VIAL - The Spectrum of Color - A Hybrid Caster Support

TheHobbits·5/5/2018, 2:02:40 AM·10 votes·6,475 views

EDIT UPDATE: Made some changes based on feedback. Let me know what you think of the new concepts.

> Review for Review is a courtesy. Leave some quality feedback and a link to your thread and you will earn some quality feedback in return.

https://img00.deviantart.net/0e81/i/2017/027/7/7/color_wheel_swirl_by_bandnerd03-dawyje6.jpg

Appearance: This champion is a genderless 'human-shaped' being that starts off black and white. Upon selecting, leveling and casting abilities you begin to become more vibrant with the colours you have and mix. Colours swirl around and about you in a playful manor. When you die, your swirling colours freeze as their bright colour drains becoming black and white, then drop and shatter on the ground. Your auto attacks are the colour you most recently cast.

Vial is a Hybrid Caster adapt at providing supporting damage in team fights while boosting allies in the process. This champion uses the Primary colors, Red, Yellow and Blue as its Q, W and E with R being the Secondary colors achieved by mixing 2 Primary colors together to make Green, Purple or Orange. Example: Cast Q RED > Cast W BLUE = Your R is now PURPLE This champion does not use mana, and simply uses cooldowns.

Lore:

Subject Vitalized Incandescent Artifice Liquid, VIAL, first found in the scorched ruins of Torrents Pass, (A small artisan town along the path to Freljord), contained within an arcane vessel no larger than ones hand. Upon opening this phial a myriad of colours burst forth, then coalesced to a faceless form of the one whom released it. A "living" spirit of arcane colour.

Subject VIAL is kept in containment to be studied within Lab 6 at Zaun Institute of Chemtech. Subject VIAL has been shown to follow any order given to it without emotion. As such, VIAL is classified under C class weaponry and must be kept under lockdown to prevent misuse.

Ability Rundown

Vial does not use mana, but rather has Colour Bar. This shows players what secondary color Vial is being held on R. R is available at level 2, as it requires two colours to mix. Using Blue then Red (or visa versa) for example, will make R purple and will stay there for 2 minutes or until used. Q, W and E level up to 5. R can be leveled up to 3, but is always available from level 2 when 2 colours are mixed.

Passive - Colour Projections - As you level up, your ability cast range is increased slightly.

Q - RED - Fury ~~Fires a wave of red (cone radius) in front of you that damages enemies. Additionally allies in the cone of effect gain an AD boost based on your % AD. ~~ Fires a projectile towards a target enemy. Projectile can be intercepted. Upon hitting projectile bursts in a cone dealing % dmg behind the initial target.

W - YELLOW - Hope/Cowardice (Cast on Ally) - Ally is given a degrading shield, Vial is also shielded. (Cast on Enemy) - Enemy is feared and leaves a trail that slows all enemies that pass over it. (The feared enemy is not slowed) Enemy is Disarmed (prevents AA) and leaves an aoe slow that spreads like spilled paint. If the effected remains still the aoe will grow. If the enemy moves away from the building aoe the trail will thin. (Does that make sense?)

E - BLUE - Stability ~~Lets out a burst AOE around you that Removes crowd control on allies and slows enemies. ~~ If an Vial or an ally are under the effect of CC the effect is broken and their movement speed is shared. If no targets are CC'd then a small speed boost is given evenly between allies.

R - SECONDARY Green - Vigor Sends out steams of Green to heal allies around you, then heals you for a percentage of the total amount healed as the stream return to Vial. ~~Additionally, yourself and allies effected gain a movement speed boost. ~~

Orange - Attention A linear skill-shot deals damage to first enemy hit and provides True Sight for X seconds.

Purple - Wisdom/Arrogance

  • Ally - ~~Gives an ally Mana Regen and boosts heals and shields on this target for X seconds. ~~ Gives an ally or self a boost to their AA for 3* seconds. Grants Adaptive dmg.
  • Enemy - If cast on an enemy, deals adaptive DoT poison ~~and marks target. Marked target takes more damage from allies. ~~

http://i.imgur.com/7nw8w2k.gif

What are your thoughts? Any discussion is appreciated.

21 Comments

Buildermann 135/8/2018, 10:10:07 PM2 votes

I'm hoping this thread gets viewed by someone designing that new support champion [slayer-jinx-wink]

Ramaero5/5/2018, 8:05:56 PM2 votes

VIAL is a super original champion, and I don't think I have come across a champion idea that is quite as unique as yours. This is an overall awesome idea that would also increase champion diversity. From how the abilities work, there is definitely a high skill ceiling required to have good mastery of VIAL and to really excel in games. I think it's really interesting to have a support that offers the utility it does. I especially like his E that acts as a counter to crowd control and would help in protecting squishies on your team; it reminds me of sorakas ult but instead of healing everyone on your team, it removes crowd control in an area, which in many cases I would rather have something removing hard crowd control like a stun instead of just healing me. [sg-ezreal]

He kind of feels like a "reverse Jayce" type of champion. For Jayce his ult(using hammer or cannon) determes his basic abilities, while for VIAL his basic abilities determine what his ult will be.

I have three suggestions that I think would help improve the champions gameplay, and viability while staying true to what I think your vision is for VIAL.

#1st :

As you have not gone into the technical specifics of his abilites just yet, such as cooldown, and what certain abilities scale with, I would suggest that each of his 3 basic abilities and each of his ultimate abilities benefit from 3 different stats, in addition to their being an "umbrella" stat that improves all of them to a certain extent. For example:

  • Q and his Purple ultimate scales/improves the most with attack damage and attack speed

  • E and his Green ultimate scales/improvesthe most with ability power

  • W and his Orange ultimate scales/improves the most with Health

  • I say scale/improve because for some abilities it might just increase the effectiveness of the utility, like more ability power would make the slow on his E last longer or be a stronger slow(or both)

  • The umbrella stat(similar to how all vlads abilities scale with health) would be all his abilities scale to a less extent with either health or attack damage, not sure which one would be best. If you would like him to have the potential of being a secondary marksman/carry support, kind of like how Miss Fortune and Ashe were in the past for a short time, then you should make all his abilties scale with attack damage and attack speed while making his auto attacks ranged( would also be cool for him being used this way since you have his auto attacks reflect his most recent color cast). If you want him to generally be someone tanky, then have his abilities scale with health. I don't include ability power because his only damaging abilites are his Q, his purple ultimate and orange ultimate and you would especially be using those ultimates for specific reasons aside from damage, and I think it would make more sense if going the damage path to be another sorce of reliable dps rather than acting like a mage like support zyra.

Doing this would also make it possible to use him in other lanes, particularly top and jg(might need to give bonuses to damaging abilites to monsters to help his jungle clear)

#2nd: I think you should make his E part of his ultimate and swap it with his orange ultimate. Having an ability to remove crowd control to multiple allies is super powerful and might make him overpowered as a support if it is on a basic ability, and even if it has a high cooldown. So that their is some counterplay to his ability to basically offer a qss cc removal to every allied champion within range of the ability, having it as an ultimate would allow enemies room to work around that and offer counterplay, while offering a good distinction to good VIAL players who can anticpate when cc will come and have that color combination ready.

Also with that change you can make it so that you can use the ability while you are under crowd control affects as well(this might have already been your intention, but I specified this because it didn't specifically say if it can be used while being under hard crowd control like a stun or snare, etc.)

That being said, VIAL is a very creative well thought out idea for a champion. This is an awesome idea. [slayer-pantheon-thumbs]

At the start of your thread you mentioned a review for a review courtesy. I would be really interested to hear your feedback on the thread I made yesterday for a new ninja assassin champion called Feng. While it isn't as unique of an idea as yours since their are other assassins that have a ninja theme in the game, his abilities and overall gameplay have a good level of distinction from the other assassins in the game.

here's the link : https://boards.na.leagueoflegends.com/en/c/skin-champion-concepts/GWq7Mxas-feng-new-ninja-themed-ad-assassinfor-meddler-riot-stashu-riotrepertoirwill-popularityprofit

[sg-kiko]

256PiAlternate5/5/2018, 7:57:14 PM1 votes

I honestly think this is a very creative idea that I've not seen in any MOBA yet (which is surprising, to be honest) and while there aren't that many things that haven't already been explained by Buildermann and Eponine, I have a few points to make :

  • Won't the character's visuals be very similar to Sona? I mean, a bunch of green waves flying out to nearby allies and healing them is Sona's W without the shielding component

  • The character seems a bit too complex for League, arguably the most basic MOBA out of the bunch (DoTA 2, HoTS). Speaking of DoTA 2, the character also heavily reminds me of Invoker, a character who can invoke a potential of 10 abilities making him great if you've got a quick hand and good memory, but he's useless if you don't which is also why I think the concept is kind of risky to bring into League.

  • Balancing the character seems REALLY difficult as she has effectively 3 ultimates, all of which have to be good in certain scenarios and just based on the current concept the balance seems terrible. Orange seems like it should be the one with the "mark" mechanic as it's name is attention and it's a skillshot. A mark drags the attention of most and sets up a target.

Wisdom feels it's only really useful in cancer comps with things like VIAL mid, Lulu support and Kog'Maw ADC which no one likes playing against.

Vigor looks like the version of the ult that will be used the most.

However all of this was done with the assumption that the ultimate's cooldown is less than the average 120 and more than the transform ultimates, so something like 30-50 seconds. I think if we could have an estimate of some of the numbers in the abilities it'd be much easier to talk about this concept and whether it can be used in league or not Sorry for the long post and I hope what I said made sense to you. Good luck with your concepts [slayer-jinx-wink]

FlameHalbrdOkido5/5/2018, 9:52:32 PM1 votes

Q "Additionally allies in the cone of effect gain an AD boost based on your % AD." RED ALERT. This is a no-go. As a support or really on ANY champion this would make this champ a MUST take into a majority of comps. It would crowd out other supports because most champs would want to take advantage of that extra free AD

R "Purple - Wisdom/Arrogance

  • Ally - Gives an ally Mana Regen" what happens when the ally doesn't use mana? Then that skills efficienty is reduced. This is why u don't see any champs that have abilities that interact with another unit's mana.

I kinda wished u had played more with the aspects of paint and what can be done with the actual spreading of it on other units/across the map/through a fight. I recognized that you focused on each of the colors having its own themes and effects. But that really generalizes its skills, but maybe that is not such a bad thing.

U can review which ever champion concept that you find is most interesting: https://boards.na.leagueoflegends.com/en/player/na/FlameHalbrdOkido?content_type=discussion

FlameHalbrdOkido5/6/2018, 4:18:19 AM1 votes

DUDE!!! Yellow makes SOO much sense. I really like how you managed to COMBINE not only the aspect of paint (leave a tipped bucket in one spot and it spread, or drag it along the floor and it leaves a thinner trail) AND the theme u gave it of cowardice with the Disarm.

but its goes SOO much deeper than that! This ability INTUITIVELY tells the enemy player to RUN, and to run in a way that they cover as much distance as possible in order to not hinder themselves or their teamates

u should use Yellow as a guide for future work done on this character

Purple is still lacking something it feels like. Currently its giving allies increased adaptive dmg based on which defensive stat of their target is lowest?

Buildermann 135/6/2018, 7:25:46 AM1 votes

I really like your changes. One thing I don't understand though, I didn't cover it in the last comment: You mentioned the ultimate would be available at level 2. I don't get how that would work and still be able to put points into it. Now, maybe level 3 I could get, put your level 3 point into it, but I don't seem to understand it how it is now.

LuxannaVeritas5/5/2018, 4:45:07 AM1 votes

Oh wow, this seems like a really unique concept. I dig it!

One thing; how far will the feared target flee? I'm worried that the trail left by the feared target won't be big enough to leave much of an impact, and will be easily dodge-able.

TheHobbits6/10/2018, 1:03:38 AM1 votes

Minor edits, looking for input

Purple - Wisdom Ally gains bonus Adaptive Damage for their auto attacks.

I think this would help ap mages who have more ap than ad.

Buildermann 135/5/2018, 6:19:57 AM1 votes

I really like the concept, easy to learn/hard to master combos and a neat design to boot. However, I am going to suggest some changes: Passive Nothing to change here. Unique and interesting. I love it! The Q does damage AND gives your ally an attack boost. For one, at the very least, it should not give Vial a boost. However the attack boost mechanic as a whole would be pretty hard to balance. I would consider either making this Ally Cast/Enemy Cast as a point and click ablilty (and you could be able to target yourself with the boost), or removing the attack boost and possibly replacing it with a speed boost or maybe some armor/mr instead. What I think would be interesting would be a point and click on an enemy, but minions and other teammates could intercept it (like a Caitlyn ult, only shorter range and can be blocked by any creature. Oh, and obviously not a 1 second cast time). The W has a fairly good ally cast. The enemy cast, however is a bit confusing. For one, as Eponine9 above me pointed out, the trail left behind might not be big enough to be a concern in a fight. What I personally would love to see this as could be a silence instead, and the enemy be able to move around freely but leave a trail behind them similar to Nocturne that instead slows their allies by a fair amount of MS. This could be a great mind game. The enemy champion would have to choose to either go in without the team for a couple seconds, or stand still and let their team go without them. Ha! The E seems just straight up OP. Removes CC and slows enemies? Instead, since I like your idea, allies who are CC'ed by enemies within this AOE get 30% plus 5% more per point in the ablilty CC reduction. Enemies in this zone (excluding any who were already CC'ed when you activate the ability) are given 20% plus 3 or 5% per point longer CC. The R is a really well fleshed out concept. The only thing I will say about it is to have Orange be specified as True Sight. Otherwise, amazing ability!

Sorry if any of this seemed like I was gutting your concept, but I imagined playing as and against this character, and for the enemy this concept would not be fun at all to deal with. I thought I might submit my opinions on how to improve these ablilties, and I hope I did well.

I leave you with this: From an artistic standpoint, this is a really great concept. From a gameplay standpoint, if done correctly, this is an exceptional concept. I would really love to see this out on the Rift someday. I await your response!