Reworked concept/creation, hoping the devs would take notice of it

Ned0Gromp·2/4/2019, 6:36:50 PM·1 votes·1,270 views

So, I was bored and found this concept I find interesting. But it needs less power in a lot of places, less mobility blocking, and less mobility sacrifice.

https://boards.na.leagueoflegends.com/en/c/skin-champion-concepts/3uTbTdWK-champion-conceptcreation

So I thought I'd try and rework it in hopes of making it something viable. Basically going to copy it here and then modify the copy. Credit should go to 'Darthcorpse', although... they don't seem to be active anymore judging by their match history. Hopefully they'll come back to league someday.

It may seem like I'm gutting it, but I'm honestly just trying to make it viable enough for the devs to look at in a serious manner. I really like this concept, it's something i'd want to add to my own pool of champions I play often. I just don't think it's viable to even get attention by the devs in its current form.

Please upvote if you like the concept. Remember, the devs will fine-tune the idea into something usable as long as it's somewhat workable in the base form. So yes, I realize I'm probably not that much better at the actual tuning part than Darth, but it's the concept we're looking at here. We just need it to get close enough for them to be interested.

Please make suggestions: Health % costs, skins, taunts, jokes, dances, etc.

The idea that spawned this champion: Veigar is evil right? He goes around killing people in an attempt to create peace by conquering every single city-state regardless of their affiliation due to the madness caused by his imprisonment in Noxus. So inevitably someone is going to get orphaned and want revenge.

Champion Name: Brynhild

Concept: Rune/Dark Power/Necromancy user who uses magic to do all of her fighting as she sees melee combat as worthless against her intended opponent; does not auto attack at all= instead controlling minion hordes using R.

lore: Orphaned during a raid Brynhild had been forced to watch from her hiding place as the infamous Veigar sacked her village after they refused to submit to his will. She witnessed warriors fall without ever reaching the Yordle. She watched as light and elemental magic was negated by the sheer power of Veigar's attacks. However, for a brief moment, a shaman had managed to stand against him by creating runic barriers using the time given to him by the warriors, mages, and priests. The battle, though short, had shown her that dark magic could pierce the Yordle's magical defenses whilst rune magic could shield against it.

As she contemplated this in the coming weeks Brynhild came to the conclusion that others had before her: some darkness was to deep for the light to pierce it. So she began to research magic. Before long the girl began delving into the secrets of runic and dark magic to such an extent she was able to fuse them together. However, Brynhild knew that she could never willingly sacrifice someone simply for the time needed to cast her spells and Veigar was to random in his attacks to ambush. As such, she began looking into ways to distract him.

Golems failed almost completely even against lesser dark wizards; forcing her to teleport away as they were ripped apart using their own magical matrix to hasten the process. Mind controlled animals proved barely any better; having less ability to withstand damage despite not having a magical matrix to rip apart.

Finally, she discovered that Undead powered by life force rather than magic could get by without having a magical matrix yet could withstand tremendous amounts of damage.

Brynhild began using magic to detect evil in the world; killing camps of bandits, hunting wild animals attacking the farmers of small villages, slaughtering monsters terrorizing towns, and collecting the life force seeping into the world after large battles.

It was time for the real test against Veigar himself.

Abilities= all spells use percentage HP to cast or draw from Siphon for an equal amount. Cooldown reduction increases all of her damage by 1%/5% but does not reduce cooldown.

Passive: Siphon: Able to collect up to 10% max hp as life force from nearby allied or enemy kills; 1/minion, 2/large minion, 1/jungle creep, 5/large jungle, 10/champion. Able to convert it over time into half as much health or use it in place of Health when casting. Drains at 1%/second after 8 seconds from the latest damage received or dealt to a minimum of 5% max HP% and regenerates from 0 up to 5% max HP by the same rate. If no Health is missing the life force is lost.

Q: Runic Power: Activating this allows the user to cast a rune empowered by dark magic using W, Death Magic with E, or both with R.

Creates a glowing blue ring of purple runes around the user's feet.

Q spells focus on either setting traps in bushes or warding an area against incoming enemies such as to prep the area for attacking Baron or Dragon.

Q+W: Dark Rune: after *2 second self-stun, a trap rune is formed upon the ground and creates a 250 ring of silence and blind. The ring lasts for 3 seconds once broken and detonates as a 500 ring to deal low ap-ratio damage. Trap is visible and lasts for 30 seconds. Cooldown: Q+W goes down for 30seconds.

A purple rune enshrouded by black energy slowly takes shape. the self-bind was way to long at 5 seconds and it's basically a stun, also the rune lasting for 6 seconds seemed ridiculous and the AP damage ring was far to massive. But I do kind of like this sort of bush trap mechanic.

Q+E: Death Rune: after a 2 second self-stun, a rune is formed upon the ground and creates a 250 ring which deals ap-ratio damage every second. The ring lasts for 3 seconds and detonates as a 500 ring to deal low damage and heal equal to 1% of caster's max hp + 10% the amount of damage dealt to enemies during the 3 seconds as magic damage. Trap is visible and lasts for 30 seconds. Cooldown: Q+E goes down for 30 seconds

A purple rune with a glowing green aura slowly takes shape. Again, self-hold(Stun) is to long, the ring lasts to long and the range is to long. Plus, that 50% damage could get out of control really quick if it's on the entire team. In fact, 5% or something might be better since this is just supposed to be a trap.

Q+R: Reaper Rune: after a 4 second self-stun, a rune is formed upon the ground and creates a 700 sight ring and 450 binding ring. Within the binding ring an undead flesh amalgamation covers the ground and has a central mass with 40/50/70/80/100% of the caster's maximum health as HP and 20/25/35/40/50% damage reduction. It has 80% of the caster's AP as AD. Any hits from the abomination heal the caster with 10/15/20/25/30% life steal, once every 6 seconds the creature can throw a tendril of flesh at a target within 600 in an attempt to pull the closest non-ally to it; if an enemy champion is near Brynhild, it will be targeted first. Lasts for 15 seconds or until death. Towers, Dragons, and the Baron ignore its damage reduction and deal +50% damage to it. Cooldown: Q+R, W+R, and E+R all go down for 200/160/120 seconds.

During the first 2 seconds, a purple rune surrounded by black tendrils over a green glow slowly takes shape before breaking the rune circle to dart 450 from the center in all directions. After 3 seconds, the 700 sight ring forms giving the user early warning of incoming threats even in bushes or, not both, over walls within range; except those created by an enemy Ivern. Cannot be cast within range of Skarner crystals controlled by the enemy but is not dispelled by them being captured.

Basically a general reduction of everything. it just seemed overpowered.

W: Dark Invocations: Activating this allows Brynhild to call forth power from the void with invocations empowered by Verbal Runes using Q, Death Magic with E, or both with R.

Gives the user a dark aura until a spell is cast or W is canceled. light modifications to the text to make it more flavorful

W+Q: Runic Barrier: After a 2-second self-stun, target allies within 250/350/450/550/650 range are shielded for 2/4/6/8/10% of the user's maximum health. The shield lasts for two seconds and then detonates in a 250 ring around each affected to deal remaining shield as magic. Cooldown: W itself goes down for 25/23/21/19/17 seconds. Each bit of damage against the target pops one of up 5 bubbles: if all bubbles on a target is popped, the shield is removed and does not detonate. Brynhild can create 2/4/6/8/10 rune bubbles and the bubbles target champions with the lowest %of their max HP. Note: effects previously on the target such as poison bypass the shield entirely but do not pop rune bubbles. New Poison and other dots cannot be applied while the bubble is in effect but deal their full damage to the shield amount immediately and pop one bubble.

The rune bubbles are tiny dark bubbles with glowing purple runes.

W+E: Necrotic Blast: Immediately release a wave of energy which reduces movement by 10/20/30/40/50% and attack speed 5/10/15/20/25% for 1.5 seconds of all enemies in a 450 cone of 90 degrees and deals ap-ratio damage. After it returns, allies inside the cone are marked and later healed with Brynhild for 25% the total damage dealt to all enemies split between them even if they are full health. Cooldown: W itself goes down for 8/7/6/5/4 seconds

black tendrils form around Brynhild's feet to match the aura as their hands glow bright green. The dark green wave shoots out and returns. As the wave returns, it creates a dark green tendril to all allies which then snaps back to the target after reaching Brynhild to deliver the heal.

W+R: Darkness Unleashed: After a 1-second self-stun, a burst of dark energy blasts outwards in a three sectioned 150/300/600 long, 180. degree cone. The first zone ignores 50% magic resistance but is not affected by magic pen=flat or %, the second ignores 25% of all magic resist but is not affected by magic pen=flat or %, and the third deals normal magic damage but is affected by both. The user is healed by 5% of all damage dealt by this ability. Cooldown: Q+R, W+R, and E+R all go down for 200/160/120 seconds.

The aura gains five tiny bubbles every half-second until two overlapping pentagrams connected by green energy magnify the dark aura into a forward wave of destruction.

The effect just seemed very narrow and far to long in every portion. Also, true damage is far to much.

E: Necrotic Influx: Activating this allows the user to break a hole into the realm of death and create a spring of Necrotic energy empowered by Verbal Runes using Q, Dark Incantations with W, or both with R.

Creates a green aura around the user until a spell is cast or W is canceled.

E+Q: Life-Flow Blast: After a 1-second self-stun, the caster channels a beam of green energy into an enemy within 600 dealing 1/2/3/4/5% of her own maximum health +AP ratio as magic damage over 2.5 seconds. Then beams connect to enemies within 250 dealing 1/2/3/4/5% +AP ratio of the original target's maximum health to each target as magic over 2.5 seconds. Cooldown: E itself goes down for 20/19/18/17/16.

During the channel, the green aura forms into bubbles around purple runes.

E+W: Leech Bolt: the user fires out a bolt of black and green energy swirling around each other to strike the first enemy champion it hits. This deals ap-ratio and splits all damage dealt to heal allies within a 250 ring. Cooldown: 10/9/8/7/6 seconds.

The green aura darts into a single point as darkness gathers and shoots out as a single bullet.

E+R: Blood of the Willing: after a 1 second self-stun, Brynhild sacrifices half of her current HP for 5/5/6/6/7 seconds: giving half of the total sacrifice +25 +ap ratio as a shield to each ally within 250/500/750/1000/1250. 10% of all damage is reflected. After the sacrificed health returns, their current health remains the same=as if they had taken damage rather than gained an item.

Nearly a full rework for this below, it was just... very... questionable? Also tied it into her lore better hopefully.

These armies replace Bryhild's auto-attack. It's one of the concepts that drew my attention and is very interesting in my opinion, but I'm not sure if it would work properly.

R: Unrelenting Army: Activating R allows the user to place three separate armies using Q, W, and E. After a 2 second self-stun, Brynhild places an 1 army within 250. This army stays active while she is within 500. Those attempting to move through armies are slowed by 50% if an enemy, and 20 if an ally. Once placed, this each army lasts for 10 seconds after she leaves range and then dies or until placed again.

Q army: Animals: 100 attack range, uses 15+40/55/70/85/100% AP to deal AD damage. This army gains HP equal to 100% of Brynhild's health and has 50% damage reduction. Rune-inscribed Bear: Allows this Army to block enemies as if a Wall. The bear is strong enough to damage turrets and will attempt to do so if within range. R+Q Cooldown: 20 seconds. bear+wolves+tigers? These would be zombies, so they'd be much smaller than normal. The bear itself would be like the solid portion of a trundle pillar.

W army: Bandits: 200 attack range, uses 10+40/50/60/70/70% AP to deal half AP and half AP. This army gains HP equal to 75% of Brynhild's health and has 30% damage reduction. Darkness Bolts: every 10 seconds, this army can shoot crossbows within 400 instead of using spears for the same amount of damage. R+W Cooldown: 20 seconds.

E army: Monsters: 300 attack range, uses 5+40/45/50/55% of AP to deal AP damage. This army gains HP equal to 50% of Brynhild's health and has 10% damage reduction. Siphon: A lich stands amongst this army. At any one time, within 500, the lich can either deal damage by draining an enemy or sacrifice life force to heal an allied champion. A circle surrounds them as they drain life beyond their own maximum to a maximum of 10%. If they reach full charge, the lich can no longer attack and must expend their excess health on an injured Champion. Furthermore, if the Monsters Army is recast or dies due to Brynhild being to far away, the lich loses all excess life force charge. R+E Cooldown: 20 seconds.

When she dances, all the minions dance dance around with her: even the Reaper Rune Undead Amalgamation if it is currently active.

Skin: Candy-Goblin Queen Brynhild: Bright colors all throughout her outfit with various candy-shapes instead of skulls, runes and such. The minions in the armies are now Green skins instead of zombies and they have rock-candy spears/a candy-cane staff for the lich. The Undead amalgamation is made of taffy tendrils and rock-candy spikes instead of flesh tendrils and bone spikes. Runes in her spells are replaced with purple candy shapes.

Skin: Mrs. Claus Brynhild: a red and white outfit with snowflakes instead of skulls, runes, etc. The minions are now a polar bear/snow-wolves/Siberian tiger+Santa hats, Santa's elves with candy-cane spears and the lich is an ice elemental with a gingerbread staff topped by a snowflake. The undead amalgamation is made of gift wrapping paper and candy-cane spikes.

Skin: Zombie-Pirates theme?

Skin: Project/Praetorian theme?

Skin: Ninja theme?

Skin: Undead Dinosaur theme?

Change Log: general sense of Major changes.

Life Force Pool: 50% max Hp seems way to much, also... the complete loss of the pool seems a bit crazy for a squishy caster. So I was thinking 10% max, maybe less even, but it regenerates or disburses down or up to 5% max HP after 8 seconds of not having combat. Sort of like Garen passive but as a backup mana/hp-regen-pool of sorts.

Self-hold to Self-stun, but reduced time: 5 seconds is crazy. Basically, since it's pretty much a self-stun anyway, make it actually a self-stun and put it at 1-2 seconds. This makes the abilities significantly less situational, but you won't be able to break the spell casting making it more dangerous. Or, at least I assume you'd be able to in the original version?

Lots of range reduction on self-hold abilities.: 900 is crazy even if it is a pre-battle ability, 250/500 may still be to much, but the devs can decide that.

W+Q shield The shield is... both interesting and, if I understand correctly, insanely overpowered. Modified it so that attacking the shield extinguishes rune bubbles and the user can only create up to 2 runes per level along with only being able to put up to 5 runes on a single person and the spell targeting lowest-%HP people first.

'Traps' are actually Traps: Modified the Q basic spells into actual 'traps', Q+W and Q+E have their own cooldown but each is 30 seconds and they last 30 seconds. Theoretically, with blue buff's current +10% and 50% max along with a base 40% cooldown reduction, the user could have 4 traps on the field for up to nine seconds. That could be pretty devastating considering what the traps actually do. So the traps being visible is probably a must. Besides, they sound like they would look cool and you can identify what they actually do based on what rune they have in the circle. This would enable you to decide if you want to risk it.

Major note about the Q/W/E+R: the R Key would become locked for all three base abilities if any of the abilities were used instead of being able to put them all on cooldown. In short, being able to put ALL of the base abilities on cooldown for 90 seconds is kind of insane and being able to use three ultimate abilities is also rather crazy. With the base abilities gone, the user useless-level weak for an entire minute and a half. With three ultimate abilities, you could sway the fight in an utterly catastrophic way. It's like having a 7 vs 5 which will turn into a 4 vs 5 if the enemy team manages to hold on.

Reaper Rune Note: 45 seconds is kind of insane, at least for an ability like that, 15 seconds might also be to much actually; but the devs could decide on that. I assume Darth got the 45 seconds from Tibbers? I mean, Tibbers can be pretty devastating. But part of that is the group stun that's often employed right as a team fight is happening. Also lots of range issues here.

Darkness Unleashed: Range reduction, true damage/50% magic resist ignoring replaced with 50/25% magic resist ignoring.

Blood of the Willing note: Mostly range reduction and a few feature reductions.

Basically a full rework for R pets: The replacing autos with pets idea is one of the ones that drew my attention, but I felt like it was really clunky. I also tried to tie it into the lore.

General Cleaning: minor rewording here and there.

Modified Copy: only abilities changed, I love the concept and lore of this champ idea.

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