Sorry in advance if this sounds a little colder than you'd hoped it would. I'm a little tired right now, so I'm not exactly sure just how cruel I'm sounding in this comment. I don't mean anything against your concept or you, the entire point of this comment is that there are still things that can be improved. Any bluntness or coldness is not intended to be aggressive, offensive, or insulting, and I apologize if it ends up sounding that way.
{quoted}
Base Health: 1200 600
Good to see you adjusted the health. That's definitely a good starting point.
Passive: astral body - absorbing aether while out of combat increases movement speed and health regeneration by 4% scales with leveling.
Basic attacks fire waves of cosmic dust, leaving the target covered in aether max 10 stacks, can be consumed when hit by abilities to deal 2% ap per stack.
I'm honestly fine with this part, though I feel like the passive health regen shouldn't scale with level, or at least not by very much, just to keep it from being like Warmog's.
Q,
Rift open, opens a Rift in a target line dealing 70/90/110/150/180+ *20% magic damage and stunning enemies that pass through, the Rift remains for 12 6 second absorbing all projectiles and leaves 4 stacks of aether on enemies that pass through.*5 sec cooldown, rift opens as the other closes otherwise ability goes into full CD 10 secs.
Passive, passing through a rift triggers phase walk for 6 secs allowing Demir to move through walls, becoming untargetable while phase walking.( can still be hit with magic projectiles and AP aoe, re-entering a rift while phased will brake phase).
As I've said before, that passive seems more like an effect of a rift, so it can probably just be stated as such. The only change to the wording for the "Passive" portion would be to take out the word "Passive", making it start with "Passing through a rift triggers..."
I appreciate the adjustment from a 12-second rift to 6 seconds. The damage would also be decent as a stand-alone effect of the rift.
However, please understand just how powerful this ability is and consider reducing the duration further, along with making other changes. The rift absorbs all projectiles AND stuns enemies that pass over it, and it fires in a line, making it very likely that there is little to no good way to get past it if it's placed perpendicular to the lane. Ranged champions can't fire over it, and both ranged and melee champions will have a difficult or near-impossible time getting past it since they'll be stunned if they try AND will take increased damage from the W that you'll likely spring on them once they're stunned because they'll have aether on them from the rift's effect. THEN Dormammu can walk over it to become both untargetable AND able to pass through walls, and while it breaks if he walks over it, you have still set no limit to how many times he can get Phase Walk from the same rift, so if he accidentally breaks Phase Walk, he can just walk over the rift again. And he is untargetable and able to pass through walls for a full 6 seconds; even Kayn only becomes ghosted (can still be targeted), and unless he has been out of combat for a while, it only lasts 1.5 seconds.
In general, this ability is just way too overloaded, and there's almost no possible counterplays. Once the rift is up, the enemy can't do anything so long as the rift remains in the way. Firing through it is useless, trying to walk through it stuns you, deals damage once for the rift, and will likely deal damage again because of the W, which will be enhanced by the aether stacks that were placed on the target. Meanwhile Dormammu and his allies can pass through it whenever they want and enjoy all the free protection. Even if the rift absorbs their projectiles as well, Dormammu's ranged allies can just walk through it when they have an attack ready, fire, and go back. And Dormammu gets even more free protection from the Phase Walk.
I do understand that this is a god-like character, so if that was what you wanted to stay true to, at least include an explanation about that somewhere in the concept. However, if you want this to be a fair, playable character in League, something has to go.
Here are the things I suggest:
- Reducing the cooldown to 4 seconds at most, maybe 3
- GREATLY reducing the damage, if not removing it; the damage should be almost negligible
- Reducing Phase Walk to 3 seconds maximum
- Making the stun INCREADIBLY short, I'd say 0.5 seconds at most given everything else that happens
- I think we agreed that the aether stacks received from the rift should be kept down to 2 instead of the 4 that I'm still seeing
- Breaking Phase Walk should make it impossible for Dormammu to Phase Walk again for a long duration (I'd say 10 seconds at least given all the protection the rift gives)
- All of the negative effects received by a rift should not affect the same target more than once
- A cooldown longer than 10 seconds, probably closer to 14-17 seconds. This is a VERY powerful ability, so he should not have it very often
- Very high cost, probably around 100 mana. Again, very powerful, so there should be a high cost to it
Sorry for how much I feel this has to be nerfed, but it's just way too overloaded with effects for one ability. It's basically what an average champion would consider an Ult to be like, and even ults aren't typically this powerful. As I've said, if that's the point of this champion, that he's basically a god that cannot be messed with, then go ahead and leave it, but this is far too powerful for normal League, at least as it is right now.
W
Rift burst; projects a beam from an open Rift Dealing 120 / 140 / 160 / 180/ 200+(40%ap damage), If no rifts are open it empowers the next 5 basic attacks ignoring armor and magic resistance and increasing damage value by +15 after each hit (eg: base attack 130 AP +15+15+15+15+15) and slowing target by 30%, *applies on hit effects.
This ability alone is okay, with the exception of that slow. The slow itself is fine, but as I believe I suggested before, make it so that only the FIRST attack applies the slow and the other attacks do NOT reset the duration of the slow.
E,
Rift horror; summons a tentacle from the rift stretching towards target direction first pulling the target into the rift dealing *(only the damage from the openrift) 70/90/110/150/180, then fears target for 4 *.4/.8/1.2/1.6/2.0secs, if no rifts are open dimir summons a rift fiend for 10 secs which attacks nearby enemy units prioritizing aether marked champions 5sec CD.
Passive, if activated while phase walking brakes phase and fears targets with-in 300 unit.
Rift fiends: An octopod/humanoid creature; octopod heads with tentacles surrounding mouth, humanoid torso, single tentacle each arm and 3 each leg: deal 22% current ap as their bases damage by slashing at enime units in a 60°arc and spinning 360 ° towards nearest aether marked champions; hit by spinning fiends take no damage from it but are held in place by the fiend for the rest of its duration (if additional fiends are present / out number currently marked champions multiple fiends may target the same champion dealing damage as normal). these fiends are targetable and are defeated with 2 hits or 200+ damage.
- As I said before, the Fiends should not be able to root a target for the full time that they exist. This is specifically because of the combo of using the Q to create a rift, E to drag a target into it and stun them, and then use R to create Fiends that spawn practically right on top of the target, rooting them for 10 seconds as you use your W to deal a much more powerful blow.
- 10-second Fiends are fine, but the root itself should be explicitly limited to 2 seconds or less.
- I also feel that the ability should have FAR longer than a 5-second cooldown. At the very least I'd suggest 10 seconds, and at most 15
- I do appreciate you reducing the fear effect's duration as we had discussed, but as I said before, the stun from the Q makes it a little redundant unless the stun doesn't last very long (as I suggested).
R,
Dominion; Demir absorbs aether from space doubling his size, increases his current max hp by 50% and increasing his ability power by 20%. Becoming empowered, his new surge of energy causes rifts to remain open for longer periods (20 sec) and spawns 5 fiends from any rift he exits phase walk passes through.
- As I've said before, reduce the rift's duration by a LOT.
- The health and ability power boosts are fine, though a bit dangerous given the other abilities.
- As I've said before, he should only spawn 5 Rift Fiends from the first rift that he walks over, the first time that he walks over it.
Overall, that Q is the thing that needs the most work, just because of how overloaded it is. If the point is just how powerful he is, go ahead and say so in the original post so people at least understand that right off the bat. Everything else needs adjusting, but that's the biggest one.