[Champion Concept] Noman, Piltover's Usurper

For Carthage··3 votes·711 views

Gameplay summary: Noman is a buffer-ADC, granting boosts to his surrounding allies while occupying the primary ranged attack damage role. While generally weaker in a one-on-one fight against enemies, Noman makes up for his lack of solo-strength in his interaction with his teammates - sometimes to their own detriment.

Description: http://orig03.deviantart.net/e429/f/2012/069/a/a/the_dark_mastermind___jim_moriarty_by_lasse17-d4sbw3w.png (approximate physical appearance; not necessarily style)

While his origin is in question, Noman dresses in Piltover's upper-class business-wear - it is, however, generally a little ruffled and unkempt. He is anything but professional, and anything but a saint. Black hair, dark and lively eyes, and a 5 o'clock shadow makes his appearance by all accounts typical, running perpendicular to his practices and personality. He treats others as pawns in a game, whether on his side or another's - and none but his target has his respect. A paranoid, delusional, and ruthless man, Noman believes himself the remedy to Piltover's crime and corruption - and is not above purging it through the same game he faults others for.

http://www.lentz.nu/stengun/Blueprints_files/sten4.gif Noman's weapon of choice, a small, improvised, side-loaded sub-machine gun.

Backstory: "They set up their game so that no man can win against them; for no man would dare to oppose them, lest he be destroyed."

Piltover is far from a land of saints and justice - more often than not, the ones to reach the top do so through backroom deals and white-collar crimes. Liars and cheats tend to be the ones to win, and so long as you only ever skirt the edge of the law without diving off the deep-end, no one's going to give you more than a forlorn glance - especially if you've got the law on your payroll.

And as such, there's always an opposing force - maybe a righteous politician seeking to clean the corruption from the system, a cop taking down crime syndicates, or just your regular union workers striking against some kind of unjust treatment. There's always a balance, but generally society continues upon the path it's led down by those that lead the way.

But then there's some who prefer a different path. And of course there is only one path to the top.

But there's also many, many methods. Ones that Noman knows.

If you asked someone who Noman was, they would think you were making a joke; while the news sources can certainly spot his crimes, there's no name to put to them, as no man committed them. If you could figure out who his friends are, you'd know that no man knows them. If you could even find his abode, there would be no man there. If you could even identify him, you would know that he is no man.

For as far as the authorities are concerned, Noman's a figment of the imagination. Noman isn't a person. Noman doesn't exist.

And when you're seeking to beat someone at their game, you'd find the best advantage you can have is for them to believe that no man would.

Rivals and interactions: (taunt [enemy]) : "You seek to clean the streets of criminals; I seek to remedy their cause." (upon using passive [ally]) : "I never had a use for law-enforcers before." (upon dying to passive [enemy]) "I was always several steps ahead." (taunt [enemy]) : "If only I'd gotten to you before her..." (upon using passive [ally]) : "Have a taste of what it's like to serve my purpose." (upon dying to passive [enemy]) : "A veritable waste of talent under her command." (taunt [enemy]) : "You fixed a cut on the skin, but not the cancer within." (upon using passive [ally]) : "Here's your chance to be a real hero." (joke [enemy]) : "You know, it's hard to cure a disease if you insist on killing the body." (upon using passive [ally]) : "Ever wanted to be an explosion yourself?" (taunt [enemy]) : "Ha! It's taken you multiple tries to better your home - I only need one, kid." (upon dying to passive [enemy]) : "And you thought you could make Zaun better?"

Statistics: (TBD: Marksman changes make this hard to judge) Range: 575

Abilities:

Passive: Pawns in the Game Noman receives a unique selector for his five allies; clicking on one of the portraits while in range of the champion (1200 range, i.e. sight range) will make Noman activate an explosive charge on their person after a 1 second delay. The presence of this charge is unknown to the enemy, and detonating the charge is a global command.

When an ally drops below 10% of their health, the charge can be detonated by clicking on the selector again; after an audible beep and a .5 second delay, the charge will explode, dropping the ally's health to 1 immediately and dealing 20% of their max health in physical damage in an area around them (300 radius). The charge will also automatically explode with the same delay if the ally outright dies.

Enemies killed by the explosion permanently increase the % ally's health damage done by 2%.

Only one ally can be marked with a charge at a time; delay to change a mark is 60 seconds, while there is no delay to charge another ally if the first charge is detonated. Noman cannot charge himself.

Q: Focus Fire Cost: 40 mana at all levels Cooldown: 9 seconds at all levels Mark Range: 800 units Noman orders a focused assault on a specific enemy or structure. Noman and his allies gain 5%/6.25%/7.5%/8.75%/10% movement speed towards the marked enemy or structure and 15%/22.5%/30%/37.5%/45% bonus attack speed against them. This effect lasts 4 seconds.

W: You Are My Shield/I Am The Sword Toggle-able (indicated by an icon switch) Buff radius: 600 units

While "You Are My Shield" is active, allies that are standing between Noman and an enemy champion (decided by a 90 degree cone in front of him) gain 20/25/30/35/40 bonus armor and magic resistance. This effect is severed if an enemy champion instead stands between Noman and his ally, and the ally instead receives a 10% movement speed towards Noman.

While "I Am The Sword" is active, Noman instead receives 5%/8.75%/12.5%/16.25%/20% of his attack damage as a bonus, and allies gain half of this attack bonus.

E: Away, Lesser Cost: 80 mana at all levels Cooldown: 18/16.5/15/13.5/11

Noman throws an explosive charge in front of him that detonates on impact, knocking away opponents hit in a 200 unit radius and slowing them by 30%/40%/50%/60%/70% for 2 seconds. Enemies take 85/120/155/190/225 (+75% bonus AD) physical damage.

R: Always a Way Out Cost: 100 mana at all levels Cooldown: 140/110/80 Smoke radius: 400 units

After a 2/1.25/.5 second delay, Noman becomes untargetable and detonates a smoke bomb around himself, creating a smokescreen lasting 4 seconds and becoming invisible as well (including to true-sight). The smoke is laced with combat stims, granting allies "You Are My Shield"s bonus armor, magic resistance, and movement speed while enemies are sickened and slowed by 25%/30%/35%. Enemies within the smoke cannot see out.

During the smokescreen, Noman can click anywhere within a 1000 range, where he will use a tunnel system to reach that point from his starting position. Traveling takes 1.5 seconds and his exit point is visible to enemies with sight on it, including in bushes.

If Noman does not indicate an escape point within 2.5 seconds of the smokescreen's activation, he will instead reappear at his previous location and will become visible to enemies again.

Extra bits:

Champion Select Quote: "In the game of life, no man wins." Death Animation: Noman falls to his knees before grabbing a smoke grenade from his belt; the smoke quickly explodes around his person before dissipating just as quick, showing him gone. Death Quotes: "Always... a way out..." "Plans on... plans..." "A false move... I'll remedy..."

Champion Goal:

As a character, Noman is meant to suit to the "I'm the carry" dream - self-absorbed, entitled, and essential. While Draven has always embodied the "self-importance" aspect of a carry, Noman is meant to bring it to a whole new level - rather than being beloved, Noman is viewed as almost essential for his potentially team-wide buffs and bonuses. While a team always needs an ADC for damage, Noman is chosen for a team starving for a boost - AD bruisers and tanks especially will feel an itch to keep Noman alive for his bonuses.

For anyone not self-absorbed, Noman is meant to be a unit the game lacks - a leader unit that's weak on its own but a force to be reckoned with when coupled with his team. Additionally added is an aspect of foresight and paranoia - his passive, allowing you to set charges on your teammates, allows you to make a call about whether or not you believe an ally to be an all in - or if that ally may just be too weak to hold out in lane and may need "help" securing a kill from them being tower dove. During late-game, the passive becomes a game of "who will die first" in order to maximize the damage from your passive - while you may feel that the obvious choice to charge is the tank, you may suspect that your mage might just get caught out and killed in the next fight. Maybe your support Lulu might get killed first when she tries to peel for you? It's your call - you'll only get the most out of this passive if you can make the right predictions.

Picture credits go to their makers: Portrait: Lasse17 on deviantart Firearm blueprints: Blueprints files from lentz.nu

5 Comments

Solash1 votes

Edgelord McGee

For Carthage1 votes

Riven's Edge update couldn't compete.

Robindino141 votes

looks good except his second W which is a bit too strong to my opinion.

ShatteredSkys1 votes

Hey! Here are my thoughts on your concept!

Passive: Interesting but I'm afraid of it getting abused by trolls:/ Like put it on a jungler like mundo and activate it when he's doing his camps and boom dead. Besides that it can be pretty frustrating to play against. I play a lot of mid and the brawls there generally leave you with only a sliver of hp. I'm going to be really pissed off after all I did to outplay my opponent he explodes in my face denying me my kill. I think if you really want to you should let your opponent know who got marked, this makes it so I understand if I want to go in I have to take the passive into consideration instead of it blowing up in my face.

W: I'm not sure how useful the you are the shield is. Teamfights are hectic as hell, not sure how if your temates can remain in front of you to use this. Also it straight up gives him a huge amount of free stats.

R: This is just the ultimate can't touch this button. It makes him practically ungankable unless you name is Fiddlesticks. it gives him an insane amount of safety and no real way for your opponent to counterplay it. It's press r and I'm gone. he already has strong disengage with his e why does he need another with his ult?

Overall: Definitely a unique concept. Though I'm not really a fan of the passive or the ult. To be honest I'm not sure how to judge this. ADC is my least played role so I have no idea what to look for in one nor what makes an interesting ADC. To me it looks cool, might have a few things that need to be chnaged though, but I have no idea just how good this concept is.

For Carthage1 votes

Hey, thanks for the response! Let me just reply by saying, "Fuck you".

I'm kidding. Seriously, thanks for the input, those are some solid concerns that you bring up and I'd be all for talking them out, so let's do just that.

Passive: I can understand the frustration with it being used to troll - while I ensured the stipulation stood that your ally has to drop below 10% health in order for the charge to be blown up, there are times where you might wind up dropping that low in the jungle and, with a charge on you, wind up getting your jungle stolen even on accident. Or yes, also Mundo with his health-cost W.

As far as the enemy knowing whether or not it's coming, that was always an intention for them not to know - I'll certainly take away the bonus gold/gold denial since that was a bit of a dumb idea to have an easy reward while also lessening risk, but it does make the passive seem a little weaker late (it doesn't ignore defenses like Gangplank's E and generally has a little more set-up to it), so on a kill with the passive the damage increases by 2% of your affected ally's max health. Not going to put a cap on it since it'd be really hard to effectively farm damage into this to get to anything actually overwhelming and it would take a tank at 5000 health to dig out 1000 damage in a single explosion before resistances (which on top of very few champs even accomplishing this, would only really be equal to one Jinx crit rocket in damage anyhow).

Don't worry about being denied a kill by this passive - it's an incentive to take ignite as the explosion doesn't outright kill the affected ally but rather reduces their health to exactly 1 as I stated (this will ignore shields, so say that Karma E's herself before it, she will be at 1 health with her shield intact). Basically afterward, if a minion so much as sneezes on your target, you'll still get the kill out of it, and if you kill them before the bomb even went off, well - still a kill (unless, again, shield). Good stuff. But the surprise of the beep as you close in on a kill is the exact feeling it should be - a very much "oh shit" as you realize what's going to happen. The .5 delay is just enough time for most champs to react to get away - those few melee champs that can't hop out afterward, well... probably in trouble. But it also makes it so enemies know as soon as the match starts and they see the champ that they will have to play a bit more cautiously instead of recklessly. This really only applies if you're a melee or if the enemy is pretty dang mobile enough to hop on your face before dying - ranged enemies won't need to worry too much until late-game when the tank starts blowing up in their face.

I will remove the second click to make it automatically explode once the threshold is reached, however - the "hit and quit it" approach to that could have some bad results as whoever's playing Noman might well forget that the charge even existed only to find it, you know, screwing over their midlaner to a jungle camp or something. It'll also pressure him to have more global awareness involving his team.

W: The W defensive passive doesn't give Noman any bonuses - only his allies. So there's definite reward to getting past his wall of teammates and straight to him. There's also reward and synergy for Noman to play with a team built to be a solid brick-wall of peeling, and that's healthy for any champion to have - a specific comp that optimizes their effectiveness. It's definitely an ability that lends itself to teamplay, and seeing as he's supposed to be the "leader of the pack" champ, having control and order in your ranks should be what's rewarded, not a passive, permanent aura.

As for the Sword portion (I don't know if you're worried about that portion), the free stats are of such minor amount early that it's hardly much more than a farming-assistance passive - 5% is a pretty pathetic amount of AD to add back into yourself, so this is only really even comes in use later when he has his W maxed out and has a decent amount of AD under his belt - hell, you won't get to 50 bonus damage until you hit 250 damage, and since Noman doesn't hold a lot of universal attack-speed buffs to himself or even damaging abilities readily available to him in a pinch, the bonus AD he gains from this isn't even particularly strong on him. You'd find that the buff to his teammates is more worthwhile as it can make tanks pack a bit more of a punch than normal, or enable ability-bruisers to build a bit more bulk and still get good attack damage just through synergy. While the aura doesn't have a stipulation on this part, it is an order of attack rather than an order of defense, meaning that even in a war scene you'd find people firing at whoever they think is the best target rather than concentrated order. Of course, if these teammates also follow the attack order on an enemy marked by Noman's Q, there's reward for organizing an attack as well - I'll keep the W in mind, but as it stands now, personally I like where it stands. If you have more thoughts (or others do), then I can certainly take another approach to it.

R: That is a fair point for his early game. He basically turns into a better Kassadin - I had put down the delay with late-game in mind where he might wind up blowing up within a fraction of a second and that .5 seconds would just demonstrate his foresight on an incoming ass-kicking.

However, the ultimate itself is a large part of what he is supposed to be - a buffing leader unit meant to be kept safe. Obviously people aren't flawless, so there will be plenty of times where he may get caught by the enemy - this is what makes it so that if he's about to be assassinated by somebody especially slippery (or stealthy in the case of Rengar or Shaco), he has that one redo button to set it right.

This does, however, come with the stipulation that during the timeframe he is invulnerable, he is not putting out any damage - the ult itself does no damage and only offers a buff/debuff in the area affected, so ducking out of that area effectively mitigates that usefulness. Other than an escape in that case (and the occasional zone of control if his team is able to center a fight around the ult), this is really all the ult offers.

I will, however, agree that, once again, it does make him rather hard to gank early - and by "rather hard" I mean almost impossible. So I'm going to make the delay scale down with ult level - 2 seconds early, 1.25 at second level, and .5 in the late-game. This way, there's plenty of opportunity to put out the damage to kill him in a gank early, but late-game he won't be hindered in a make-or-break situation. I'll also take the double-disengage into consideration and take his E's radius down by 100 - he doesn't need a 600 unit diameter explosion/slow like that. That'll make the E more of a single-target/mobbed-group spell and his R the panic button he needs to serve his purpose. Additionally, the ult cooldown early can stand to be at 140 for the laning phase - don't want to make him a split-pushing menace with a flawless escape always up.

But thank you for your feedback; it really helps me practice balance to have this kind of thoughtful feedback, and, I mean, I also just enjoy working on this kind of thing for funsies.

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