@Rito How do you choose which champion concepts are or are not a good idea?

Laughing Fish·4/21/2015, 1:09:34 PM·1 votes·400 views

With so many posts being made constantly (and I imagine hundreds of ideas coming from the design team as well), there is no limit to the number of ideas that come pouring in for champion designs. But what makes you think "This idea could actually work"? What is the process for determining what concepts would actually fit in with existing champions?

2 Comments

Booleans4/21/2015, 2:45:29 PM4 votes

Riot answers a series of questions when designing champions, which guide their decisions through completion or to scrap them.

  1. Does this identity already exist in the game? Yes, there are 3 shadow assassins in the game, we don't want any more.
  2. Would this character be fun to play? Yes, I've always wanted an actual dragon in the game.
  3. Do these abilities we've made appear unique, and do they introduce any new mechanics? Sometimes you see the generic line skillshot that slows enemies, but it's ok if the rest of the kit is fresh and requires something like that to work properly.
  4. Does this kit promote a unique playstyle? Yes, Rek'Sai's constant flanking is a type of engage no other champions use on a regular basis.
  5. Do the abilities immerse you in the character, and would you expect a champion with this appearance to have these abilities? No, omen is a ranged adc but he looks like a melee that attacks with his tendrils. Rek'Sai, on the other hand, really makes me feel like I'm playing a deadly landshark.
  6. Is the kit cohesive, does each ability compliment each other? Yes, riven's combo is so fluid that there has never been a need to change anything but the damage numbers.