[Champion Concept] Osmond, the Balance Keeper

IlluminatiJoe··2 votes·613 views

Changelog: -Passive: Basic attacks no longer grant 3 armor and mr. New: When near an enemy with greater attack damage or ability power grants 1 (+1 for every 30 AD difference) armor and 1 (+1 for every 45 AP difference) magic resistance. -Q: Removed Cost. Now deals 10/15/20/25/30 (+25% of enemy's attack damage) additional physical damage. Removed knock-back. New Passive: Grants 15% movement speed for 3 seconds toward enemies that have been crowd controlled. -W: Kills and assist now grant 60 (+2 per level) max health. Every next kill or assist grants 15% less health. Now steals 5% of movement speed. -E: Damage reduced to 10/15/20/25/30 from 10/30/50/70/90. +150% of damage to minions and monsters.


Changelog 2: -Q: Now deals area physical damage. Cooldown reduced to 12/11/10/9/8 seconds from 16/14/12/10/8. -W: Grants 40 (+1.5 per level) max health on kills. No longer steals armor, mr and move speed. Removed on hurt armor and mr. New: Reduces all nearby enemies' armor and magic resistance by 8% for 3.5/4/4.5/5/5.5 seconds. Reduces incoming damage by 5/6/7/8/9% for 4 seconds. -R: No longer looses passive on cooldown. The spikes retract after 2.5 seconds instead of 3. Retract damage increased to 120/260/400. No longer stuns.


Changelog 3: -Passive: First basic attack on the enemy slows it by 50% for 1.5 seconds. Cooldown set to 4 seconds of being out of combat. -Q: Cooldown reduced to 10/9/8/7/6 seconds. -W: Kills grant 50 max health instead of 40 (+1.5 per level). Range reduced to 600 from 950. Now grants 17/20/23/26/29 armor and 14/17/20/23/26 magic resist for 8 seconds and slows all nearby enemies by 15% for 4 seconds. -E: Deals 20/35/50/65/80 magic damage. Cost increased to 6% current health. Cooldown set to 20 at all ranks. -R: Now deals +90% armor and +90% magic resist.

Role: Tank Lane: Top


Description

Osmond wields a huge hammer with spikes. Has a armor out of Titanium.

Abilities

Passive [Weapon of the Mammoth] First basic attack slows the enemy by 50% for 1.5 second, and deals 4%/6%/8% (at levels 1/6/12) of Osmond's maximum health as physical damage. Cooldown: 4 seconds of being out of combat. When near an enemy with greater attack damage or ability power grants 1 (+1 for every 25 AD difference) armor and 1 (+1 for every 45 AP difference) magic resistance.

Q [Dismember] Passive: Grants 15% movement speed for 3 seconds toward enemies that have been crowd controlled. Active: Next basic attack will deal 10/15/20/25/30 (+50% AD) additional area physical damage. Will interrupt channels. Cooldown: 12/11/10/9/8 seconds

W [Dominance] Passive: Kills grant 50 max health. Active: Grants 17/20/23/26/29 armor and 14/17/20/23/26 magic resist for 8 seconds and slows all nearby enemies by 15% for 4 seconds. Cooldown: 24/21.5/19/16.5/14 seconds Range: 600

E [Gathering] Pulls all nearby enemies dealing 20/35/50/65/80 (+20% bonus AP) magic damage and stunning them for 0.5 seconds. Deals +150% additional damage to minions and monsters. Cooldown: 20 seconds Cost: 6% current health Radius: 600

R [Hammer of Justice] Passive: Grants 12/16/20 (+0.8% max health) armor and 8/12/16 (+0.6% max health) magic resist. Active: Strikes the ground making spikes come out that deal 50/100/150 (+100% armor) physical damage and slow enemies by 10/15/20% for 2 seconds. After 2.5 seconds, the spikes retract dealing 120/260/400 (+100% magic resistance) magic damage. Cooldown: 140/120/100 seconds Cost: 8% of current health Length: 950 Width: 375


Recommended Items

Starting: item 1054 item 2003 item 2003

Early: item 3751 item 3077 item 1001

Essential: item 3047 item 3748 item 3083

Defensive: item 3001 item 3068 item 3742

Offensive: item 3053 item 3156 item 3139

Situational: item 3075 item 3194 item 3193

17 Comments

ModThe Djinn2 votes

#Review of Updates [First Round of Updates]

{quoted}

-Passive: Basic attacks no longer grant 3 armor and mr. New: When near an enemy with greater attack damage or ability power grants 1 (+1 for every 30 AD difference) armor and 1 (+1 for every 45 AP difference) magic resistance. -Q: Removed Cost. Now deals 10/15/20/25/30 (+25% of enemy's attack damage) additional physical damage. Removed knock-back. New Passive: Grants 15% movement speed for 3 seconds toward enemies that have been crowd controlled. -W: Kills and assist now grant 60 (+2 per level) max health. Every next kill or assist grants 15% less health. Now steals 5% of movement speed. -E: Damage reduced to 10/15/20/25/30 from 10/30/50/70/90. +150% of damage to minions and monsters.

Passive [Weapon of the Mammoth] First basic attack snares the enemy for 1 second, and deals 4%/6%/8% (at levels 1/6/12) of maximum health as physical damage. When near an enemy with greater attack damage or ability power grants 1 (+1 for every 25 AD difference) armor and 1 (+1 for every 45 AP difference) magic resistance.

This change is better functionally with the kit, but is actually really hard to predict the value of both for you and for your opponent. At this point I feel like it would be better to simply grant you the bonus all the time, or perhaps tie it to something the player can do specifically.

A bigger question I have is why the character NEEDS free resists, when they also get that on their W, they gain free resists from their Ultimate, and they gain free health. It seems unnecessary, and takes away power you could use elsewhere to give the champion more cool effects.

Q [Dismember] Passive: Grants 15% movement speed for 3 seconds toward enemies that have been crowd controlled. Active: Next basic attack will deal 10/15/20/25/30 (+25% of enemy's AD) additional physical damage. Will interrupt channels. Cooldown: 16/14/12/10/8 seconds

The the issue here now is that your big crowd control brings them near to you, meaning the movement speed isn't AS useful. The active has also become significantly more boring as a result, as it basically just deals bonus damage and targets interrupts. You might want to consider making it to something in an AoE around the target other than CC or knockback -- I kind of like the idea of grabbing a group of enemies, hitting one with an impactful ability, and having some effect on the others.

Not quite sure what I'd do with this -- you might actually want to go with a non-attack-based ability, since your passive attack is already likely what you follow up your pull combo with, and you could use this space for an ability that blends into the kit more. Hm.

W [Dominance] Passive: Kills and assist grant 60 (+2 per level) max health. Every next kill or assist grants 15% less health. Grants 4/5/6/7/8 (+6% armor) armor and magic resistance when hit by an ability or basic attack for 10 seconds. Active: Steals 8/9/10/11/12 armor, 6/7/8/9/10 magic resist and 5% of movement speed for 5/5.5/6/6.5/7 seconds. Cooldown: 24/21.5/19/16.5/14 seconds Range: 950

I still think the active is really bland (and unappreciable), and scaling resists with resists on the same ability that gives a lot of health (yes, still -- 3 assists is nearly 250 health, even if it drops from there) is a little odd. Plus later kills don't feel as good, which can be frustrating.

Have you considered a smaller flat value like 30 hit points per takedown? That can give you 600-1200 bonus hit points in a good game, which isn't as out of line as the previous 2000 at 20 kills, is easier to predict, and doesn't snowball as heavily if you get an early kill or two. I'd feel more comfortable with that, although you might still have to cut back on the free resists.

This ability I'd definitely go back to the drawing board on to see if you can find a more impactful way to show dominance.

E [Gathering] Pulls all nearby enemies dealing 10/15/20/25/30 (+20% bonus AP) magic damage and stunning them for 0.5 seconds. Deals +150% additional damage to minions and monsters. Cooldown: 28/25/22/19/16 seconds Cost: 5% current health Radius: 600

Still seems fine. Definitely super strong (although the damage could actually afford to be raised slightly, as the strength is all in the CC and a little more damage wouldn't hurt, probably -- maybe 20/35/50/65/80), but something that could be fine given the rest of his kit. The damage was never the problem -- it was the larger-range, no-delay, stun-included Darius pull that was more of the power of this ability.

R [Hammer of Justice] Passive: Grants 12/16/20 (+0.8% max health) armor and 8/12/16 (+0.6% max health) magic resist. Active: Strikes the ground making spikes come out that deal 50/100/150 (+20% magic resistance) magic damage and slow enemies by 10/15/20% for 2 seconds. After 3 seconds, the spikes retract dealing 120/225/330 (+66% magic resistance) magic damage and stunning enemies for 1 second. The passive of R is lost while on cooldown. Cooldown: 140/120/100 seconds Cost: 8% of current health Length: 950 Width: 375

Still don't like the scaling resists, since gaining defenses for stacking defenses can be oppressive. The damage is better now though, and it still is a nice area denial tool. It also sucks to lose the passive on cooldown, which means I'd REALLY rather see that power spread elsewhere.


I'd consider scrapping the small defense bonuses altogether, and maybe making his W into a limited-uptime big defensive boost. It'll make him a health tank most of the time who becomes a giant brick when Dominance is up, but has moments of vulnerability the rest of the time -- something he currently doesn't have. Maybe Dominance could set up a big AoE in which he gets boosted defenses and a lowered champion-specific cooldown on his passive? That might make him a tank who sets up a zone that says "DON'T FIGHT ME HERE. THIS IS MY PLACE" which works well with his pull and his ultimate, since he can zone people from leaving.

IlluminatiJoe1 votes

I reworked him again, maybe it's the right spot. Also I wanted to make Q a dash ability, somewhat similar to Ivern's root. Also thanks for the replies. Much appreciated them.

Edit: Also check out my other concepts if you want to ^u^

ModThe Djinn1 votes

{quoted}I reworked him again, maybe it's the right spot. Also I wanted to make Q a dash ability, somewhat similar to Ivern's root.

Each time this is DEFINITELY improving. The W feels a bit better to use now, but I'm going to actually suggest just making it something like "Deal X damage to nearby enemies and gain X Armor and X Magic Resist," since this guy doesn't seem like the sort who weakens enemies for his allies, and doesn't have follow-up damage himself. Maybe an AoE Damage + a minor slow that gives him resistances, since that also synergizes nicely with his Q passive -- it means you can fish for buffs and the slow with your W, then close in with your Q even if your E is on cooldown.

Why giving him resistances? Because you scale his ultimate damage with them (although perhaps a bit unfairly -- I might go a roughly equal amount of armor and MR, so that it feels okay to build both), and it would feel cool to combo those together like that for the bonus damage.

I'd also still strip the other resistances from his kit so you can make that W up-time moment feel cooler and have a bit more power. That'll feel better to play, and the guy is ALREADY building super-tanky, so that little bit of armor/mr his passives give him won't be as noticeable.

May I ask why you're so keen to give him small passive bonuses? I really think it's stripping power you could use elsewhere to make him just feel more powerful in his moments of up-time.

Also, just cut the health scaling by level on the W passive. Make it a flat amount. More balanced, easier to predict, and makes it feel better when you get an early kill without snowballing you even more late-game if you get too many.

Also thanks for the replies. Much appreciated them.

Any time! I'm always happy to take a look. Any other concept you were specifically interested in me looking at? Gotta make sure I spread my time around to other content creators as well, so I can't do all of them in this detail, sadly. :P

IlluminatiJoe1 votes

Reworked him, again. I would like of you can review Crux, the Quiet Rifle, Leonard, The Pickpocket Professional and Elyah, the Thunderbolt Knight.

ModThe Djinn1 votes

{quoted}

Reworked him, again. I would like of you can review Crux, the Quiet Rifle, Leonard, The Pickpocket Professional and Elyah, the Thunderbolt Knight.

Changelog 3: -Passive: First basic attack on the enemy slows it by 50% for 1.5 seconds. Cooldown set to 4 seconds of being out of combat. -Q: Cooldown reduced to 10/9/8/7/6 seconds. -W: Kills grant 50 max health instead of 40 (+1.5 per level). Range reduced to 600 from 950. Now grants 17/20/23/26/29 armor and 14/17/20/23/26 magic resist for 8 seconds and slows all nearby enemies by 15% for 4 seconds. -E: Deals 20/35/50/65/80 magic damage. Cost increased to 6% current health. Cooldown set to 20 at all ranks. -R: Now deals +90% armor and +90% magic resist.

First off, that R still has those passive bonuses, which is forcing you to weaken your W's bonus. The W duration/cooldown also means you can keep those stats up all the time with CDR, which is cutting into your power budget. I'd REALLY consider cutting the passive from the ultimate entirely, and making W into something like this:

DOMINANCE Cooldown: 18/17/16/15/14 seconds Osmond slams his hammer downward, claiming the surrounding area as his domain. Enemies within the area take physical damage equal to 2/3/4/5/6% of his maximum health and are stunned for 0.5 seconds, and Osmond creates a zone on the ground which persists for 8 seconds. While Osmond is in the marked area he gains 20 (+50/55/60/65/70% bonus armor) armor and 20 (+50/55/60/65/70% bonus MR) magic resist.

This bases him a bit on Rammus's Defensive Curl, but with some upfront CC (which would proc his passive 3 second boost) that doesn't overlap his ultimate slow and TWO forms of scaling that encourage building tanky (health scaling and Armor/MR scaling). It also helps the "Dominance" feeling and provides some counterplay by letting you keep a huge defensive buff for a long time, but only if you're within a target area -- that's fine for Osmond, since he's hard to dislodge, but it means you can bait him out and force him to leave it.

Thoughts?


I still think 50 health per kill/assist is too high, but I'd be fine with testing that, so no worries there. :)


When near an enemy with greater attack damage or ability power grants 1 (+1 for every 25 AD difference) armor and 1 (+1 for every 45 AP difference) magic resistance.

I still think this is really awkward, so I'd recommend cutting it and using that power elsewhere.


Other than that? No real major complaints, save that the ult damage MIGHT be a little too high, since he could easily be getting +400 or more damage from resists. I'd consider trying 60% ratios, and making both the front and back dependent on armor AND MR so you don't feel like you're losing power if you have to itemize MR and can only hit the first part.

ModThe Djinn1 votes

{quoted}Passive [Weapon of the Mammoth] First basic attack snares the enemy for 1 second, and deals 4%/6%/8% (at levels 1/6/12) of maximum health as physical damage. Basic attacks grant 3 armor and magic resist, stacking up to 21.

Is that a percentage of Osmond's maximum health, or his enemy? Also, you'll need to specify a cooldown per target -- I'd recommend something like 10-12 seconds, since this is a pretty hefty hit for a tank, and provides crowd control.

The second half of this passive just seems a little unnecessary -- it's actually a lot of free durability, and is hard to appreciate, but also since it's ALL attacks he'll have it in any laning brawl. I'd personally favor cutting it, but I'm also not a fan of hard-to-appreciate power like this unless you have a VERY solid reason for that design choice.

Q [Dismember] Next basic attack will deal 10/15/20/25/30 (+6% maximum health) additional physical damage and knock nearby enemies away. Will interrupt channels. Cooldown: 16/14/12/10/8 seconds Cost: 8/8/9/9/10 armor for 5 seconds

This is a rather low ending cooldown for another %Max HP hit combined with crowd control. It's also a little odd that a melee tank has a knock-back, as it seems he'd rather keep enemies closer so he can stack up his passive.

Two notes -- ALL knockbacks interrupt channels, and paying armor as an activation cost just feels weird (and, again, is so small a number that players will barely notice). I'd avoid that sort of payment.

W [Dominance] Passive: Every kill or assist grants 45 (+3 per level) max health. Grants 4/5/6/7/8 (+6% armor) armor and magic resistance when hit by an ability or basic attack for 10 seconds. Active: Steals 8/9/10/11/12 armor and 6/7/8/9/10 magic resist for 5/5.5/6/6.5/7 seconds. Cooldown: 24/21.5/19/16.5/14 seconds Range: 950

This is a worrying amount of health gain for free. At level 18 it's 99 health per kill or assist, which can easily be 20+ in a game -- or nearly 2000 free health. This makes Cho'Gath and Sion, lords of free health, feel ashamed. WAY too strong.

On the flip side, the active is, again, so small as to be unnoticeable. This ability will NOT feel good to use.

E [Gathering] Pulls all nearby enemies dealing 10/30/50/70/90 (+20% bonus AP) magic damage and stunning them for 0.5 seconds. Cooldown: 28/25/22/19/16 seconds Cost: 5% current health Radius: 600

This is...pretty powerful, but probably not overly so. Still a bit odd that this guy has a pull AND a knockback though, since it's weird to pull people into a vulnerable position only to realize that your follow-up knocks them back out of your range. I like the idea behind both abilities, but they don't seem to combo well together, and that can make a kit feel awkward.

R [Hammer of Justice] Passive: Grants 12/16/20 (+0.8% max health) armor and 8/12/16 (+0.6% max health) magic resist. Active: Strikes the ground making spikes come out that deal 50/100/150 (+20% magic resistance) magic damage and slow enemies by 10/15/20% for 2 seconds. After 3 seconds, the spikes retract dealing 120/225/330 (+66% magic resistance) magic damage and stunning enemies for 1 second. The passive of R is lost while on cooldown. Cooldown: 140/120/100 seconds Cost: 8% of current health Length: 950 Width: 375

So this grants about 50 free armor and 40 free MR with 4k health, which isn't awful...save that you can easily break 6k hit points with his W passive. I'm worried about how many tiny bonuses to armor and MR you're giving this guy. If we assume about 5.5k health, we're looking at 74 armor from this ability, at least about 14 from his W, 21 from his passive, and another 12 from his W. That's 121 free armor, most of which is on all the time, on a character who is already a super hit-point tank

The AoE effect is pretty cool though -- I like that the LONG delay makes it more of a zoning tool than a nuke, and it does combo nicely with his E. Again, though, his Q makes this somewhat awkward.


#CLOSING THOUGHTS

This guy gets WAY too many free tank stats, his W is boring and hard to appreciate (and the passive is way too strong), and his Q plays weirdly with his role as a melee tank who wants to lock enemies in specific zones and/or keep them near. The E/R synergy is really cool though, and I quite like the ultimate.

I'm not sure if he presents a unified whole though, and that's partly due to the lack of any exploration of his character -- oddly, at least a rough idea of what the character is is a pretty important part of the design process. As is he's a guy with a hammer who has one or two cool abilities, and...well, it's hard to tell if those abilities match up to who or what Osmond is supposed to be.

That said, you definitely have some cool stuff here, and I think a little bit of tweaking can deliver a really nice kit. My recommendation is that actives and interactive passives are almost always more interesting than static or effectively consistent bonuses, ESPECIALLY if those bonuses are numerous and all small in number.

IlluminatiJoe1 votes

He deals % of Osmonds max health. The cooldown is lasting until Osmond gets out of combat. And i balanced him, I think.

ModThe Djinn1 votes

{quoted}And i balanced him, I think.

I have to disagree, for the reasons I outlined in my post. Specifically the incredible ability to stack health combined with %Health damage on everything. That's inherently going to become problematic, because I assure you something that gives 2000 bonus health on a champion with %Health damage AND innate resistances would play havoc with game balance.

The bigger issue, I think, is the lack of synergy in his kit makes it sometimes play at odds with itself, and some of his bonuses (and his entire W) are entirely unappreciable.

Oops! Update must have gone through when I was typing this. My bad!

IlluminatiJoe1 votes

But he now grants 15% less health for each next enemy kill or assist that means he will get 360 additional health for 10 kills or assists. With his "rework" his combo is to press R, then his Q passive grants him 15% movement speed towards the enemies hit, then E, to pull everyone back into the R to deal maximum damage. Q is after, to clean up, or to trade of in the laning faze, it is also a great against adc and assassins that build pure AD.

ModThe Djinn1 votes

{quoted}

But he now grants 15% less health for each next enemy kill or assist that means he will get 360 additional health for 10 kills or assists. With his "rework" his combo is to press R, then his Q passive grants him 15% movement speed towards the enemies hit, then E, to pull everyone back into the R to deal maximum damage. Q is after, to clean up, or to trade of in the laning faze, it is also a great against adc and assassins that build pure AD.

Ah. My apologies -- I looked for changes, but I think the update hadn't shown on my end yet. Let me take a look!

Coffee Friend1 votes

when your first auto is a stun with percentage max health true damage #balanced

ModThe Djinn1 votes

{quoted}

when your first auto is a stun with percentage max health true damage #balanced

It's a snare with physical damage, actually. Not necessarily problematic, pending numbers tuning and the rest of the kit. Nautilus has something similar, and the damage amount can be tweaked. It's really the W health gain on kill/assist with no limit that makes this really concerning. :)

IlluminatiJoe1 votes

First attack snares the enemy - that means that the enemy can't move but can auto attack and use spells. He deals % of Osmonds health as physical damage.

grayamir1 votes

Not to nitpick, but the word Dismember means "to cut off one or more limbs", which doesn't make much sense when the champ is wielding a big hammer. Perhaps a different name would be more fitting.

IlluminatiJoe1 votes

Dismember also means to disconnect or separate something, or 2 people.

Friendly Ram1 votes

Well this looks fun. clear and to the point. Q+W don't seem to have an associated cost? P: seems to close to nautilus passive for my liking and whats the cd between reapplications? Q:does it apply the aoe damage to the recipient of the basic attack or not. W : really great for teamfights and keeping alive in them. E: i like. R: I'm wondering if the damage is too low for an ulti but really emphasizes kill him or gtfo.

IlluminatiJoe1 votes

P: The cooldown lasts until out of combat. Q: Next basic attack will deal additional damage and be AoE. R: This ability scales of magic resist, so it will still deal damage. I didn't want a pure tank to deal huge amounts of damage.

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