The current design reminds me of an AP Blitzcrank, or Amumu... but the goal is to set up a mid lane melee mage assassin, that can also play support bottom?

Will he have a Attack Speed buff, or AA reset? If not the double kama seems off compared to most of the outer dual wielders. Wouldn't rocking a double kama and chain weapon, look similar to Akali, or Thresh (especially with a hooking/gap closer)? If he is to be an assassin mage, why spend power budget on the AoE for Q/E/R? If he has low mobility other than the gap closer, and survives diving with heals, wouldn't that make him a bruiser/tank more suited for top lane? if he is to be a healer (support), will the support heals be worked in passively, or will they be on his active kit (currently he only has a sustaining self heal)? Is he going to be an AA Assassin? the Ult seems to push to this idea of being an AA range/damage buff similar to Twitch.

Questions I had before I can offer ideas :-p