[Champion Concept] Damien, the Blood Cultist

Mythical Blade·11/8/2014, 10:19:45 PM·1 votes·963 views

[Damien, the Blood Cultist]

I think its high time that we got a legitimate support who originates from Noxus. Damien is just that; a mysterious figure who embodies the pure blood of all Noxian citizens and leaders. Nobody knows his true identity, other than that he is the leader of a cult that seeks to spread the blood of Noxus into all beings.

First, I'll go over his abilities for you folks.

Passive - Blood Line

Damien shares his blood with his allies, granting them 15% of his bonus magic resistance and armor to allies within 1000/1500/2000 range. His passive levels up at levels 9 and 14.

Q - Blood Transfer | 750 range | 10% of current health

Damien channels his blood into ally enemy champion, healing them for 50/75/100/125/150 (+10% of his max hp) over 6/5/4/3/2 seconds. If the Blood Link is broken, Damien gains 15 armor and magic resistance for the next 5 seconds.

W - Clot | 600 Range | 10% of current health

Damien stops the blood of target enemy champion, clotting it and stunning them for 0.75/1/1.25/150/1.75 second(s). Additionally, Clot will apply on-hit effects.

E - Bloody Sickle | 800 Range | 10% of current health

Damien jets a thinned line of blood around him. Enemies hit will take 75/125/175/225/275 (+10% of his max hp) [300 damage max on monsters] magic damage, and will be slowed by 10/15/20/25/30% of their movement speed. For each enemy hit, Damien restores 2% of his missing health (max 500 health on minions or monsters). The heal is tripled when hitting enemy champions with it.

R - Hemorrage | 1000/1500/2000 Range | No Cost (Note: It's supposed to be misspelled. HemorR(h)AGE) {Alive}

Damien uses the blood of a fallen enemy or ally within 750 units of him.

[Ally cast] Damien heals target allied champion (other than himself) for 50% of the fallen sacrifice's health. Any overheal is transferred to Damien. If there is still overheal remaining after that, Damien jets out 25% of that remaining health around himself, dealing true damage to enemies with it.

[Enemy cast] Damien splices the sacrifice's blood through the enemy's body, dealing 25% of the sacrifice's maximum health to the target enemy champion in magic damage.

{Dead}

Damien uses his own blood to produce similar effects to the ones listed above.

[Ally cast]

Damien heals target allied champion for 30% of his maximum health. Any remaining health jets out from the target ally and heals allies around them, ignoring Grevious Wounds.

(Note: The effect that ignores Grevious Wounds only takes place if the target allied champion has too little missing hp; i.e. they would get overhealed; and not on the initial cast itself)

[Enemy cast] Damien deals 30% of his maximum health to target enemy champion as magic damage.


I just want to start out by saying he is NOT Vladimir. I don't mean gameplay wise; I mean lore wise.

{Lore}

The Blood Cult was formed over night, as if from nowhere. It gained a foothold on the citizens of Noxus with ease. Those who attended were masked and hooded figures. Nobody knew the identity of those who attended their cult meetings, but there was a good chance that one out of every third citizen was a member. Mysterious; dark. Damien was their leader; and their goal was to purify the tainted blood of the world by infusing it with the blood of Noxus. They could not be stopped, simply because they had no weakness. Much like Damien. His identity would obviously remain a mystery. Whenever someone asked him what his true name was, his eyes would glow bright red until the questioner was terrified of the very topic. He was a strong leader, and talented in hemomancy. Some people spoke whispers of Vladimir. These rumors were quickly stifled when the Crimson Reaper showed up unannounced during the last meeting that Damien would lead. Unmasked and undisguised, Vladimir spoke to Damien about the League. The two disappeared to discuss further in private about Damien's wishes. A few minutes later, Damien spoke to his people:

"My fellow siblings... Vladimir has promised us that our wish will be fulfilled if we first look to the hearts of heroes. He has given me the opportunity to fight alongside him in the Fields of Justice, and to purify those who have tainted bloods. I intend to take his offer, and I shall be joining the League."

With a hardened will and goal in mind, Damien set out to the League, eager to spread his blood to those who have ignored him far too long.

"Tainted fools; tainted souls. Thou shalt not mock me anymore." - Damien

|More updates coming in the future, including a (awfully drawn) character design|

2 Comments

doubleguac11/9/2014, 5:49:44 PM1 votes

There are some cool ideas here. A couple potential problems I see:

1) ult is unnecessarily complicated. It has four potential casts, most of which overlap with each other, and most of which have a bunch of hard-to-calculate effects that may or may not happen (like the overflow bonuses). Casting off a dead body is a cool idea, but it leaves him with no control over the ability's position. I would condense it to at most two potential uses. Maybe: cast on an ally to heal him for x + % missing health, and damage nearby enemies. Or cast it on an enemy to deal %x max health damage and heal nearby allies. So, you're choosing between big single target damage and small AoE heal, or big single target heal and small AoE damage. Still interesting and versatile, but not so complicated.

Regardless of whether you take the above suggestion, I would recommend not having the values scale the the targets health. Give it a flat base value, and have it scale off of AP or Damien's health. Scaling off the target's health makes it hard to calculate. It also creates potentially massive numbers; imagine casting:

Damien heals target allied champion (other than himself) for 50% of the fallen sacrifice's health. Any overheal is transferred to Damien. If there is still overheal remaining after that, Damien jets out 25% of that remaining health around himself, dealing true damage to enemies with it.

on a dead late game Mundo. Immediately max out your ADC's health, fully heal yourself, and probably deal 300+ AoE true damage in overflow. Or, if you intentionally cast it on an ally that's already at full health, deal 1000+ AoE true damage.

2) Health ratios should probably be partially replaced by AP ratios. Right now, this guy has zero incentive to build anything other than straight tank. He maximizes his offense, defense, and team utility by building defense. Itemization is supposed to create trade-offs and meaningful choices. This is true even on other champions that "double dip." Malphite does gain a bit of damage by building armor, but he gains more damage by building AP. If he wants to maximize his burst, he's going to be less tanky, and vice versa. Same is true for Galio, Vlad, Sej, etc. It's fine for him to gain some power across the board by stacking health, but, at the end of the day, he shouldn't be maximizing everything by building one thing.

3) Stun should probably be dodgable. There are very few point-and-click stuns left in the game, and they take up so much power budget they usually aren't even worth it. Look at Taric: his whole kit has to be balanced around the fact that he has an unavoidable non-ultimate stun. Make it a skill shot and maybe add a damage component or some other bonus to make up for it.

Also, not sure why it applies on hit effects? It doesn't seem like an auto attack reset. Also, what on-hit effects do you intend for this guy to build? He doesn't scale at all off AP or AD, making sheen items/nashors/wits end pretty worthless.

4) I would tie the aura on his passive to some kind of gameplay. Maybe he grants bonus MR/armor to allies who are effected by or in the radius of any of his spells (so, if he Qs them, or if they are standing in the AoE of his E, or if they are healed by his R, etc., they gain the bonuses for x second). Auras are pure invisible power; they're often very strong, but they're also under-appreciated, and don't create any gameplay decisions, other than really basic positioning. The central concept is fine, it just needs to have some gameplay component. At least reduce the AoE heavily, so he has to position himself well to help out high priority allies

Anyways, just some things to think about. You have some neat ideas here. Not trying to rag on your concept--I just wanted to list some areas where, in my opinion, he can be even more awesome.