Re: Mythos, The Haunted Scholar (Abilities/Playstyle)

Wyrin·4/9/2019, 6:54:01 PM·4 votes·3,199 views

See; https://boards.na.leagueoflegends.com/en/c/skin-champion-concepts/X1K0VNy8-mythos-the-haunted-scholar-original-concept if you're interested in reading my short story detailing the background of the character. This post will more focused on my in game vision for him and less on the lore. Any feedback/ideas would be appreciated. I'm not particularly good at balancing ability damage ratios/duration/etc., so any comments on those matters would be great.

Mythos is an assassin that uses burst/stealth/outplay mechanics to strike fear into his opponents. Deals mixed damage but mostly physical, scaling off of AD, but can benefit from items like Gunblade or Guinsoos as well, even Luden's if you're really bold. His appearance is that of a warrior/scholar, a writer/rogue dressed in white and black to reflect the duality of being. He wields an enchanted sword reminiscent of a Tachi that doubles as his mage's staff, as well as throwing daggers. Originally inclined towards the powers of arcane magic as a scholar, his focus shifted to those of an assassin once he was brought in and trained by the dispersed Kinkou Clan after an encounter with Nocturne left him near death and afflicted with shadowy visions, as well as the power of a demon. He now uses a combination of the three to quickly disperse his foes when necessary.

Passive- Baleful Blade: item 3153 Basic attacks curse the target; Mythos’ abilities that hit a cursed target are empowered and remove the mark. Curse lasts 3 seconds, and only affects the 3 most recently attacked enemies. Mythos gains bonus attack speed when attacking marked targets, stacking up to 3 times.

Q- Mage's Malice: item 3211 Mythos tosses a dagger through the air, dealing mixed damage to enemies in an area upon landing. (Cursed targets are feared from the dagger for 1 second.)

W- Rogue's Revenge: item 3147 Send a wave a shadow and arcane energy into a target direction, afflicting enemies with a magical damage over time effect and applying grievous wounds. (For the duration, cursed targets lose sight of Mythos until he attacks, takes damage, or leaves the proximity of the cursed champion.)

E- Conclusion: item 3165 Passive- Takedowns increase movement speed and adaptive damage, and refresh the cooldown of Conclusion. Active- Instantly teleport to an enemy, dealing a burst of physical damage upon arrival. Target must be cursed to activate.

R- Shadow Sprint: summoner 6 Upon activation, your next 3 movement pings becomes long range dashes instead, dealing physical damage to all enemies you pass through. Mythos gains bonus tenacity for the duration of Shadow Sprint. Lasts 10 seconds. (Cursed enemies take bonus damage over time and are slowed.)

-Wyrin

4 Comments

Zerdun4/10/2019, 12:50:34 AM2 votes

You do realize you gave this guy 1 teleport with a reset and three dashes with no legitimate CD between them in addition to two forms of CC as an assassin right? This champs design is a little over the top as an assassin. (too much target access, while having CC) Changing him into a fighter (more durable 1v1 styled) would be better if you dont want to trim some of what this guy does down. plus removing the 3 movement ping requirement and making it either a champion targeted or area targeted dash would make that ult feel better as a whol. Especially considering that theres tons of players who issue lots and lots of move pings. (i like to click things)

Also what type of resource is this guy going to use to be his 'limiting' factor? Since your saying hes a magey guy i would assume mana but lets be honest, Garen can call magical swords from the sky to nuke people. Mana as a resource factor has more in meaning that he can only sustain the least amount in comparison to the other two resource mechanics (energy and only CD based)

Not to mention what his build path is going to be. Is he AD focused? does he want to build Nashor's tooth and go AP on hit? What will his damage spikes be centered around?

The fact that this guy with your current iteration would probably be the most generically mobile assassin in league while also packing CC is honestly the only real issue i have with it though. I like that he had the CC gated via auto attack requirements. But I feel hes WAY too mobile to even qualify to have CC.

Also your probably going to run into fluidity issues with how the current kit works from an assassin standpoint. I think you want to poke with your abilities while using the port to hard trade. cleaning this up a bit would help tons for his readability and giving players a means to react to how your champion is playing.

I would recommend two do one of two things with him to shift him more into a bruiser or more into an assassin.

as an assassin something along these lines would probably be best He would be melee, abilities would be mid ranged, mana based champion

Passive - spell hit grants a buff that empowers Mythos' next AA on champions and refunds a % of his missing HP and MP (lets you set up the whole dive/trade thematic in a clearer manor while also offering a means of sustain for trading purposes since hes melee) the buff can potentially stack and will be consumed 1 at a time or all at once based on how his trades feel.

Q - remove fear from this and make it his means of last hit securing, wave clear and poke

W - reduce the damage it does to minions, remove targeted blind, have this grant an invis to Mythos for 1.5 seconds instead to grant the stealth flavor you want while also ensuring an easy to access dusk blade effect. Remove grievous wounds this guy does melee damage and can buy it for 800 gold if he needs it (and he shouldnt need it)

E - remove jinx passive, remove reset. Make area targeted and add damage to the teleport in an area (think the guy gates in and opening said gate causes a bit of a bang)

R - make this targeted on enemies (dashes to targeted enemy), will consume passive then apply passive on said target. Make sure to have this be windowed in a similar fashion to Ahri R as well. This allows Mythos to stick to enemies and make sure the grey screen is delivered.

something like this would probably be healthier as a whole considering the current game state. When you design champions always think how you would feel If you were playing against it. How you would trade vs how you can be traded against. It can help tons on upping your champ design focus and give you tons of insight on how the champion should and should not function.

If you were to consider making him more like a fighter on the other hand (the warrior/poet type) i would suggest this instead

Passive - auto attacks proc a debuff on champions that is consumed when hit by Mythos' spells In addition to whatever empowered ability effect Mythos also regains a % of max hp/mana Q - remove fear, have passive consumption be a slow W - remove blind, instead have this increase the amount of damage the DoT does. E - remove reset passive, remove jinx passive, Make enemy unit targeted, Aoe damage. Consumption of any Mythos debuffs will be a stun for 2 seconds. R - Grant two charges of dashes that can be targeted in an area. anything Mythos targets or passes through will take x damage

Something like this would sacrifice your stealth play but also make him a much better overall magic based fighter. This is mainly because fighters need to have some type of sustain or damage reduction to survive the death ball known as a teamfight.

PandaMwonkMoo4/9/2019, 7:11:18 PM1 votes

Short or long ranged autos?