Non-healable CC Tank based on shield duration and mass-shielding

Milodic Mellodi··3 votes·598 views

Name: Mark (for context, by no means is this his name; I just haven't decided on one yet)

Passive 1: Prideful -- Mark cannot regain Health except by Health Regen. If Mark would be healed by an ally, or by Lifesteal or Spellvamp, a shield of varying value (60%-150% based on level) is applied in its place (shields applied alongside heals are not affected). Shields given by Lifesteal, Spellvamp, and healing from Champions and/or Items last until 2-7 seconds after battle based on the number of opponent Champions in the area (2 for 0, 3 for 1, etc). {Mainly, he can't be healed like normal Champions can. All heals applied to him -- whether they're from allies, or himself by terms of Lifesteal or Spellvamp -- are replaced by a shield (which now has a duration which is increased by Guardsman). Champions like Sona that apply both a shield and heal simply apply an increased shield (that has the same combined health as both the shield and heal).} Passive 2: Guardsman (Aura) - Shields applied to Mark from OTHER champions, as well as shields activated on ally champions [X] distance from him, have a +50% increased duration. While shields are applied to Mark from any source, all ally Champions [X] distance from him gain a shield(s) with 40% the combined health of all shields on him, with all the effects of the shields placed on him. If the shield of an allied Champion (except Mark's) would take damage, the damage is shared to all shields applied by this Passive instead (this damage does not attract turret fire unless Mark and the opponent champion are in range of the turret). When a shield disappears from Mark, whether by damage or time, the same shield disappears from all ally Champions with the same shields applied from this Passive. {Part One: all shields, except from Part Two of this Passive, gain increased duration. This goes for all heals on him as well, since they become shields instead as explained above in Passive 1. Part Two: Any shields applied on him are given to ally Champions around him in this same aura as Part One, and any damage an ally would take to their shield from this Champion would instead be shared on all shields applied by this Passive. Also any effects of all shields on him are shared as well, so things like Janna's AD increase or Morgana's Magic/Effect negation apply. Any damage to HIS shields does normal damage and cuts on the shields given to allies in return, and like implied those shields will disappear if his does (as well as the effects of those shields, obviously).} Passive 3: Mark wields a lance as his weapon, making his Auto Attacks slower but longer. Attack Speed is 75% as effective on Mark as normal, but his basic attacks pierce through his target and attack the next target through it [X] distance from him. {Instead of being like Jhin in having a slow AA, he instead has reduced AA speed; in return, his basic attacks have a thinner Cho'Gath E effect in that they go through targets to the next one. Sort of like Miss Fortune's Q, but shorter and as a basic attack instead of an ability.}

Q: Biding Giant How it works: Medium-range skillshot, medium-sized circle (small for an AoE, not not small in general) Passive: This ability gains power from half the damage inflicted to Mark's Health and/or his shields, to a max of 50/100/150/200/250 damage from 100/200/300/400/500 damage taken. This amount is stored, and disappears after 8/9/10/11/12 seconds from not taking damage. Active: Releasing his pent-up frustration, Mark jumps a short distance and slams his shield on the ground in front of him [the damage applied is a small AoE circle]. Using this ability removes the amount stored by its Passive and applies the amount as additional damage.

W: Resonant Bloom How it works: Self-applied button activation Passive: Mark gains +15% Movement Speed from exiting the Fountain. Being within 1000 range of an ally increases his Movement Speed towards them by 30%. Active: Mark gains a shield equal to 1/10 of his current Health. Mark's allies with this shield on them regain Health equal to their shield's value over 5 seconds, over which time the shield bleeds away until it disappears.

E: Heroic Skewer How it works: Short-medium changable length, slightly diagonal forward line starting from right side of Mark and extending forward to the middle Passive: None Active: Mark throws his lance with gusto and pulls it after it meets its destination or it collides with terrain. If the ability collides with an enemy champion(s) before he pulls, they are Slowed and are pulled by the lance if they are within its range when he pulls it. If the ability collides with terrain, he is pulled towards the lance as well.

R: No name yet How it works: n/a Passive: None Active: Work in progress.

Obviously, it's still a work in progress, I hope you like it. I'd like feedback on how to improve him, although he's only an idea. I'd also like if someone gave him a name worthy of a Paladin/Knight figure.

4 Comments

FloRaider422 votes

Interesting idea, but I feel like some of the effects fall flat.

Passive: First off, why does he need three passives?

1: Sounds interesting, but should provide a flat increase (value and duration) as compensation, because otherwise the benefit is to dependant on the team. How long do shields from LS and heals even last ?

2: The (+50% duration) aura is far more beneficial for some champions, while others don’t benefit much. Auras in general are kind of bland as they don’t “feel” impactful. The fact that certain comps can abuse this passive to generate very powerful team-wide shields, might warrant some tweaks.

3: Increased damage to enemies with shield is (again) too specific. AA range is part of the basic stats and, unless the range varies, not something the passive should mention.

Q-Ability: 30 seconds is to long of a duration, you should either remove the duration or limit it to 8-12 seconds. Fairly generic jump ability overall.

W-Ability: Feels counterproductive to reward him for not having a shield as his passive and this ability encourage it. Maybe make it a general increase so he can travel faster to lane and TFs and not limited to tailing allies. Does it give you a 20% HP shield, since it also heals for the initial value ?

E-Ability: No need to mention that it has no passive. I feel like the Nautilus terrain effect ,Grievous wounds and Turret damage feel tagged on. Does hitting an enemy pull you towards them? (You only specified terrain)

Ultimate: Depending on the duration and range OP. Does it operate like Sion Ult or is it always straight?

cannot be turned except by movement

Limiting the suppression to the first champions struck [think Skarner] and giving it a max range and delay, should balance it somehow. (Currently you can flash/Q behind the enemy team and drag them straight into your tower)

Overall: The idea of converting heals into shields is nice, but the second and third passive need some tweaks. Sadly the kit is less imaginative and falls a bit flat on delivering the feeling of a shield knight/paladin and doesn't interact with his passive much. You have a good basic idea and some interesting mechanics and I feel like they could result in something great with some more work.

FloRaider out summoner 31

Milodic Mellodi1 votes

First off, why does he need three passives?

I didn't mean to, but the first and second are too different from each other and the third gives him a standard to build instead of being some generic melee character.

1: Sounds interesting, but should provide a flat increase (value and duration) as compensation, because otherwise the benefit is to dependant on the team. How long do shields from LS and heals even last ?

I'll make sure to add the increase. Not giving him an increase looked balanced on paper, but I agree that it makes him underwhelming. I'll also add a set time for Lifesteal/Spellvamp and Heal-Shields, which will be relatively shorter than normal shields to compensate for the +50% duration. EDIT: I gave him a reduced value for early game, but increased for late game. I gave a set duration for LS/SV/Heal-Shields, which is explained above, but instead of making it shorter I made sure to context Passive 2 so that the duration of LS/SV/Heal-Shields is not increased.

2: The (+50% duration) aura is far more beneficial for some champions, while others don’t benefit much. Auras in general are kind of bland as they don’t “feel” impactful. The fact that certain comps can abuse this passive to generate very powerful team-wide shields, might warrant some tweaks.

The +50% duration is made to make defensive team compositions more of a threat, and makes things like Janna's or Morgana's E more impactful for the champions they're applied to. I made it an aura so champions would have to be a certain distance from him to get the duration buff, which is exploitable because of champs like Ziggs, Tristana, Zac, etc. I know they don't feel impactful, but there wasn't any other ideas I could think of for it to make it work (it would have far less impact if it was a simple ability). I don't even know how I could force a cooldown on it, other than him being out of battle for some time...but that limits him more than it should, so I made it permanent. I could make the team-wide shield have less percentage, or perhaps have a percentage based on level. Would either of those be good, or do you have a better idea for it? EDIT:I made the team-wide shield have less percentage. This was the best I could do for now.

3: Increased damage to enemies with shield is (again) too specific. AA range is part of the basic stats and, unless the range varies, not something the passive should mention.

I had been thinking of the usage of lances when I thought about increased damage to shielded enemies, but perhaps it's for the best if I remove it. And I'll edit the AA range part out as well. EDIT: I made his AA have a thin Cho'Gath E effect instead of all that hogwash it was before, but he still has slower AAs.

Q-Ability: 30 seconds is to long of a duration, you should either remove the duration or limit it to 8-12 seconds. Fairly generic jump ability overall.

I thought 30 seconds would be a balanced enough duration for the damage he has to take to his health or shields to get to its max damage increase, but I see your point. Maybe 15 seconds would be good, or maybe it could be more specific like increasing the time before it disappears based on how much damage he takes before then? EDIT: I went with your idea and made the duration based on rank as well. Still feels generic but there's not much you can do before it just becomes a mushy ability.

W-Ability: Feels counterproductive to reward him for not having a shield as his passive and this ability encourage it. Maybe make it a general increase so he can travel faster to lane and TFs and not limited to tailing allies. Does it give you a 20% HP shield, since it also heals for the initial value ?

I tried to make it so he could get to his allies faster without having the security of his shields, but it's a rough draft so it has major flaws right now. I also tried to make it like Soraka's Passive, and I thought it fit with his whole Knight/Paladin theme. Maybe I could do both, like give him slightly extra speed on exiting fountain and having a far smaller range where he gains MS (like maybe around 900-1000 range)? Only allies gain the heal from the shield, so it won't affect his shield he gains from activation. EDIT: Went with my idea about Fountain and 1000 range from allies, and removed his need for not having a shield to get the speed. How does it look?

E-Ability: No need to mention that it has no passive. I feel like the terrain effect ,Grievous wounds and Turret damage feel tagged on. Does hitting an enemy pull you towards them? (You only specified terrain)

You're right, the effects feel rushed and tagged on. I tried encouraging getting multiple targets, like how Bard's Q works, by giving it an Ignite-like effect if he does it right but it feels like too much. Unnecessary and too complicated. Have any suggestions? Hitting enemies without hitting terrain doesn't pull them towards you. In fact I should probably change his Ult, since it seems this ability is like a more effective version without the suppression and stun. Although if you wanted I could change it to pull them towards him...make it have a shorter range, but be able to pull multiple targets in compensation? Maybe change the name from "Herculean Thrust" to "Heroic Skewer". I've been thinking of him having a chain attached to it, like what you see in the old Fire Emblem games, so I think it fits. EDIT: Made it sort of like a mix between Nautilus' and Thresh's Qs, with the ability to get multiple allies at the cost of having a short range. How does it look?

Ultimate: Depending on the duration and range OP. Does it operate like Ult or is it always straight? cannot be turned except by movement Limiting the suppression to the first champions struck and giving it a max range and delay, should balance it somehow. (Currently you can flash/Q behind the enemy team and drag them straight into your tower)

I should probably have added "slow charge", but I'll be reworking the Ult so it's moot point. I was going to make it a single direction, and "cannot be turned except by movement" was supposed to mean that the direction he heads is based on the direction he's facing and cannot be changed except by changing your direction before activating the Ult. It's like circling a horse around, you can't expect the horse to turn on a dime and get perfect results; you have to turn the horse and make sure it's heading the right way before you have it gallop. What would be a good rework for his Ult from what you've seen of his kit? Also what name would you like for him to have? EDIT: Removed it, hoping to find a good idea for his Ult.

FloRaider422 votes

Name: Definetly a step you should take after giving your champion a theme and lore, as a name should have some connection to the character. Lore: Paladin/Knight does go well with either Demacia or Noxus (considering he is more supportive than destructive probs Demacia). But you could also give him other origins. Visuals: Might want to check Deviantart or other pages for a good representation (cite the artist though) so people can imagine the champion better.

Passive: 1: Since LS and Heals start out low early game you might want to give it some buffs there. Giving the shields applied by heals and LS an uncapped duration (as long as in combat) sounds too specific (either all or none). 2: Already talked about the duration+ aura (team composition shouldn’t be that important and specific). Personally I would built his passive entirely around his interactions with shields and give him an active that shares his shield with allies. As it handles the same thematics, but isn’t as affected by comps (shield comps can basically make you a shield dispenser which isn’t as fun for me and the enemy). 3: Is more balanced, but the effect is mostly useful in laning phase and falls of late.

Q: 30 seconds is long enough to travel around the map quite a bit. The current idea of scaling it with ranks is nice. W: Both effects seem a bit much, since homeguard already fills that role you might want to focus on his ally boost. That said Soraka and Jannas passive already do that to an extent. E-Ability: Can’t really imagine the range, since Lances generally aren’t that long. The effect seem a bit uncharacteristic for normal lances (especially the pull to terrain) and is somewhat close to JarvanIV Nautilus. Ultimate: Currently I have no good idea about the Ultimate, but I might reply once I had an epiphany.

Overall: Considering there are some knights GarenJarvanIV, paladins Taric and shield user Leona Braum his theme might need to stand out a lot more. Apart from W his abilities don't interact with his shield and don't add much of an unique playstyle. I don't really want to give more concrete advise as this is your champion and should be based on your ideals, but I feel like the concept would benefit a lot of having a core theme/mechanic which you can build everything around.

FloRaider out summoner 31

Milodic Mellodi1 votes

Bumped, in case anyone potentially wants to give feedback on it.

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