Vance, Noxus's Heart

CrazedPorcupine··1 votes·515 views

Vance, Noxus's Heart

Vance is a Noxian support, unique in that instead of physical/magical strength that is the characteristic of many Noxian champions, Vance's strength comes from the fact that he is an Empath.

LORE:

Vance grew up in the slums of the Noxian Capital. He was never physically strong, nor was he exceptionally gifted with magic. He was often bullied and the target of others in their pursuit of strength to rise above the rest. Vance had few friends, but as he entered adulthood, he began to understand. He began to understand the inner workings of the citizens of Noxus. He became so adept at reading the emotions and feelings of others, that he began to manipulate them. He felt a twisted pleasure in being able to bring even the mightiest soldiers of Noxus shaking in fear from mere words.

Vance began to find a strength that was not often praised by Noxus. The strength of emotions. Vance used his abilities to infiltrate Demacian society, and found secrets of the Demacian army and reported them to Swain. As Swain turned his eyes towards Ionia, the island nation who had defied Noxus on many occasion, Swain tossed Vance aside in favor of the Zaunite chemical war machine. Vance was furious. He decided that he would eventually become strong enough to make even Swain bend his knee in submission to him.

ROLE: Vance is meant to be a support. Able to empower allies, and debuff foes. He becomes potent as he builds items.

STATS: HP: 435480+58/lvl MANA: 540430+65/lvl HP/5: 5.24.8+1/lvl Mana/5: 6.35.3+1.8/lvl MS: 345330 AD: 48+2.5/lvl AS: .625+2%/lvl Range: 500 Armor: 2123+2.25/lvl MR: 30

KIT: Passive (Innate): Empath's Soul: Vance's Health and Mana regeneration increase by 5% when he's around allies that have higher % HP and Mana than him. (Helath regen increases when lower health than allies, and mana regen increases when lower mana than allies) When allies that are near Vance have lower % HP or Mana, they gain increased health and mana regen.

750 range

Q: Soldier's Fury/Calming words ON ALLY CAST: Vance fills his allies with rage and anger, causing them to become more violent. This increases their attack speed by 30/40/50/60/70+(.1AP)% for 53 seconds.

ON Enemy Cast: Vance soothes his foes, reducing their will to fight. This decreases their attack speed by 20/25/30/35+(.15 AP)% for the next 34 seconds. Mana Cost: 50/55/60/65/70 Cooldown: 15/14/13/12/11 25/23/21/19/17 seconds Range: 600

W: Motivational Speech/Venomous Words ON ALLY CAST: Vance finds the words to rouse his allies, motivating them to succeed. He increases their movement speed by 10/20/30/40/5020/25/30/35/40+ (.08 AP)% for the next 3 seconds.

ON Enemy Cast: Vance's words are filled with venom and spite, causing his foes immense emotional pain. This causes them to become sluggish and depressed, slowing them by 5/10/15/20/2510/15/20/25/30 +(.12.1 AP %) for the next 2 seconds. Mana Cost: 80/80/80/80/80 Cooldown: 17/15/13/11/9 Ranage: 500

E: Shared pain On Ally Cast: Vance Links his soul with an ally, taking 10/15/20/25+(.07 AP)% of damage dealt to his ally over the next 6 seconds. During this time, Vance gains 5/8/11/14/17+(.05 AP)% Damage Reduction.

On Enemy Cast: Vance Links his soul to a foe, causing 5/7/9/11/13 +(.1 .05 AP)% of Damage dealt to Vance to be redirected to the linked foe. This link lasts for 4 seconds. Vance does not gain any damage reduction during this time. Mana cost: 80/90/100/110/120 Cooldown: 20/19/18/17/16 Range: 650

R: Vital Swap Has 2 casts: First Cast: Enemy Only: Vance can cast Vital Swap on an enemy champion in range to swap his % health with an opponent. (60/45/30% Minimum HP left for the opponent). Health stolen from opponents becomes gray health that is restores up to 75% of the health stolen over the next 6 seconds. Cost: 100/100/100 mana Range: 400 Internal Cooldown of 2 seconds before 2nd cast can be done.

Second Cast: Ally Only: Vance can then sacrifice a % of his health to an ally at an uneven exchange, favoring his ally, granting them ~~20/30/40%~~15/20/25% of Vance's Max Health as a shield for 5 seconds. If the shield does not break, any remaining HP is given as health to the target. Cost: ~~18/24/30%~~13/14/15% max HP. Cooldown: 130/115/100 seconds

PLEASE Give Feedback, I appreciate feedback and often change numbers, abilities and things based on reasonable constructive feedback.

5 Comments

regonas1 votes

Your concept have a lot of problems (from base HP at max lvl being 1421 to the kit itself). Everything could be fixed, though. If you are new around here, then don't expect "reasonable constructive feedback" from most people around here, because often they will downvote your concept without looking at it or comment some nonsense fueled with rage and jealousy.

If you want, i could point out some of mistakes you done on this concept.

CrazedPorcupine1 votes

sure, that'd be helpful. Stats aren't really my strong suit. I don't want my support to be hyper tanky, but I would accept upping his base HP and/or his HP/lvl.

I designed this kit to be a pure enabler through stat boosts/debuffs that have meaningful tradeoffs. Do you amp your own ADC or other AS reliant champion? or do you essentially halt your enemy ADC? Do you haste an ally initator? or do you slow down an enemy that's running away to help secure a kill?

He's not meant to be that damaging, In fact, I wanted to avoid damage at all, but if I had to include it, I wanted to do it in such a way that it's risky, in the form of in order for him to deal damage, he has to take it. However, it synergizes with his Ult in that, when he get's low, he can then steal his opponents HP and keep tanking damage.

Tamur1 votes
Ruapadi1 votes

My thoughts

I like the lore.

Regarding the stats, Vance has far and away the lowest max health in the game (for comparison, health at lvl 1 ranges from 468 to 632 and health at lvl 18 ranges from 1645 to 2415), so he is going to be pretty squishy. This is especially true given that his armor per level is lower than every other champion in the game (excluding Thresh) and his base armor is below average (it is the 23rd worst).

Among champions currently in the game, mana ranges from 232 to 410 at level 1 and 745 to 1538 at level 18. Vance has 540 at level 1 and 1710 at level 18 - so he has a lot. His mana regen is also fairly high (particularly at level 18) relative to champions currently in the game (at present lvl 1 mana regen ranges from 5 to 9, while mana regen at lvl 18 ranges from 12.5 to 23.7). Vance has mana regen of 6.3 at lvl 1, which is slightly below average, but a massive regen of 38.7 at lvl 18 - more than 1.5x as much as the highest lvl 18 regen of champions currently in the game. Though I am speculating here, due to his (my impression) high cooldowns (which makes sense as you want the 2 options to be a genuine trade-off) and standardish (again, my impression) mana costs, my impression is that the main limiting factor on Vance using his abilities is going to be cooldowns - not mana (not certain about this, would have to play the champion to be sure about it - I'm not experienced enough to be able to tell purely from the stats). Whether or not this is intended I'm not sure, though if it is, then maybe consider making him manaless (though this would have other implications - like support items often giving mana regen/mana and thus not being very good on him and also requiring a change to his passive - so maybe not a good idea)?

Note - all stats I have referenced are from the LoL wiki. I have not verified them in game.

Also, just wondering, is his passive dependent on percent health/mana remaining or absolute health/mana remaining. How does it relate to energy champions/champions with alternative secondary resource. Does it simply have no effect in this case?

Further, I am struggling to see a reason to use the enemy cast q (unless your adc was horribly underfed/theirs was very fed) as the friendly buff is much bigger than the enemy debuff (unless you build a large amount of ap, which is not usually viable on a support). It could also be useful if you were not with your adc and instead were with a champion who does not need attack speed.

Regarding the w, this may be me being stupid, but I am unsure how this ability works. Is it a single target spell that effects 1 ally or 1 enemy (in much the same way as Zilean's e works?) or is it a targetted aoe that effects all allies/enemies in it for the duration specified? Note, all further comments are assuming that it is single target, though they also apply (to a limited extent) to the idea of the targetted aoe. It seems to me that this ability benefits hugely from levelling it up and would be almost unnoticeable at rank 1 while being good at rank 5. I wouldn't want to put any points in it in lane unless I was maxing it first - which I don't think I would do as either his q or his e would have much more impact in an early all-in situation, and as it does not dmg, I can't use it to poke (I guess it makes it easier for my adc to poke with skill shots, but that seems like a minimal impact compared to most supports' poke).

As an ability, I like the e, but my opinion is it belongs on a tanky support, not Vance.

His ultimate is interesting but I am unsure quite how it works. Is the first cast % health true damage - which is what it would be required to be if it does simply swap his health % with his enemies? Or is it dealt as physical/magic dmg? Also, what is the range of the second cast and what is the maximum amount of time allowed between the first and second casts? And does the second cast have the potential to increase the targets maximum health if it doesn't break or is the shield after 5 seconds + targets current health capped at the target's maximum health prior to the shield being given (would it be clearer to say that it heals the target for whatever is left of the shield, after the shield goes away)? Beyond the mechanical questions, I am struggling to see how you would use it as in order for it to have maximum effectiveness, you need to have low health and your enemies need to have high health. Is it intended as a counter-engage type thing? Are you trying to get poked down before going in? I feel like your opponents can make it fairly useless quite easily by simply not attacking you, and as you are a low priority target anyway, they don't particularly want to attack you. I guess you could use it if you followed your adc around and made sure than any aoe that hits your adc hits you as well? The second cast seems useful, and a lot of the time, I think I would end up doing the doing the first cast when both of us were near full health just to get the second cast.

Hope you found my thoughts helpful

CrazedPorcupine1 votes

Thanks for the thoughtful feedback. I posted this on another forum to get some further feedback as well, and I'm going to go over some of the feedback others said after I address your feedback.

STATS: I want Vance to be squishy, in that because of how powerful his enabling can be, I want him to be squishy enough that he can be bursted down. His HP will probably go up, probably only to be about equal with Soraka or Janna, both of whom are very squishy supports HP wise. His mana will definitely need to go down, as you're right that he'd have more mana than even champions like Anivia. I'll update those after I finish writing those.

KIT: Innate: This is a % HP. This means that if Vance is at 80% HP, and his lane partner is at 70%, his lane partner get's an HP regen boost.

This boost for the Mana would not apply to energy/non mana users. Mainly because most of those resources are already very well balanced. Energy is already borderline problematic because it regnerates at 5 energy per second.

Q: Many have said his Q on ally cast could be very problematic, but said that they were okay with it since Vance has no way of direct damage. And getting even 500 AP on a support is fairly difficult. Most of the time, only a single big AP item is okay. And because vance has no direct damage, he can't go to another lane to farm up gold to buy lots of AP, so I'm okay with giving him larger AP ratios on his abilities.

One of the reasons I want his empowering casts on allies to be slightly better than on enemies, is to make him feel like he's a worthwile pick and really visibly contributes without being overbearing on enemies. Lulu had this problem for a long time because of how her kit was oppressive to enemy laners with Polymorph and glitterlance.

W: It is a single target unit cast, very similar to Zilean. I may change it's values so that it's a bit better at rank 1, and scales up to slightly lower at rank 5. Because unlike Zil's E, it has an AP ratio for the haste/slow.

E: While it would fit better on a tank, It fits Vance's thematic of being an empath, sharing an allie's pain, and his ability to make others feel it as well. Some of the feedback I got for his E is that the AP ratio on the redirect is a bit on the high side since if he DID manage to build some big AP items, his E could potentially redirect 63% of damage dealt to Vance to an enemy unit, which is a bit scary.

R: The health swap IS meant to be a true damage. But after so many people bring up how powerful that is, I decided to do the following mechanic.

"the health stolen from an enemy becomes gray health that regenerates up to 75% of the health stolen over the next 6 seconds"

I also ended up nerfing the Shield cast to allies from 20/30/40% to 15/20/25% and the health cost from 18/24/30% to 13/14/15%.

I hope this satisfies many of your concerns.

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