(Champion Concept) Laira - The Guardian of The Ridge

Ethuros··3 votes·590 views
https://www.dropbox.com/s/1hgrqdqgmliq9s7/Laira%20-%20The%20Guardian%20of%20The%20Ridge.pdf?dl=0

Heya, I've been working on this for a good while now, and it's at a state where I think it's ready for some feedback. Laira is a Support Champion that provides the unique niche of being able to counter airborne effects with the use of her Hook-Blade Shield and some handy Earth Magic.

The Design Document is written with the intent of making it as easy as possible for a programmer to be able to look at the abilities and understand how to code them (or so I hope), and for an artist to have a basic foundation of how Laira should look and feel, leaving plenty of room to experiment.

I would appreciate any feedback, but I understand it's a fairly large document, and some sections can get pretty technical, so I don't expect anybody to read everything. A quick skim through the document would suffice for me. :)

7 Comments

Arakadia1 votes

I'm really loving the look of Laira so far! I've gotten through a portion of the concept, but I'm not done.

I totally take a closer look with a in detail review later! But I can't right now ;-;

Also, this champion seems pretty great at countering Yasuo, which by itself is pretty great xD

Ethuros1 votes

Cheers! Looking forwards to your take on Laira :)

The champion wasn't designed to counter Yasuo, but it is certainly a coincidence I welcome with open arms. God I hate Yasuo.

Zulfurya1 votes

can i ask what or from where you got the inspiration for the anti airbone mechanics, reason its because this is i think the 3rd or 4th concept that uses the idea, they all in different ways. just asking because i find it interesting to see them appearing now, its kind of like the puppeteer concepts appearing also now so was wondering if theres a series or probably anime popular now that is dealing with this kind of things.

Ethuros1 votes

can i ask what or from where you got the inspiration for the anti airbone mechanics

The main inspiration for the anti airborne mechanics is the current lack of tools available in the game to deal with them.

  • Tenacity item 3111 Doesn't reduce Airborne Duration
  • QSS item 3140 , Cleanse summoner 1 , and Crucible item 3222 don't remove any Airborne Effects

In order to deal with a Knockup/Knockback, you would have to use QSS + Flash or a Dash Ability, whereas any other form of hard CC, such as a Stun or Suppression, would only require QSS.

One of my most fond memories as an ADC is having a Kalista Ult an Alistar on me, followed by a Vi Ult and Q, followed by a Nautilus Ult that never reached me because I had already been knocked up into the heavens. All the while my support watched helplessly as QSS and Crucible were utterly worthless in this scenario.

This is not to say that players that are able to execute CC chains effectively shouldn't be rewarded with a kill, but had you replaced any of the Knockups with other forms of hard CC, there would have been a lot more room for counter play.

I also like the idea of a support being able to willingly put themsef in danger and being able to counter engage/disengage a barrage of Knockups/Knockbacks.

was wondering if theres a series or probably anime popular now that is dealing with this kind of things

I wouldn't know if there's any popular series or anime that is influencing these concepts, I personally haven't watched any anime in AAAAGES. Only yesterday did I begin watching Miss Kobayashi's Dragon Maid (plz no judgerino).

Zulfurya1 votes

{quoted}

The main inspiration for the anti airborne mechanics is the current lack of tools available in the game to deal with them.

  • Tenacity item 3111 Doesn't reduce Airborne Duration
  • QSS item 3140 , Cleanse summoner 1 , and Crucible item 3222 don't remove any Airborne Effects

In order to deal with a Knockup/Knockback, you would have to use QSS + Flash or a Dash Ability, whereas any other form of hard CC, such as a Stun or Suppression, would only require QSS.

One of my most fond memories as an ADC is having a Kalista Ult an Alistar on me, followed by a Vi Ult and Q, followed by a Nautilus Ult that never reached me because I had already been knocked up into the heavens. All the while my support watched helplessly as QSS and Crucible were utterly worthless in this scenario.

This is not to say that players that are able to execute CC chains effectively shouldn't be rewarded with a kill, but had you replaced any of the Knockups with other forms of hard CC, there would have been a lot more room for counter play.

I also like the idea of a support being able to willingly put themsef in danger and being able to counter engage/disengage a barrage of Knockups/Knockbacks.

I wouldn't know if there's any popular series or anime that is influencing these concepts, I personally haven't watched any anime in AAAAGES. Only yesterday did I begin watching Miss Kobayashi's Dragon Maid (plz no judgerino).

ouch haha, yeah know the feeling, you just keep going up and up by the knocks. On the airborne idea, yeah totally on point, i also had an idea about this that i got when i watched a SMITE hero that basically has the ability to cleanse knockup effects and to produce them to self activate the ability too. hmm dont know that anime tough i dont watch too much anime these days too, just watching 1 anime serie now which to be honest i use as procrastination lel.

Quannari1 votes

This champ sounds really fun! I love how much detail and thought you put into this.

Ethuros1 votes

Cheers! Thanks for stopping by :)

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