the Arbiter, Hunter of those who Fled

Tentacle Love··1 votes·666 views

Concept: rather than a single named entity, the Arbiter is a title shared between several people or even handed down from one person to another. This allows for more freedom with skin options, and allows the champion to be more like Batman - it's more of a symbol and less of a person.

Mechanical concept: The arbiter harshly punishes enemies that are caught out of position and offers solutions to teams that are fighting against high mobility kits.

Role: Assassin/Mage

Q: Pillars of Law. This is a short range skillshot that impales the target with beams of light, nailing it to the ground for a very short time (fraction of a second). If this ability hits a target mid-dash, the dash is canceled and the target runs back to where it started the dash, (even over walls if necessary) at its dash speed.

W: The Pursuit. This ability passively gives the Arbiter vision of a trail that enemies have recently passed through, and can be activated to move faster while tracking those enemies along that path. It stacks with itself, so enemies that have double-backed will only speed up the pursuit. Flashes, dashes, and wall jumps do not break the pursuit line, though the Arbiter can't cross without a Flash of his/her own.

E: Justice. This ability can't be purchased before The Pursuit. When activated, all enemy targets connected to the Arbiter via a pursuit line are rooted and blinded for 2 seconds.

R: Metaphysical Enforcement. This targeted AOE marks enemies inside the selected area, as well as those in melee range of the Enforcer. For 4 seconds, the mark tracks the movement of those it marks. At the end of the duration, each marked enemy target takes damage equal to the movement tracked.

(also, hehehe, I made an enforcing the meta joke)

Passive: Rule of Law. Any time any champion is rooted, interrupted, or stopped mid-dash (such as E or Q above), the Arbiter gains a permanent, stacking shield. While this shield is active, the Arbiter's base movement speed is increased by 5.

Skin concepts:

base skin - a conglomeration of geometric shapes with face-like images trapped in them. Think something like Zod and friends trapped in the phantom zone at the end of Superman 2. (Was it superman 2? I can't remember) they hover together in a sort of way that indicates a vaguely humanoid figure bound only by magic. The color scheme should match that of the previous Arclight-themed skins for Vel'Koz and Varus. The implication should be that the Arclight characters work with the Arbiter in some fashion.

the Arbiter, Morgana - an alternate universe version of Morgana where she became the Arbiter instead of becoming a fallen angel. She would have a beautiful set of armor and an imposing staff, and that staff's headpiece is one of the pieces of the base arbiter skin, devoid of its face. This would imply that Morgana defeated or destroyed the many faces of the Arbiter and took sole control in that universe. She should be depicted as if she were no longer an official angel, but not "fallen."

the Arbiter, Akali - another alternate universe character, this version of Akali has a less armored appearance, but her armor is still significantly more than a ninja would wear. Her weapon is the staff with a blade attached, the blade is more angled than the one used by her runeterra-prime self. That staff features a headpiece much like arbiter Morgana's. This version of the Arbiter is haunted by ghosts, perhaps those of the other Arbiters.

4 Comments

Avorok1 votes

Allo! I do understand this concept is for high mobilities, but I feel this may be a bit overpowered. Let's start with the abilities! Q - a cancel to a dash, there's a couple, but stopping the dash and make them go back to where they were? Maybe too excessive. I do see it as a good way to stop a chaser, but if they use to escape with low life and then that happens, and you happen to be there, sending them back to where they were initially just might be too much as a shutdown. I feel it should be more of a cancel than that send back. W - This seems alright. E - I don't see how this really works, because what is explained is you have a passive that sees the movement, and activating this will root them? The trail is always going to be connected to the champion...since it's their trail. But if it is just a recent path, how recent is it? If it is as recent as just being there, then the trail would continue forever, if it is just a longer recent, than that would be kinda pointless because they would be no where near it at the time. Also, if it is a trail the make that is a longer recent, and they happen to be in the same trail as before and you can root them, then I guess I can see that as ok. But overall, tracking like this seems to be too map revealing, as you can know literally everywhere they any enemy goes. R - I feel like I understand this, but I think it needs to be more clear. This is how I interpret it. An AoE in a selected area you choice within your ultimate's radius, that lasts 4 seconds. If they are in the circle, their movement is tracked, and also if they move they take damage based on how far they go. But to me, making damage for this would take way too much time balancing, and I also see it as impossible to counter.[ Besides a heal or some king of unique shield, but only applies if the support can relinquish it to you] If you are at low life, and you try to run, you die, but if you stand still, you die. Ultimately, making it an easy finisher to a team fight. I don't have an idea that would make this any less seem a little overpowered. Passive - I do like the idea of a stackable perm shield, similar to viegars Q and Thresh's passive. But this would need to have the same mechanic as theirs, like chance drop, or having to last hit, only getting a minuscule amount. Just using abilities over and over again able to stack, then that ratio would have to be very low. Concept skins. I'm not sure rito would want to go with a 2-D style character, and try to make it 3-D. And the faces of other characters doesn't make this unique. Zods phantom zone is technically lets say, a slim mirror, and then you just add faces to it, doesn't really make it have it's own essence in-game, more just a floating mirror flying around. Conglomeration isn't a type of form in the way your explaining it, it would just be that, with faces. Unless you can give me a better understanding of how it looks through a picture of some sort.. :p Neither does having skins that resembles other champions. It actually limits it more, by only being able to make skins that resemble the other characters, which isn't very unique as a skin. Changing their weapons and how they look also? That requires a lot, that is making a skin a whole entire new model champion basically. Since you are changing their wearable's , and making them hold completely different weapons.

Sorry for long response, there's my two cents D; Good concept though!

Tentacle Love1 votes

Thanks for the reply. I'll try to clarify the E.

when you're walking around, you'd see a trail that indicated where an enemy champion walked, but you wouldn't be able to see the direction they went. It might last for 5 seconds or so, which means that champions with higher movement speeds leave a longer trail. when you're on the trail, you move slightly faster via the w, and you activate the e to root the target, in the hopes that you're traveling in the right direction and can catch them.

I left a lot of numeric values open for balancing because I'm not sure what would be broken.

The q might be overloaded with the "send back" thing but because it's short range, it has less potential to be used to send someone back into combat to die. if lee sin safeguards over a wall to escape, you're not going to hit him with it because it probably won't have the range to reach over the wall. But if lee sin lands his q on a teammate and you fling this skillshot inbetween him and the teammate and hit him, you deny him the ability to teleport to your teammate and delete them. That's an awesome skillshot cancel to a skillshot, and I think it's fair. I could be wrong though, I hope to hear more people commenting on it.

The R is designed to turn movement into damage and yes, that's going to be hard to balance. I'm not sure what the ratio would end up being, but the idea is that if you get hit by it, you have to make a conscious decision to move only when you need to dodge a skillshot that would deal too much damage. That's a decision that players would have serious trouble with, but the obvious answer is "don't get ulted." If the Arbiter lands that ult, it's supposed to be the end of a character. Ironically, characters with higher mobility would actually have an easier time escaping, but only if they are able to tank damage before they can move again. In that way, it's almost like a stun that doesn't take your control away from you.

Chespin20131 votes

got ya now barbiter

Avorok1 votes

Oh ok, thanks for clearing that up. I do see being able to cancel out would be great, but even with short range, a send back maybe over the top, because of the new mechanic you provided, it actually hard to see if it is actually OP or not. Maybe if the R didn't count flashes, dashes, or movement increase, then maybe you can make it a flat damage depending on the radius of the circle and what point they are at, like a dart board. if the stay near you, it's like 250/300/350, then in the middle of circle its 200/250/300 and edge of circle is 150/200/250. or vice versa.

Still cool concept tho!

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