[Champion Concept] Zone, the Opportunist (Work in Progress)

sneezing slug·5/13/2016, 4:59:27 PM·18 votes·4,421 views

#Zone, the Opportunist

http://i.imgur.com/CkR8XaN.jpg

https://www.youtube.com/watch?v=Xjq5jkd5wVg

Primary Role: Marksman Secondary Role: Assassin

http://2.bp.blogspot.com/-mELauXLseGQ/UuwIlmo7ZAI/AAAAAAAABC4/ThiNybzMSgY/s1600/Trenner_gears_wei%25C3%259F.png

#General Information/Gameplay

Base Stats--------------------------------------Growth per/level-------------------------------Stats @ 18 Health: 500--------------------------------------------------(+65.5--------------------------------------1613.5 Mana: 250--------------------------------------------------------(+55-----------------------------------------1185 AD: 72------------------------------------------------------------------(+4--------------------------------------------140 AP: 0---------------------------------------------------------------------(+5----------------------------------------------85 HP/5: 3.55-------------------------------------------------------(+0.8------------------------------------------13.6 MP/5: 7.5-------------------------------------------------------------(+2------------------------------------------41.5 Range: 500 (Ranged)---------------------------------------(+0-------------------------------------------500 AS: 0.5---------------------------------------------------------------(+2%-----------------------------------------0.67 Armor: 15---------------------------------------------------------(+1.5------------------------------------------40.5 Magic Resist: 30------------------------------------------------(+0-----------------------------------------------0 Movement Speed: 335------------------------------------(+0-------------------------------------------335

Zone is a high damage marksman who makes sure his shots meet their target in a timely manner. He's rather squishy and can't take too many hits, but as long as he can damage you first, he won't have any problems. Zone is also an expert at hitting all his enemies at once, with his Q ricocheting back and forth at enemies to hit them more than once with the same shot. His E allows him to clear waves fairly well in the late game, as well as scouting around to check bushes, around walls, and dishing out hurt in teamfights when the enemy is scrunched up into a single area. Need to take a step back to get a clear shot, or is the enemy laner getting a little too close for comfort? Zone's W takes care of that by teleporting a short distance with a very short distance, and for a small window, cripples ability-driven champions with a quick silence just enough time for you to get away or squeeze in a few more shots for the trade. Finally, Zone's ultimate ability allows him to make sure he always hits his target with a controllable skillshot with high damage output, allowing for Zone to smack down a finisher on one or more enemies trying to run away, or even put a dent to a large group in a teamfight.

Design Philosophy: General Information/Gameplay

Zone overall has been quite a challenge to design in concept. Gun-wielding champions in League are overall very hard to get right, without going overboard and making it seem out of place in the game. And with a rifle, it was very hard to make a differentiation between Zone and Caitlyn, two rifle wielding Marksmen. With that, I wanted to focus more on zoning (I like to think I'm funny sometimes) the enemy laner and keeping the pressure on, but also keeping in mind balance, so also keeping him a tad squishy.

Overall, Zone is meant to excel in fighting against a group, as opposed to a single target, but can still fight solo just as efficiently. However, beyond his W, Zone is a very low mobility marksman, and can easily be ganked if the Zone player is not taking mind into warding or scouting around with his E.

http://2.bp.blogspot.com/-mELauXLseGQ/UuwIlmo7ZAI/AAAAAAAABC4/ThiNybzMSgY/s1600/Trenner_gears_wei%25C3%259F.png

#Favorable items on Zone

item 3085 : Runaan's is a must on Zone. With his passive and his E, clearing waves and hitting absolutely everything at once has never been easier.

item 3072 : Sustain is something that Zone really lacks, and with Bloodthirster this will make sure that Zone stays on the battlefield.

item 3046 : Attack Speed for that extra damage rate.

item 3031/item 3508 : Investing in damage/crit chance is never a bad idea, and would definitely allow additional hurt to be dished out with Zone's E.

http://2.bp.blogspot.com/-mELauXLseGQ/UuwIlmo7ZAI/AAAAAAAABC4/ThiNybzMSgY/s1600/Trenner_gears_wei%25C3%259F.png

#Passive: Hex-Tech Piercing Rounds


"Taking the shot."

Zone's basic attacks fire extremely fast rounds, instantly striking the target. Additionally, the shots pierce targets, extending 250 units past the unit hit or until it hits another target, dealing physical damage equal to 50% of Zone's attack damage. If a single basic attack kills two units, Zone gains 100% more gold from both kills.

Design Philosophy: Passive

Whenever I create a champion concept I want to follow in on one thing always: Is this bringing something new to the League of Legends? A common folly among concepts is being far too similar to existing champions, and since we all have our favourite champions which mold our playstyles, which can more or less effect how we design champion concepts, this is an easy trap to fall upon. Zone's passive focuses around lining up his targets to output the most damage possible. Enemies who stand directly behind their minions will find themselves in a tight situation when Zone begins harnessing minion kills for gold, making sure they keep back or at least move around the line of fire to avoid the most damage possible.

http://2.bp.blogspot.com/-mELauXLseGQ/UuwIlmo7ZAI/AAAAAAAABC4/ThiNybzMSgY/s1600/Trenner_gears_wei%25C3%259F.png

#Q: Rubberized Shells Cost: 70/75/80/85/90 Cooldown: 11/10/9/8/7 seconds Casting Range: 725 units Skillshot Width: 115 units Skillshot Speed: 1500


"Dodge this."

Zone shoots out a linear shot from his railgun, dealing 75/95/115/135/155 (+60% AD) physical damage to each enemy it passes through. If the shot hits a wall, it ricochets off, resetting the distance of the skillshot. The skillshot will bounce 1/1/2/2/3 times before fading. After the first bounce, the skillshot deals 30% more damage, and moves twice as fast.

Design Philosophy: Q

Zone's Q has to be one of my favourite abilities in his kit besides his ultimate ability. I've always yearned for an ability that could bounce around walls, allowing for interesting bank shots onto enemies and landing unexpected hits in trades. One thing I'd like to note that for people who do not use quickcast, the blue outline of the skillshot would also show where it would bounce off to, allowing you to use this to your advantage. This ability is also a nightmare in the jungle, where walls are sandwiching in on people. Using this in the right spot can ensure that each shot hits, putting out a lot of damage.

http://2.bp.blogspot.com/-mELauXLseGQ/UuwIlmo7ZAI/AAAAAAAABC4/ThiNybzMSgY/s1600/Trenner_gears_wei%25C3%259F.png

#W: Cognitive Dysfunction Cost: 100/110/120/130/140 Mana Cooldown: 21/20.5/20/19.5/19 seconds Casting Range: 425 units AOE Radius: 250 units


"Not worth my paycheck."

Zone blinks a small distance, dealing 65/90/115/140/165 (+60% AP) magic damage to enemies nearby his original location and blinding them for 2 seconds.

Design Philosophy: W

One thing that annoys me about any champion design is when people forget to include some form of mobility. Champions that don't have at least one form of dash, speed buff, flash-like ability or at least some form of CC to lock down incoming targets really puts a cripple on champions, making them almost sitting ducks if they're out of position when the jungler comes in. With that, I made a solution that gives off mobility but also is not a superbly overpowered ability. It allows Zone to create some distance between him and his target, as well as temporarily crippling them so that he can get a clear shot.

http://2.bp.blogspot.com/-mELauXLseGQ/UuwIlmo7ZAI/AAAAAAAABC4/ThiNybzMSgY/s1600/Trenner_gears_wei%25C3%259F.png

#E: Hexdrone Cost: 85/95/105/115/125 Mana Cooldown: 16/15/14/13/12 seconds Casting Range: 1100 units AOE Radius: 450 units


"I guess I'll just have to hit all of you at once."

Passive: Zone's basic attacks have +15%/+20%/+25%/+30%/+35% attack range against stationary non-turret targets.

Zone throws a scout drone at the target area, landing after a 1 second delay. It reveals the area for 5 seconds, as well as revealing stealth traps, wards and champions. If a target remains in the area for 2.5 seconds, Zone assesses the target's weak points and fires upon them, dealing 110/160/210/260/310 (+50% AD) physical damage to the target.

Design Philosophy: E

This is also a very unique ability concept wise but once you get down to it, it's pretty basic. It's a small clairvoyance-based ability that does some damage in the area if someone in the said area is being a dumby and hasn't yet moved out of it yet. This ability overall gives Zone some wave clear (and some camp clear if you really would want to go Zone jungle, it wouldn't be a super bad idea and his W would provide some pretty hefty ganks now that I think about it.) and also allows him to have a little more map awareness as his W does take a bit to charge up.

http://2.bp.blogspot.com/-mELauXLseGQ/UuwIlmo7ZAI/AAAAAAAABC4/ThiNybzMSgY/s1600/Trenner_gears_wei%25C3%259F.png

#R: .256 Caliber Hex-Tech Scorpio Harpoon mk-7 Cost: 150/200/250 Mana Cooldown: 120/110/100 seconds Casting Range: Global Skillshot Width: 80 units Skillshot Speed: 1000 AOE Radius: 500 units


"Where have you to run?"

Zone charges up his railgun for a high-energy attack, channeling for 2.5 seconds, then launching a hex-rocket in a target direction. Zone may reactivate this ability any amount of times during the duration of the ability to redirect the direction of the rocket, causing it to turn and move towards that direction, which takes a full 1 second to make the turn if it's in a completely different direction, but no time at all to shift slightly in a different direction.

After 10 seconds or upon the rocket hitting an enemy champion, the rocket explodes, dealing 125/225/325 (+125% AD) physical damage to that champion and surrounding units in an area, and dealing an additional 5% (+50% AP) magic damage for each second the rocket was in air.

Design Philosophy: R

I honestly find this being the ability that makes Zone what he is. A controllable skillshot has never been done in League, not to mention global, and it's ability to be redirected makes Jinx/Ashe/Ezreal's global ults a far-cry as to what this ultimate ability is capable of. For one, it deals no damage to minions on the way, felt like it's high damage output+explosion radius/redirectability already fit quite a bit into the package, and secondly, I put a 10 second timer on it (which is subject to change, as I might lower that a bit) that ensures no one just infinitely has a rocket going.

All in all, this ability is exactly what it's supposed to be: Nearly undodgeable. To make sure it doesn't hit you, you'd either have to outrun it, or keep playing tricks on the rocket until it's timer goes out, as it does take some time to make a full turn. A high mobility trickster like Fiora or Fizz will find no problem in avoiding this ultimate if they can outplay the man behind the rocket.

http://2.bp.blogspot.com/-mELauXLseGQ/UuwIlmo7ZAI/AAAAAAAABC4/ThiNybzMSgY/s1600/Trenner_gears_wei%25C3%259F.png

#Lore

Friends: Taliyah

Enemies: Azir Ekko

With the rise of the glaring sun, Zone, a young boy among the nomadics of the desert, would be sent to hunt for food each day. His remarkable blessing of superb sight was gifted to him at birth, allowing one eye to see as clear as day without any delusions, but with the other eye completely blind. With this gift, he would often make use of a bow to strike down an animal in the distance, dragging it home before sundown for the rest to dine. Eventually, he saved up enough to buy off an old, rustic rifle from a traveling merchant. The rifle had a scope, however it was only in the way of Zone's superior vision, so he tore it off.

Years later, with the return of Shurima-- And Azir, Zone was one of the few who were skeptical of Azir's seemingly self-proclaimed authority. It only got worse upon Azir taxing his "citizens", whether they chose to be his citizens or not, of their food, water and wealth. With Zone coming home after a long day of hunting a large beast for supper, only to have half of it stowed away as soon as he arrived, not only irritated him, but enraged him. He attempted to fire a shot at the ascended Azir during one of Azir's speeches to his people. The shot pierced the side of his neck, wounding him but not killing him. As a result, Azir sentenced Zone to death, sending his soldiers after the boy. His parents, although frustrated that he would put himself and his family in a situation like this, sent their child off to the distant city of Zaun to escape Azir's wrath.

Over the course of a year, Zone affiliated himself with many of the underlives of Zaun, as well as several run-ins with the authorities. It was very wide-spread of Zone's sight capabilities throughout all of Zaun, and through that, many sought out to chip off a bit of their wealth to Zone in exchange to make specific people disappear. Although Zone's morals detested against it, he did what he could to survive in a harsh, new urban environment.

However, time caught up to Zone, and Zaunite authorities had overcame him and his assets. As punishment, he was sentenced to a life's sentence for killing limitless amounts of people in his time. He was only in prison for a short time, as word of his capabilities, and his specific situation, had finally reached the corporate ears of Zaun's largest corporation: Hex-Tech. Hex-Tech offered Zone a pardon on his sentence but only on the agreement that Zone would carry out their wishes and demands, and would supply him with top of the line prototypes of Hex-Tech equipment for him to do the job. Reluctantly, Zone agreed to these terms, once again evading his fate.

His first mission-- and his currently ongoing mission, was simple. A young boy had invented a device which has transcended Hex-Tech in every way, and has become a thorn in their side as this boy refuses to cooperate with a form of partnership. His invention has not only directly impacted sales, but also turned customers back to Hex-Tech with anger, as their devices have been rendered faulty against his own design. Back in the day, the Zaunite officials would be able to take care of some thug boy running amok the streets without batting an eye, but Hex-Tech believes the authorities have gotten too soft, and have decided to take it into his own hands. While at first Zone resisted the demand, he was gravely reminded of how easily he could be put right back in jail-- or to his grave.

http://2.bp.blogspot.com/-mELauXLseGQ/UuwIlmo7ZAI/AAAAAAAABC4/ThiNybzMSgY/s1600/Trenner_gears_wei%25C3%259F.png

#Quotes

Upon Selection "A man's gotta do... what a man's gotta do."

Moving "Affirmative." "Over and out." "Copy that." "Transmission received." "On schedule." "Getting in position." "I'm not one for chance; I like my results defined."

Attacking

"Taking the shot." "Executing orders." "It's a dirty job." "Don't worry, it'll be over soon." "As long as I'm getting paid..." "I seeeeee youuu..."

Joke

Hums to the Iron Man song "Wish this suit had some air conditioning... whew.." "I'm... in the zone.... What? I thought it was good." (Courtesy of Sir ArmaMalum)

Taunt "I'll see you, before you see me." "This won't hurt much. Promise."

Interactions with Azir

"I'm going to enjoy this." "Your birthrite will fit nicely in my paycheck." "This time, I won't miss."

Interactions with Ekko

"I don't like killing kids, but if it pays, I'll do what I need to do." "Ekko, huh? Sorry about this." "You're a good lad, but it's me or you, and I've got no intention of biting the dust anytime soon."

Interactions with Anivia

"Eugh, birds."

Interactions with Xerath

"The enemy of my enemy is my friend, I guess."



As always folks, feedback and criticism is all very much appreciated!

70 Comments

regonas5/30/2016, 10:27:25 AM4 votes

#CCOS review

First off, with your thread design style, you make it very hard for people to quote your concept, thus making it frustrating to comment on it.

Zone's basic attacks fire extremely fast rounds, instantly striking the target. Additionally, the shots pierce targets, extending 250 units past the unit hit or until it hits another target, dealing physical damage equal to 50% of Zone's attack damage. If a single basic attack kills two units, Zone gains 100% more gold from both kills.

Amm, no? What is this? Is this like Kayle's E, when there is no projectile, just damage? Does his basic attacks go through Windwall and similar effects? How does that work. You need to specify how or why it works like that. This is simply confusing. Now, double gold is, how do i put it, INSANE. Activate ability with long or average cooldown - maybe. Passive with no cooldown - COMPLETELY INSANE. I get that you need to get in the right position, carefully aim and so one, but, mate, this is simply broken. New and not very skilled people would struggle with aligning, but skilled people would easily make double gold from nearly all creeps. This champions would be banned more than Zed in higher tier. Double gold, are you serious? Nope, no, never, nah, ninada, niet, spanish for no, italian for no, nih, nat, no no no. Enemy could farm up about 200 creeps with 4200 gold and buy item 3031 + item 1001, while you with 200 creeps could be carrying this: item 3031 + item 3094 + item 3085. Not only this unfair, this is COMPLETELY INSANE.

Zone shoots out a linear shot from his railgun, dealing 75/95/115/135/155 (+60% AD) physical damage to each enemy it passes through. If the shot hits a wall, it ricochets off, resetting the distance of the skillshot. The skillshot will bounce 3/3/4/4/5 times before fading. After the first bounce, the skillshot deals 60% less damage, but moves twice as fast.

In lane - meh. In jungle - from strong to OH GOD THE BOUNCES. Nothing much here. Seen many better bounce ideas suggested, done many of them myself. This is pretty average, nothing much. Also, it deals pretty low damage, but if deals even less damage after first bounce, it will deal very low damage. Only real reason to even look at this ability is to use it in jungle. In the lane, this deal nearly no damage, especially after first bounce. Not really sure what you wanted to do with this. If you wanted to add bouncing from wall aspect, then you failed. Outside of jungle and very special builds, this ability would be ranked the last, because it doesn't do anything significant (outside of those certain built paths).

After 1.5 seconds, Zone activates the active camouflage on his hex-suit, stealthing for 1.5 seconds and teleporting to a nearby area, dealing 40/60/80/100/120 (+100% AP) magic damage to enemies nearby his original location and silencing them for 1 second.

If Zone basic attacks, uses an ability, or is revealed while in stealth, he gains +20%/+25%/+30%/+35%/+40% movement speed and +25%/+35%/+45%/+55%/+65% attack speed for 2 seconds.

What is this? So you stand still for 1.5 sec, then turn invisible, then you teleport somewhere? This is a mess. You need to sort it out. This is simply too random, chaotic and (i want to say dumb) uncertain. Can you move during those 1.5 sec? Do you teleport after or before you become invisible? How do you chose area to teleport? Which part can be or can't be interrupted? When does stealth start? Is it ground targetable or what? Are you sure about the silence? Riot is removing nearly all silences from the game.

You need to "beautify" this ability and make it more clear.

Passive: Zone's basic attacks have +15%/+20%/+25%/+30%/+35% attack range against stationary non-turret targets.

Zone throws a scout drone at the target area, landing after a 1 second delay. It reveals the area for 5 seconds, as well as revealing stealth traps, wards and champions. After a 2 second delay, Zone marks everyone still within the scanning range, autoattacking each one of them from wherever Zone currently is three times in a row each within the duration of 1.5 seconds.

Sorry, but passive is just dumb. How will game recognize against which enemies you gain bonus range, when you gain bonus range? Enemy stopped to perform a basic attack, will you gain bonus range? Enemy started moving when you target him/her, will you get bonus range? Ally knocked enemy, will you lose bonus range? Endless frustration right here, because only 100% to be sure that enemy is not moving is through a stun or a root, but you don't have any of those. In other words - just don't, remove it. Active is equally bad. Revealing and scanning are normal, but you went INSANE again. You can be more than 800 units away and still hit ALL enemies in the radius 3 times. What?? Not only early you can have double gold, but now you can destroy enemies from any place you see fit? Take Morgana as support + throw this on top of the enemies = get kills from anywhere. Seriously? 3 auto attack to EVERYONE within radius? Lets say each AA deals around 800 damage (crits included), so if you scan 3 enemies, then damage will be 3x3x800=7200. Not that much, if you are COMPLETELY INSANE. Yes, you need to hold enemies in the certain area. Yes, it have delays and what not. But even if a single enemy get "scanned", he/she will get his face ripped off, and that could happen from the other side of the map, because 3 AA happens from any place. Ohh, and those AA also triggers passive, so....

Zone charges up his railgun for a high-energy attack, channeling for 2.5 seconds, then launching a hex-rocket in a target direction. Zone may reactivate this ability any amount of times during the duration of the ability to redirect the direction of the rocket, causing it to turn and move towards that direction, which takes a full 1 second to make the turn if it's in a completely different direction, but no time at all to shift slightly in a different direction.

After 10 seconds or upon the rocket hitting an enemy champion, the rocket explodes, dealing 125/225/325 (+125% AD) physical damage to that champion and surrounding units in an area, and dealing an additional 5% (+50% AP) magic damage for each second the rocket was in air.

Meh. Scalings are broken, but ability is functional, practical, doesn't fir ADC though. This works much better for Mid or.... Nope, doesn't know where it works. Channeling takes too long for ADC to use it properly, you don't have any reliable slows or CC to keep enemy in the same place to use this ability. Others ADC with this type of abilities have something to compensate for the long channeling time: Jhin can root, can put traps to reveal enemies, his R can take your all health, his attacks reveal enemies and slow them; Caitlyn tracks your location and acts as a homing missile; MissFortune deals massive damage in a cone. Yours is practically a sitting duck, waiting to be killed, while you miss your R.

OVERALL. Your design is, well, you see, bad. Things range from broken to INSANE. Passive bizarre and brokenly good - go top, farm a ton, gain much gold, destroy anyone = win the game. Q range from minion attack power to pretty strong, but only in jungle. W is just strange pile of text. E is broken in every aspect. R is meh version of Jinx's R. Haven't read the lore, because this is not a game aspect and creative story can't be simply be judged as good or bad.

Daen5/15/2016, 5:53:50 PM3 votes

Hey, I wanted to give you some feedback on your design. :)

Passive: Hex-Tech Piercing Rounds

Zone's basic attacks fire extremely fast rounds, instantly striking the target. Additionally, the shots pierce targets, extending 250 units past the unit hit or until it hits another target, dealing physical damage equal to 50% of Zone's attack damage. If a single basic attack kills two units, Zone gains 100% more gold from both kills.

This passive, while thematically accurate, brings up two questions in my mind:

  1. Could this passive potentially be frustrating for the enemy due to low interactivity?
  2. Does this passive help guide the playstyle of the champion?

Q: Rubberized Shells

Zone shoots out a linear shot from his railgun, dealing 75/95/115/135/155 (+60% AD) physical damage to each enemy it passes through. If the shot hits a wall, it ricochets off, resetting the distance of the skillshot. The skillshot will bounce 3/4/5/6/7 times before fading. After the first bounce, the skillshot deals 60% less damage, but moves twice as fast.

I very much like the idea of a bouncing skillshot, because there is a relatively high skill ceiling on geometric ability design. That being said, I do wonder if 7 bounces could feel oppressive. If we take into account the ability has 750 range, this extends to 5,250 if taken to the logical extreme. With the right trajectories in place this skillshot could be bounced all the way from an outer turret to an inhibitor or around the entire inside of the enemy jungle, which could actually lower the skill required due to ease of use.

W: Cognitive Dysfunction

After 1.5 seconds, Zone activates the active camouflage on his hex-suit, stealthing for 1.5 seconds and teleporting to a nearby area, dealing 40/60/80/100/120 (+100% AP) magic damage to enemies nearby his original location and silencing them for 1 second.

Is the 1.5 second period a channel time, or similar to Twitch's stealth where you click the button and can still move around while the stealth comes into effect? Would the effect be telegraphed during that 1.5 seconds, and would the target location be shown to allies/the enemy?

If Zone basic attacks, uses an ability, or is revealed while in stealth, he gains +20%/+25%/+30%/+35%/+40% movement speed and +25%/+35%/+45%/+55%/+65% attack speed for 2 seconds.

What is the gameplay reason for this aspect of the design, specifically? What does the champion gain from the large MS/AS steroid, and could a different effect offer the same benefits in a more unique way?

E: Hexdrone

Passive: Zone's basic attacks have +15%/+20%/+25%/+30%/+35% attack range against stationary non-turret targets.

  1. Is it possible this passive could be relatively useless for the most part during play, especially high level? While his targets are under the effect of hard crowd control he'd gain this effect, but he doesn't have any hard CC in his kit and people move around most of the time when able. Minions would be an exception here, but even they move a decent amount.
  2. Could it be frustrating to both Zone and his enemies that his attack range would be constantly changing during a fight?

Zone throws a scout drone at the target area, landing after a 1 second delay. It reveals the area for 5 seconds, as well as revealing stealth traps, wards and champions. After a 2 second delay, Zone marks everyone still within the scanning range, autoattacking each one of them from wherever Zone currently is three times in a row each within the duration of 1.5 seconds.

  1. Would these autoattacks have a leash range, and would they interrupt whatever else Zone is doing?
  2. By three times in a row each are you saying that every target still in the scanning range would be hit by three autoattacks each?
  3. What happens if he tosses the scout drone then leaves lane or recalls to base with Baron buff? Would he still be able to autoattack targets still in range from that far away?

R: .256 Caliber Hex-Tech Scorpio Harpoon mk-7

Zone charges up his railgun for a high-energy attack, channeling for 2.5 seconds, then launching a hex-rocket in a target direction. Zone may reactivate this ability any amount of times during the duration of the ability to redirect the direction of the rocket, causing it to turn and move towards that direction, which takes a full 1 second to make the turn if it's in a completely different direction, but no time at all to shift slightly in a different direction.

To me, this ability sort of feels like a Jinx ult that has been tampered with rather than a fully unique champion ability. Do you feel the abilities are different enough to be signature moves for these two wildly disparate champions?

CJ Entus Apdo5/15/2016, 8:36:53 AM2 votes

It seems to be great. [slayer-pantheon-thumbs]

Raxistaicho5/25/2016, 4:23:13 AM2 votes

Oh lordy lordy. I hate to say it, but I freely admit that this one should win first place on May's CCOS :O

I just hope I get second :) Losing to this concept is a loss I can accept (last time I entered I lost to a knockoff of Galadriel from LOTR : I )

Stats

Fairly standard. He's seriously on the squishy side (15 base armor!) and low (450) range.

He shouldn't have 20 base magic resist and 1 growth, though. Ranged champs always have 30 base and 0 growth.

Skills

Passive: He'd definitely require some practice csing, since you generally have to get used to a ranged champ's projectile speed. His passive is an interesting way to "extend" his attack range to harass enemies standing behind their minions without overdoing it. His squishy nature and low range would keep him from being overly abusive. The bonus gold could easily get to be too much, though.

Q: 500 projectile speed is incredibly slow, you definitely wanna increase that. For comparison, Anivia's Q is the slowest-moving skillshot in the game and it still has a project speed of 850. Projectile's also very narrow. Base damage might actually be too high considering it has total AD scaling. If you check other champs, skills that have total AD scaling rather than bonus AD usually have lower base damage.

The bouncing mechanic is nifty but I honestly can't imagine many scenarios where that actually comes in handy outside the Baron and Dragon pits. Hitting anybody more than once would require rather specific orientation next to a wall, kinda similar to Poppy's E. How far does the projectile travel in total before fizzling?

Cooldown and cost look fine.

W: Can he move while preparing to cast this? I'm kinda uncertain on the delay. I kinda think the delay is actually too generous. It limits his ability to outplay and mind game enemies while escaping, and some assassins could kill him during the cast time. I'd hate dealing with this guy when I'm Irelia, though :p

E: Not sure what to say about the passive. 35% increase is pretty big, but you shouldn't just be standing around in general in this game. Honestly I get confused if I ever an enemy just stand around in lane.

E Active is a neat little trick. The delay's probably too long to ever catch anybody that isn't cc'ed, but the punishment for it is appropriate.

R: Most ultimates cost 100 mana, just putting that out. I have to admit, I love this one XD it's so unique. What's the "5%" part of the bonus damage? Does that mean it deals up to 50% of the original damage but as magic damage? If the 50% AP part stacks up with duration as well, you might want to change something there, otherwise he deal 500% of his AP with this, lol. You might want to cut the duration a bit, though, I can easily see this being VERY annoying to keep dodging for an enemy you're trying to hit it with. Useless at point-blank, though, what with length channel to start it up.

Lore

Azir, why you so evil? :U I don't think he's quite back to being the emperor of anybody just yet, as Taliyah's opinion of him kinda implies that the people still living in Shurima aren't just gonna accept his return and rule again so easily.

I'm pretty sure Hextech is just a generic name for magically-infused technology in League's setting. It's definitely not Zaun-based, as plenty of Piltover champions make extensive use of Hextech.

General

My biggest concern is I think he'd struggle to actually work in any role. His range is too low and he's extremely squishy, so he'd have a difficult time functioning as an adc, and he doesn't have enough mobility or cc to survive in top lane. You should probably buff his stats a bit so he could work as an adc.

Overall, you put a lot of work into this, nicely done :)

RiotRiot Lutzburg5/25/2016, 5:51:56 PM2 votes

[{quoted}](name=Metal Gear Roses,realm=NA,application-id=A8FQeEA8,discussion-id=dnHYi0dB,comment-id=,timestamp=2016-05-13T16:59:27.085+0000)

"Taking the shot."

http://i199.photobucket.com/albums/aa126/GC_rokz/Randomness/IamWindextor.jpg

DesolationKaizer5/25/2016, 7:13:59 PM2 votes

##CCOS Review

First and foremost, I like his aesthetic of a high-tech marksman. His lore for me is a bit iffy. How does a young boy manage to wound an Ascended Being? I somehow doubt that's possible. Question though, is he still a boy, or is he grown up now. The lore isn't anything spectacular for me personally, but it works aside from that wounding Azir bit.

Now onto the nitty gritty.

Passive- So these do not have a travel time I'm assuming. I could see his auto attacks being extremely frightening, but this is a neat idea. Though RIP Windwall. The gold generation feels like it might be possibly a bit too high. I feel like 50% extra gold would be more suitable, but I might be nitpicking. The extended range if another target is behind is interesting and can definitely make him a dangerous teamfighter, especially in confined areas.

Q- A wall bouncing skillshot? Sounds pretty neat. I like that even though the damage gets lower, it becomes significantly faster from the ricocheting. The initial speed of 500 might be a bit slow. For reference, I think Ezreal's Mystic Shot has a missile speed of about 1600 or so. I could be wrong. Maybe bump it up to 750? Otherwise it might be hard to hit anything? Though it might be fine with the ricocheting speed.

W- This might be a bit too strong. It grants him stealth, allows him to teleport and then inflict a silence on any enemy within the target area. The stealth and teleportation are fine, but combined with the silence, it's a bit too much. I'd ditch the silence for another form of crowd control. Also, the movement speed boost might be a tad bit high. Maybe lower each level by 1/4.

E- The passive might actually be kind of scary. His poke range with it and his actual passive could be pretty fearsome if some is standing behind a minion. But then again, they have to be standing still. Which doesn't happen all that often in lane. The active is pretty interesting, kind of like a multi-target Shaco box. I like the reveal part as well, though this a deceptively powerful ability.

R- This is really cool. A skillshot that can have its direction changed in a limited capacity. Would make for some very interesting plays. Also, I like that you have to choose whether or not you want to damage someone immediately, or wait for a bigger payoff. Then you have to remember that you don't have infinite time. Overall, I have nothing but good things to say about this.

Overall, I really like this kit. A couple of slight balance issues in my opinion, but it has a lot of flavor, is pretty cohesive, and fits his thematics. Great work and I hope to see more of your designs in the future.

Also, if you aren't too busy, mind checking out my concept?

Eiron, Conviction's Arcane Edge

sneezing slug5/14/2016, 1:30:37 AM2 votes

fucking hell, I had this all typed out and google chrome decided to crash on me

I'll work on this later, but right now I'm just frustrated that literally 6 pages worth of stuff just got deleted.

sneezing slug5/15/2016, 8:34:48 AM2 votes

goes through blood, sweat and tears trying to make this concept

no replies

https://66.media.tumblr.com/cb9391a7a4ce597ede9d87c7ae320b4c/tumblr_inline_o751lkCC1G1s63289_500.gif

item 3070item 3070item 3070 item 3070item 3073item 3070 item 3070item 3070item 3070

Big Bad Minion5/31/2016, 3:58:26 PM2 votes

Bad things and way you can improve them:

  1. Passive is too RNG. You can't control minion movement, you can't do anything about it. Either you will get tons or gold or you get no gold, as you will be pushing your lane either you want it or not. Also, instant AA is bad for ADC, because that makes certain champions not viable to play against you, when they are designed to play against ADC. I would Remove penetration, make bonus gold similar like Gangplank's, but with very lower bonus gold and make his AA into projectiles.
  2. Q is worthless. It doesn't do damage, and lets face it, bouncing ins't gonna work as a good thing. There is no reason to this champion to have this ability and there is no reason for anyone to use it. Simple AA does more damage than this ability. I would increase damage and range, while removing absurd bouncing mechanics.
  3. W is bad in everything. It is have casting time, so you either target area, move around and then teleport, or stand still, take damage and then teleport. Now teleport+stealth+silence+absurd AP scaling+absurd buffs. There is no way to redesign this into anything. I would just remove it completely and change into something else.
  4. E is too situational. It either worth nothing as enemies move outside of your E or they get hit by 3 instant AA from ADC. Early game this looks like completely useless ability, while late game this pretty much wins you any fight, because enemies will be forced to retreat or they will get killed. I would recommend removing 3 AA completely from this ability and instead make it to deal magic damage with AP scaling.
  5. R is boring and unpractical. Not only you don't know where are you firing, but it takes tons of time to get ready to fire or change directions. I would also redesign it completely.
sneezing slug6/3/2016, 12:27:59 AM2 votes

Also can I just say that it is very, very questionable how immediately after saying that I do not appreciate someone's rude feedback, my concept goes from 9 upvotes to none-- something that indeed makes me question what is at work here.

That, or by happenstance, 9 people actually downvoted this.

sneezing slug6/19/2016, 3:10:45 AM1 votes

Remember guys, I'm completely open to any feedback. Brutally honest/blunt? That's totally fine, in fact I prefer honesty over sugar-coated feedback, since that allows me to make my concept better ;P

sneezing slug6/4/2016, 8:25:22 PM1 votes

If I have time this weekend, I'll make some touch-ups to this concept.

sneezing slug6/5/2016, 6:39:11 AM1 votes

That moment when you don't have to bump your own thread because people are arguing on your thread so you can just sit back and relax

https://media.giphy.com/media/XreQmk7ETCak0/giphy.gif

sneezing slug6/9/2016, 8:02:25 PM1 votes

Sorry for the lack of updates, finals are kicking my hind.

I'm going to try and do some edits this weekend.

AWorryingTrendC95/25/2016, 5:30:50 PM1 votes

So just a few things. Zone's W is incredibly overpowered its essentially a charge up kass ult with a silence..... if it didn't have silence i think it would be pretty balanced. his e also seems really strong i mean 3 auto's late game is going to do alot of damage. his ult as stated by others is incredibly close to other adc's ults but i feel like its just a better jinx ult..... like its a directional jinx ult, pretty much the only difference, which isnt really fair to jinx to just have someone with the same ult just better in the same class of characters. otherwise i really like this champion the lore Q passive and overall the W,E, and R are good, just to strong.

sneezing slug6/18/2016, 11:41:48 PM1 votes

Reworked the monsterousity that was his W, and tweaked his Q. Less bounces, more damage.