Cultis, Unknown

Aradehk·5/16/2015, 10:05:06 PM·3 votes·621 views

Lore: Day 7: Today is day seven of my team's expeditions, and unfortunately we have not found the lost runes. My men are growing weary, but we persist.

      Day 13: Nektchic, one of my young men and also a skilled sorcerer, has found an odd stone. He refuses to let any of us touch it, and is protective. We are not closer to finding the runes, and my men are wanting to retreat back to the comfort of their homes. I will not let them. 

       Day 16: Nektchic is starting to lose his sanity. My other men have doubts about this journey now. They are fearful for Nektchic, hoping that he will be fine. I have my suspicions about the stone. I believe it is having an effect on him.

       Day 20: I f any  one finds this y o u hav e t o sto p Ne ------------------------------------------------ -
                                                                       - Only pages of Anin Jizrin's journal.

  Abilities:

   Passive: Insanity's  Pull: Cultis causes his victims to go insane, causing them to randomly inflict 5-10 + 10% of Cultis' AP in magic damage to themselves every ten seconds if they have been within a certain radius with Cultis.  Every 15 seconds the enemies are within the radius makes it occur 1 second faster, up to 4 seconds reduction max.

    Q: Uncontrollable Spark: Cultis sends an unblockable bolt of dark energy towards an enemy, dealing 60/120/180/240/300 + 35% of Cultis' AP in magic damage. Then the bolt arcs from the target to hit random other enemies nearby them dealing half damage for each bounce ( each bounce does 50% less dmg than the last). Each bounce reduces this ability's cooldown by 1 second.  Maximum two bounces.The extra bolts are blockable. Cooldown:13 sec/12.25/11.5/10.75/10 sec. Mana costs 60/65/70/75/80

     W: Share the Pain: Curses an enemy for 4 seconds. All damage dealt to that enemy by is increased by 10/15/20/25/30%, but all of the bonus damage is also dealt to Cultis. If you drop below 10% health then the curse is removed. If he kills the enemy, all health lost over the four seconds because of this ability is restored. Cooldown: 20/19/18.5/17.5/16 seconds.  Mana cost: 80/80/90/90/100 

     E: Afflict: Cultis targets an enemy, channels for 0.75 seconds, and then damages his target. The target takes 80/120/160/200/240 + 50% of AP in magic dmg. There is a chance of the enemy being stunned for 0.75/1/1.25/1.5/2 seconds. This chance is based on the difference between what percentage of his max hp Cultis has and the same for his enemy. For example, if he is at 90% and the enemy is at 94%, then there is a 4% chance. So on and so forth. Cooldown: 16/15.25/14.5/14/13 sec. Mana cost: 55/60/65/70/80 

    R:  True Power: Cultis unleashes his true power, dealing massive dmg to all enemies around him after a channel. Cultis channels for 1.75 seconds, then at the end of the channel deal 160/320/480+ 100% of his AP to all enemies around him. He then channels a second time for 5 seconds and becoming invulnerable, during which he fires 10 random shots at any enemy (prioritizes champions) each dealing 30/50/70 true damage. During the channel he also recovers 100/150/200 health and 100/200/300 mana. Cooldown: 112/103/95 seconds. Mana cost: all of current mana. Also loses 10% of his current hp.

4 Comments

UOL Illumininja5/16/2015, 10:06:28 PM1 votes

umm no comment

antymattar5/17/2015, 1:23:14 PM1 votes

Cool names, but as a general rule the game must have as little reactive random elements as possible. The passive just doesn't cut it. You need to elaborate more. If it's just "Bam! Damage because the dice roll was lucky" then that's a bad mechanic because it does not in any way offer fun counter play. Its just a bad idea overall.

Q is poorly written. What do you mean that the shot is blockable?

W is also very vague. Does that mean that all I have to do is press w and I cant drop below 10% by any means?

E, again. Random chance in this situation is BAAAD. Especially this kind of random.

R - first of all, you do realise that all AP IS bonus AP? Like, no champion has base AP. Its just overcomplicated and, once again, random.

A for effort but please look into what riots champ design is. Read about anti-fun. Read some of Morello's and Feralpony's posts about champ design. Overall I get what you're doing. I used to think that all league needed was that one DARK guy, but that's really not the case. As a general rule, avoid randomness, avoid really accurate numbers. Just get an idea going and then work it through in your mind. The numbers are not necesary. Im gona give you an example of how to write a skill:

E - Sunshine seeds! : Gobeldygook throws out a seed that sprouts into a flower and slowly spreads a sunny meadow across the map, granting nearby allies a bit of movement speed and health regen. The meadow dies off and disappears if the sunshine seedling is destroyed.

It has to be original, it has to be only the essential bits. Notice I didnt say how much numbers it gives. This is intentional. There is no way any number you predict will be in any way actually close to anything that could ever be made into a champion. Riot has people who figure out stats. The best you can do is throw out ideas about abilities that are unique(Like thresh's lantern, or bards tunnels, or almost any other support ability out there.)

That said, on randomness. Randomness isn't BAD, but only if it's available as a PROACTIVE element of the game. Say you are a champion who has an ability that's like a bag of tricks. You press it and get one of, say, 4 unique passives that swaps out with the previous passive you had(like a TF card but not as direct). You could press it, and over the course of some seconds the enemy is given the vision that you have that passive one. This means your game play pattern has been changed slightly by chance, but not enough to be detrimental to the enemy team because they could not foresee it's effects. It's bad when randomness is a reaction to a situation. Like a TF being ganked, he presses his W and JUST BECAUSE OF RANDOMNESS gets the stun card and escapes. That's bad. That's like rolling a dice to win the game. Riot doesn't want that and a lot of players don't either.