Freya, the Arcane Eternal

The Dreamwalker··6 votes·1,234 views

Hi everyone! This is my first character concept for the month of March!! This character is based off of some inspiration that came to me recently!!! I hope you enjoy this idea. Also, I will be releasing a Zaunite champion idea later in this month!! Thanks!! (She'll be the sister of League's very own Jinx!!)


Basics:

Homeland - Demacia

Friends - Fiora

Enemies - Garen, Lux

Alignment - Good / Pure (Her intentions are both good towards other, and she treats herself nicely).

Class - Mage

Lane - MID (not set in stone, you can play her where you want to :D)


Passive: Dream Shield

Once Freya is hit to or below 40% health, a magical shield will pop to block some damage. The damage it blocks is 25 and scales by 5 per level. The shield lasts 2 seconds.

Visual: The Shield is a blue color, since mana is blue. Quoted from FloRaider in the comments. It is a good point.

Cool down (this always meant to be here, but was forgotten): 30 decreases by .5 per level. Immune to cd items.


Q: Arcane Bolt

Range: 1175 (first bolt) / 200 (split bolts)

Mana cost: 50/65/80/95/110

Freya launches a magical bolt of magic in a targeted direction, upon contact it deals 55/85/115/145/175 (+ 0 AD and 65% of AP) to all targets it hits. Upon hitting an enemy champion, this bolt splits into three smaller and weaker projectiles that fly off in opposite directions (movement of TF's ability). This ability also slows by 40/45/50/55/60%.

Cool down: 9/8/7/6/5 seconds


W: Spell Break

Range: 250 / self buff

Mana Cost: 45/65/85/105/125

Freya pops a magical aura around her. The next ability cast on Freya while this aura is active heals her for the damage the power would have dealt at 30/35/40/45/50% effectiveness. Debuffs are negated. The shield lasts 1 second. So, time wisely.

Cool down: 10/9.5/9/8.5/8 seconds


E: Magical Essence

Range: 665 (point and click)

Mana Cost: 80 (all levels)

Freya deals damage based on her max mana and then additional damage based on her current amount of mana. She deals 5/10/15/20/25% of her max mana as damage, and then 35/40/45/50/55% of her current mana.


R: Hidden Secrets

Range: 975

Mana Cost: 140

There are two parts.

  1. Freya gets instant 20/25/30 increased AP.

  2. Freya creates a field around herself that lashes out onto the area around her (750 circle range). This field continuously strikes people in her field by lashing out at them with blue links (whip like action). They deal 50/75/100 damage per strike. They strike within .5 intervals at all targets in the area around her. Both parts last 2/2.5/3 seconds.

Note, this ability can be stopped by getting silenced only. No other debuff type can negate this power (not even knockups). However, the other thing that stops this ability is her death. :D


Lore:

Freya was born into a naturally competitive lifestyle with nine other brothers and sisters. Her house, the Feathershields, are known for their undying thirst for competition. They are always seeking a way to prove and elevate their honor, no matter the cost.

Freya's mother fought to become a member of the College of Magic, while her father serves as the second-in-command of Demacia's armies.

Freya's sisters take care to craft the most beautiful creations from silks, velvets, and various gemstones. While her brothers practice day-in and day-out with swords, daggers, and many other weapons. Yet, Freya has no desire to be a craftsman and holds no raging thirst for blood.

No, instead Freya takes an interest in her mother's domain. Freya wonders day in and out about what it is like to walk through the halls of the College. To be among that Order of powerful magicians... it is truly an honor to ever be accepted. No wonder her mother fought so long for the position.

Despite her mother's position, Freya wanted to join the college for her own reasons. She has always felt she belonged there, and with the years that passed rapidly through her home, she soon found that her curiosities were justified.

Freya was born the only child of her family with any sense of magical control. Her mother was elated to find that at least one child held her power in their veins. Her mother quickly took her the College of Magic for endless testing to find which element her daughter would take control over.

Freya's mother had the control over Fire, and she prayed that Freya would as well. Yet, something strange happened that day. Freya was proven to control all forces of magic, and then none at all. It was the strangest thing, it left even the College confused. Several of the eldest members evoked deeper, more intense challenges on Freya's powers, and they soon found the answer to Freya's connection to the realm of magic.

Freya held an unnatural connection to the essence of magic itself, mana, and because of this, she could control any and all elements she pleased. Freya, unknowingly, raised her family to a new status of value within Demacia and because of this, named her the head of her house, despite her elder siblings bickering.

Only time would tell what the young mage would do with her knew found power and new sense of honor.

"I have never felt so free before."

22 Comments

Terakali1 votes

Quick notes. Passive: Looks mostly fine, but should have a AP scaling or HP scaling. Q: Looks totally fine. W: Okay, this would be... Toxic as all hell. 2 seconds of AoE invincibility on cast that follows you and heals you as well. Worse than that, it would make you completely invulnerable for the entire game (except turret shots) in Urf. That's preposterous. E: Has far too high a max MP scaling, especially for a long range point and click skill. R: Seems really hard to program, but otherwise looks fine.

The Dreamwalker1 votes

{quoted}

Quick notes. Passive: Looks mostly fine, but should have a AP scaling or HP scaling. Q: Looks totally fine. W: Okay, this would be... Toxic as all hell. 2 seconds of AoE invincibility on cast that follows you and heals you as well. Worse than that, it would make you completely invulnerable for the entire game (except turret shots) in Urf. That's preposterous. E: Has far too high a max MP scaling, especially for a long range point and click skill. R: Seems really hard to program, but otherwise looks fine.

I wanted something like Fio's ability. I could lower it... or make it were the abilities do less damage instead of being completely negated. Also, I believe Fio's does that as well... The heal I mean.

I will work on the E.

Q and R, thanks.

Passive: Alright, gonna work on that.

LeBlanc Rose1 votes

It can be programmed by creating a tether to each unit, then breaking said tether whenever it has no tethers attached to it. Kinda like a bunch of fiddlesticks draining each other in a line.

FloRaider421 votes

Nice to see you around again, was wondering where you went :D

P: I don't understand the "within X seconds part" and "if shield isn't activated", since unlike item 3053 it's not a damage amount, but a health percentage that activates the shield. Increasing the shields base value and adding some scaling seems like a good idea to make it more relevant. The fact that this scales with CD reduction and has a decreasing CD seems strange, considering the fact that on low health a more powerfull shield would be better than having the shield again very soon, since you already are close to death.

Purple is more associated with the Void, with blue being more neutral arcane energy (xerath, Ryze).

Q: I think it's strange to restrict the bolts to only procing after hitting a champion as this means that most of the time the iconic part of this ability will be missing. Liking the simple feel making it seem like a basic spell you would learn before you specialize yourself.

"...magical bolt of magic..." :P

W: An AOE windwall that has a low CD, lasts 2 seconds, absorbs all abilities and attacks and even heals you for their damage sounds really overpowered. I don't know if you mean that only abilities outside of a 550 diameter coming in get negated with "enter her field" in which case you should clear that up a bit.

E: Point and click abilities aren't really that interesting and the range difference with Q seems weird. The scaling needs some tweaks, but I think making it scale with mana and AP would make it better than pure MP. Considering Q already is a fairly basic spell having another one seems unnecessary.

"...and then additional mana based on her current mana..."

R: Self Buffs aren't really that intersting, especially since her kit doesn't even scale with AP that well (only Q and R do). I think you need to clear up the description a lot if you require a whole paragraph to explain it. From what I understand you get an AOE field that connects nearby enemy unit's like Varus R while continously dealing damage and the Link only gets broken by range or cleanse. Only being negated by silence sounds weird, either it's a channel or it's not. Apart from that a very inconic and interesting ability.

Nitpicks: R requires nearby enemies to infect and does synergyze with W (which depending on how it works, might be broken) whereas Q and E are longer ranged poke tools, making her kit seem unfocused. Her theme seems weak as it doesn't have a clear identity (due to the kit) Some of the abilities don't seem to have a clear design goal besides "I chose this to help with X"

Interesting ideas that are held down by an unclear goals and some clarity problems, but otherwise very well made. Looking forward to your interpretation of Jinx's sister.

The Dreamwalker1 votes

{quoted}

Nice to see you around again, was wondering where you went :D

P: I don't understand the "within X seconds part" and "if shield isn't activated", since unlike item 3053 it's not a damage amount, but a health percentage that activates the shield. Increasing the shields base value and adding some scaling seems like a good idea to make it more relevant. The fact that this scales with CD reduction and has a decreasing CD seems strange, considering the fact that on low health a more powerfull shield would be better than having the shield again very soon, since you already are close to death.

Huh, yea, those are awkward, my bad. Let me explain better... I hope. So, it is like that Keystone on the mastery page (next to Lighting Lord's Decree, on the left). If Freya's is reduced to 35% health or lower within x time (figuring out a good amount of time) then this shield will pop on her to cover some damage. I wanted a cool down there to keep it from constantly popping everytime she gets lowered back to 35% health. Good points with the shield comparisons. I included the heal in her W in order to make shield pop more.

I'll work out the kinks. :/ I am getting there with writing stuff.

Purple is more associated with the Void, with blue being more neutral arcane energy (xerath, Ryze).

Q: I think it's strange to restrict the bolts to only procing after hitting a champion as this means that most of the time the iconic part of this ability will be missing. Liking the simple feel making it seem like a basic spell you would learn before you specialize yourself.

True, but I wanted to avoid blue since people may nick pick for copying... but if blue is the good way to go with things, then that should be fine!!

"...magical bolt of magic..." :P

Lol, I just wrote and wrote, didn't really re-read since I was tired beyond belief after finishing the first draft.

W: An AOE windwall that has a low CD, lasts 2 seconds, absorbs all abilities and attacks and even heals you for their damage sounds really overpowered.

Okay, I think I will make abilities do less damage to her instead of completely negating them... but I wanted something that gave off a Fio vibe instead of Yasuo. I will really lower the active time to like 1 second or 1.5 seconds. I will also nerf the heal. I just wanted something to play in with her passive and I thought a heal would do the trick on a primarily defensive spell.

I don't know if you mean that only abilities outside of a 550 diameter coming in get negated with "enter her field" in which case you should clear that up a bit.

Oh, so what I meant was, that if you were withing this range then the power is negated. If you are outside of it, then you deal damage. Does that make sense?

E: Point and click abilities aren't really that interesting and the range difference with Q seems weird. The scaling needs some tweaks, but I think making it scale with mana and AP would make it better than pure MP. Considering Q already is a fairly basic spell having another one seems unnecessary.

Actually, I modeled ranges after existing mages. I looked up Syndra after getting reminded of her in a comment. Her R is 665 while the rest of her powers are long ranged, or mostly long ranged. I know that some people don't like them, but some people do. I like only having one while the rest are either skill shots, AoE, or a passive ability (kind of like a self buff).

"...and then additional mana based on her current mana..."

Ewe, have to fix that.

R: Self Buffs aren't really that intersting, especially since her kit doesn't even scale with AP that well (only Q and R do). I think you need to clear up the description a lot if you require a whole paragraph to explain it. From what I understand you get an AOE field that connects nearby enemy unit's like Varus R while continously dealing damage and the Link only gets broken by range or cleanse. Only being negated by silence sounds weird, either it's a channel or it's not. Apart from that a very inconic and interesting ability.

Hmm, true. I will work on something new.

Nitpicks: R requires nearby enemies to infect and does synergyze with W (which depending on how it works, might be broken) whereas Q and E are longer ranged poke tools, making her kit seem unfocused.

So, her W and R are meant for her all in ability, while her E and Q are meant for poking early game and escaping. W could be placed here too.

Her theme seems weak as it doesn't have a clear identity (due to the kit) Some of the abilities don't seem to have a clear design goal besides "I chose this to help with X"

Interesting ideas that are held down by an unclear goals and some clarity problems, but otherwise very well made. Looking forward to your interpretation of Jinx's sister.

FloRaider421 votes

Sorry I don't know which you mean... On the left of Thunderlord's decree we have Stormraider, which gives you MS and slow resistance when you deal %Max health damage to an enemy, which is simliar to item 3053 as it procs after a certain amount of damage has been dealt over some time. Either you make the shield proc after she gets reduced to X% health or make it proc after she has been damaged for X% health over a duration, combining those two doesn't make much sense.

Well I don't know her lore yet, but purple seems too connected to the void. You could give her any other color really, but blue is the most arcany (mana is blue after all).

If you want something like Fio the duration should be really short (fio has 0.75 seconds) and not really a big AOE effect. Scaling down on those parts would give you the option to make the heal better and maybe add a hit interaction like Fiora. You could also give her a spellshield that heals her for the damage a spell would have dealt (with long CD of course) to make her a better poke champion.

So if I cast a spell from outside it would hit or not?

Problem is that R is Syndras finisher and best used to set up a big E or after you hit the enemy with W and E, making it more of a risk, but also rewards to get closer. On a low CD spell the difference is much more appearent.

Maybe just simplify it :P

Seems like the last paragraph is missing...

The Dreamwalker1 votes

{quoted}

Sorry I don't know which you mean... On the left of Thunderlord's decree we have Stormraider, which gives you MS and slow resistance when you deal %Max health damage to an enemy, which is simliar to item 3053 as it procs after a certain amount of damage has been dealt over some time. Either you make the shield proc after she gets reduced to X% health or make it proc after she has been damaged for X% health over a duration, combining those two doesn't make much sense.

I was talking about the timing on it. Doesn't say something about dealing x% of someone health within x seconds to gain that? Anyways, I changed the passive. I think it flows better now.

Well I don't know her lore yet, but purple seems too connected to the void. You could give her any other color really, but blue is the most arcany (mana is blue after all).

True, blue does seem more magical after all. I changed it due to the fact that mana is blue.

If you want something like Fio the duration should be really short (fio has 0.75 seconds) and not really a big AOE effect. Scaling down on those parts would give you the option to make the heal better and maybe add a hit interaction like Fiora. You could also give her a spellshield that heals her for the damage a spell would have dealt (with long CD of course) to make her a better poke champion.

I liked the suggestions you gave me. I changed one of them slightly for balance.

So if I cast a spell from outside it would hit or not?

Yes, but given that is changed now. It would get blocked because it is a shield.

Problem is that R is Syndras finisher and best used to set up a big E or after you hit the enemy with W and E, making it more of a risk, but also rewards to get closer. On a low CD spell the difference is much more appearent.

True, working on a fix for her ult. Also, working on her E.

Maybe just simplify it :P

Seems like the last paragraph is missing...

Bishasaurus Flex1 votes

"Magical Bolt of Magic"

fixed: Bolt of Arcane Energy

That's the only thing I see could use some fixin, and Syndra already has 'Unleashed Power" as an ultimate. She has two shields in her kit, and would get nerfed/reworked quick. I love the idea of a new Mage, and I think Riot needs a standard Old Wizard (not Chronokeeper like Zilean) and Ryze is just lol. We need a caster that can manipulate the four elements, or something like that.

Something like: https://a.wattpad.com/cover/33277037-256-k501728.jpg

Terakali1 votes

Passive: Elemental Burden - Whenever (X) casts a spell, he gains a stack of Elemental Burden for the element he was using at the time. All other elements do 3-8% more damage per stack. Stacks last 12 seconds and are refreshed by casting any spell of that element. Whenever a spell is cast, (X) is given a decaying slow equal to 2/1.5/1% times his current stack total for 1.25 seconds. There is no stack limit, but no more than 12 stacks can be accounted for at a time.

Hidden Passive: Old Man Pact - Zilean and (X) deal 1 less damage to one another with any effect.

Q: (X) launches his element forward 550 units as a skillshot, damaging the first unit struck. Deals 40/80/120/160/200 +60/65/70/75/80% AP magic damage. 6/5.5/5/4.5/4 second cooldown and costs 60/55/50/45/40 MP. Ice: Projectile continues after hitting the first, applying a 20/25/30/35/40% slow to all enemies struck for 1.5 seconds but only damaging the first. Fire: Projectile applies a burn for 30% additional damage over 4 seconds and applies grievous wounds. Lightning: Applies to all targets within the skillshot range after a .5 second delay. If this hits a stunned targets, the stun duration is increased by .5 seconds. Earth: Applies a 60/70/80/90/100% damage AoE effect around the first target hit and slows the first target hit by 20% for 2 seconds.

W: (X) channels for .75 seconds before blasting a 450 unit radius around him with his current element, dealing 90/140/190/240/290 +40% AP damage and slowing all units hit by 40% for 1 second. Costs 80/85/90/95/100 MP and has a 12 second cooldown. Ice: Slow lasts for 2.5 seconds instead and enemies are struck with the frozen mark for 5 seconds. All effects that use the frozen mark reduce its remaining duration to 1.5 seconds and prevent it from being reapplied until its over. Fire: The area fills with fire, dealing the same amount of damage again over the next 3 seconds. This effect is doubled against champions hit with the frozen mark. Lightning: Enemy champions and monsters are stunned for 2.5 seconds, reduced by .5 seconds (minimum 1.5) per champion hit beyond the first. Earth: (X) takes 40% less damage during the channel and is immune to CC. Enemies are slowed by 40/45/50/55/60% instead. Enemies with the frozen mark take an additional 5/7.5/10/12.5/15% max HP magic damage.

E: (X) uses his element to push a nearby unit around. Effects vary completely based on the element in question. Costs 80 MP and has a 24/22/20/18/16 second cooldown. Ice: (X) summons ice beneath a target within 700 units, knocking them through the air towards (X) 3/4 of the distance currently between them. Enemies with the frozen mark shatter, removing the effect completely but taking 30/35/40/45/50% of their current HP in magic damage. This shatter effect can only be done once per minute per target, reduced by 50% in Urf. Fire: (X) dashes forward 300 units, leaving behind a 80 unit wide trail of fire for 4 seconds that deals 16/24/32/40/48 +10% AP damage to units atop it every second. This ability cannot go over walls. Lightning: (X) dashes forward 400 units, dealing 75/100/125/150/175 +100% AP damage to the first target hit and half damage to the rest. This ability can go over walls. Earth: A projectile is sent at high speeds towards a target within 300 units. The target is sent back to 550 units away from (X) and has 20% reduced movement towards him. Deals 80 +40% AP damage if the enemy is stunned at the time of impact.

R: (X) changes his element with a similar choice system to LeBlanc ult. To cancel, choose the element (X) is currently using. Has a 16/12/8/4 second cooldown. Each element bears its own cooldowns for Q, W, and E. Costs 75/50/25/0 MP to cast. (X) starts with a point in this ability. Additional effects apply based on what element was chosen. Ice: Auto attacks slow the target by 3/6/9/12% +1%/20AP for 1 second and apply a stack of 'partial freeze' for 2 seconds. At 4 stacks, partial freeze turns to the frozen mark for 5 seconds. Fire: Auto attacks burn the target for 8/16/24/32 +2.5/5/7.5/10% AP magic damage over 4 seconds. Lightning: Every 7/6/5/4 auto attacks apply a mark, making the next lightning ability apply a 1 second stun or enhancing the stun it already had by .75 seconds to that target. Earth: Auto attacks apply a 20 unit knockback.

LeBlanc Rose1 votes

Rito has previously said that they would not release boring standard unoriginal champs. Is a cool idea, but we really already have it. The elementalist you are looking for it already there in Udyr.

LeBlanc Rose1 votes

Extremly broken.

Passive:

Basically, you take barely any damage when below 40% hp with autoattacks. Basically, only adcs and full ad champs will be able to deal serious damage with autoattacks.

Choose 1: Remove scaling to make her better in laning phase. Reduce base to like 10 and make scaling slightly lower, e.g. 3. This would make her shield go up to 64. Currently it goes up to 115, enough for it to be on a true tank, with barely anything but defense. not for a mage with damage.

Q:

Firstly, how long is the slow? This ability would basically make her untouchable in lane. A 40% slow at rank 1? With an insane range? This is almost as long as caitlyn q. Basically a free lane, or at least an inability to die.

W:

This is sad. Any semi-decent player will block every single dangerous ability in the game. Veigar ults? W. Leblanc gets passive? W. Caitlyn Ace in the Hole? W.

She has enough safety already, and this just makes her the safest in the planet. Change it to a % or something else....

E: BROKEN BROKEN BROKEN BROKEN BROKEN.

Seraphs embrace. Up to 800 more damage with 1 item. Do I have to say anything more?

R: Is that when it hits? Per second? Over the duration? Apart from that, nice ability.

The Dreamwalker1 votes

{quoted}

Passive:

Basically, you take barely any damage when below 40% hp with autoattacks. Basically, only adcs and full ad champs will be able to deal serious damage with autoattacks.

She can still take damage. The power doesn't negate damage. Also, champions like Veigar and Lux can just blast through protection (i.e. summoner 21)

Choose 1: Remove scaling to make her better in laning phase. Reduce base to like 10 and make scaling slightly lower, e.g. 3. This would make her shield go up to 64.

I mean, this shield is pretty weak. It would probably be the weakest in the game. A 64 shield is less than a MF auto-attack. At a 115 would take 1-2 autos. I mean to include a cool down for this power.

Currently it goes up to 115, enough for it to be on a true tank, with barely anything but defense. not for a mage with damage.

Mages don't have to be straight damage in a game. There can be mages who are defensive, then can turn around with their attacks.

Q:

Firstly, how long is the slow? This ability would basically make her untouchable in lane. A 40% slow at rank 1? With an insane range? This is almost as long as caitlyn q. Basically a free lane, or at least an inability to die.

This a moderate slow. There are some champions that have 70% reduced slows that lasts for days. This is 30% weaker. I was thinking between 1-1.5 seconds.

W:

This is sad. Any semi-decent player will block every single dangerous ability in the game. Veigar ults? W. Leblanc gets passive? W. Caitlyn Ace in the Hole? W.

Unless that player is stunned or something of the sort. Any decent player would know to bait her shield then end her. I mean, the shield last 1 second with no scaling. I mean, champion charge times are longer than this shield. If they played correctly, then she should be able to die.

She has enough safety already, and this just makes her the safest in the planet. Change it to a % or something else....

What about Karma? Her R gives her a large heal based on her AP, and then she gets that shield for days.

E: BROKEN BROKEN BROKEN BROKEN BROKEN.

Seraphs embrace. Up to 800 more damage with 1 item. Do I have to say anything more?

Well, the damage isn't true damage. It is magical. So, if someone just builds MR, shields, heals, etc. they could reduce a lot of this damage. Also, if a Freya is being very abusive or trying to chase someone down, they are going to spend some mana up. I mean, I could switch around the numbers so that she deals less max mana damage and more current mana damage.

R: Is that when it hits? Per second? Over the duration? Apart from that, nice ability.

It is like Morgana's W. It deals damage per second while they are attached by a link, and when it hits. Thanks!

Edit: Visually, it a link of link of link of link sort of idea. Her ability links nearby targets, then they link targets near them, and this just continues to spread... if that makes sense.

Thanks for the feedback. I will do more work on her. Will be adding backstory soon.

midnight oil241 votes

[deleted]

The Dreamwalker1 votes

[{quoted}](name=midnight oil24,realm=NA,application-id=A8FQeEA8,discussion-id=LE4EZEWf,comment-id=0004,timestamp=2017-03-07T19:39:43.391+0000)

This is an okay concept, but it needs work.

First off, there's no lore. Not necessarily terrible, but it's nice seeing stories you come up with.

Abilities: NEeds a cooldown on the passive. Otherwise any damage she takes will just get a shield to absorb it, making it no fun.

Q: so it's sort of like Vel's thing? I get it's different in how things fire, but same basic idea?

W: That's Jinx's Q name. change that. Next, the effect is WAAAY to broken. She heals for any damage dealt from one ability? Jesus christ, combined with her passive she'll never die.

That seems like an easy way to bypass the need to build ap with her E. Just build mana and nuke everything.

R: So basically it just blasts away at an enemy that could be one or two minion waves away? Genuinely confused.

I'm sorry to say this, dreamwalker, but this is just low quality. I know you can do far better, but you give us a magical person who's barely killable, no explanation for her powers, and with busted abilities. You usually put out such high quality stuff, man. What happened? ;-;

I'm dead on the inside. Could you just not add that last part... I mean, that hurts, dude. At least I am nice to you on your concepts. Like, gosh.

midnight oil241 votes

Oh, dang.

What's wrong? Need someone to talk to?

Or is it because of what's up there? ;-;

FloRaider421 votes

Funny that you talk about wording things better with Riverking, but make a comment that really hurts to read... I think you could have said that better

midnight oil241 votes

Yeah... I'm gonna delete the comment, mainly cause in retrospect it's mean.

FloRaider421 votes

[deleted]

midnight oil241 votes

I did. I also said that if he'd rather I not talk to him from now on, that's okay. I gave my explanation, but also said that I shouldn't have spoken like that.

midnight oil241 votes

I'm sorry...

It's been a bad couple weeks, but I shouldn't have acted like that. I'm truly sorry. If you'd rather I not talk to you, I'll do that.

The Dreamwalker1 votes

[{quoted}](name=midnight oil24,realm=NA,application-id=A8FQeEA8,discussion-id=LE4EZEWf,comment-id=000400000001,timestamp=2017-03-07T20:41:33.320+0000)

I'm sorry...

It's been a bad couple weeks, but I shouldn't have acted like that. I'm truly sorry. If you'd rather I not talk to you, I'll do that.

It's fine. I understand. It just hurt, ya know? No, I don't want you to stop talking to me. We are still friends... you can't push me away that easily. You're stuck with me buddy o'pal.

midnight oil241 votes

even still, I'll try harder from now on.

I'm at least glad we're still friends.

Also, just one note: if you feel that one of my concepts is crap, please be honest. Sometimes an honest review is better than being positive.

If you want to see, I can send you my most recent concept :3 you can be brutally honest to that one if you want.

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