Farrian, the Element Primal

RedXIIIisNanaki·10/24/2014, 5:49:49 AM·1 votes·1,289 views

My second concept! Have a read and enjoy! :]

Name: Farrian

Title: The Element Primal

Physical Description: Farrian, showing no signs of being male nor female, at first glance looks somewhat translucent. As each of the basic abilities level up, Farrian will gain more and more visual fury for the elements, flailing around every which way at max ranks. The fire flares, the lightning rages, and the earth trembles. The only other physical distinctions it has are bracelets, which hold the wild power in check, and a necklace made of pure onyx gemstone, which gives Farrian shape.

Role: Mage

Stats- Health: 395+55 per level Health Regen: 3.5+.4 per level Mana: 220+40 per level Mana Regen: 3+2 per level Range: 400 Damage: 40+2.5 per level Attack Speed: .455+2% per level Armor: 16+1.4 per level Magic Resistance: 0 Movement Speed: 340

Abilities:

Passive: Raging Nature- Farrian gains 65% more magic resistance from all sources. In addition, some magic resistance is transferred into damage for his abilities. Note: NOT Ability Power. This will be explained under the ability descriptions. Can improve visuals on abilities as magic resistance increases.

Q: Rain of Fire- Farrian rains down fire at a target location, dealing magic damage over time and revealing stealthed champions so long as they remain in the lit area. Continues to burn for a short time after leaving.

Area Damage: 30/40/50/60/70 per Second an enemy stands in the area. Total of 90/120/150/180/210 over 3 seconds. Ratio: 20% Ability Power, +10% magic resistance. Total of 60% Ability Power and 30% magic resistance over 3 seconds. Damage Over Time: 15/20/25/30/35 over an additional 3 seconds DOT Ratio: 10% Ability Power Type: Magic Duration: 3 Seconds Range: 500 Cast Range, 400 Diameter Cooldown: 8 Seconds Cost: 75 Mana Side Note?: Flames will get wilder and taller with more magic resistance.

W: Lightning Charge- Farrian fires bolts of electricity. They will fire in 2 lines, crossing in front of Farrian.

Damage: 75/90/105/120/135 Ratio: 70% Ability Power, +110% magic resistance Type: Magic Range: 600 Forward, 150 Wide Cooldown: 11 Seconds Cost: 90/85/80/75/70 Mana Side Note?: The bolts start on the immediate left and right of Farrian's model, and can be aimed similarly to Heimerdinger's Micro-Rockets, but with only 2. The visual changes based on magic resistance, from a blue, less forking lightning bolt to a harsher yellow bolt that forks out more.

E: Rock Tower- Farrian calls forth the power of earth to strike and stun a single target. Does splash damage based on magic resistance.

Damage: 60/80/100/120/140 Ratio: 100% Ability Power, +5% splash damage per 10 magic resistance. Type: Magic CC: Stun Stun Duration: 1.5 Seconds Range: 550 Cast Range, 300 Splash Range Cooldown: 15/13.5/12/10.5/9 Seconds Cost: 80/85/90/95/100 Mana Side Note?: Visual will change as magic resistance is acquired. Spikes will jut out from the tower to strike other enemies, which get thicker and have more spikes as the splash damage gets stronger.

R: Wild Elements- For a time, the elements of Farrian's body begin to go feral, dealing magic damage to enemies in range and generating a shield. Enemies closer to Farrian take more damage.

Damage: 20/30/40 per Second Far, 30/45/60 per Second Mid, 40/60/80 per Second Close Ratio: 10% Far, 15% Mid, 20% Close Ability Power; +10% Far, 15% Mid, 20% Close magic resistance Type: Magic Storm Duration: 6 Seconds Shield: 70/95/120 per champion caught in the storm Shield Ratio: 30% Ability Power Duration: 3 Seconds, Refreshes every 2 Seconds Range: 250 for Close, 400 for Mid, 550 for Far Cooldown: 120 Seconds Cost: 125 Mana Side Note?: The elements become more and more noticeable as magic resistance increases, growing more violent with cracks in the ground, lightning arcing all other the place, and fire scorching the very ground it goes over.

Don't hold back on the feedback, but make sure your feedback helps me too. :] Let me know what you think!

9 Comments

CrimsonRakan10/24/2014, 6:03:37 AM2 votes

You gotta change that passive first. I still have a ton to read but I almost can't finish because of that.

Solumn10/24/2014, 6:16:09 AM1 votes

The passive is insane, the idea is fine just tone it down...a lot lol. The "Meteor" ability isn't very well named BUT it does give me a good idea.

The ult is out of place, this is a champ build MR but his AP ratios are still decent, no one would build him full "tank" to begin with. While the MR is great for mid lane team fights its usually the melee carries ontop of you so again not a lot of help you will melt if you try to get close enough to make the ult work.

The poor naming of the E ability could lead to a cool mechanic though, make the ult a supercharge where the champs abilities change and morph together fire + earth = meteor ECT. This could lead to a champ that goes from dots and poke to burst very quickly and would be ,in my opinion, a very fun and unique champion!

TheDeathstalker10/24/2014, 6:50:33 AM1 votes

So, I'm going to give a lot of side advice here, because in my opinion, the ideas presented here are not in need of simple tweaks and design upgrades, but are, for lack of a better word, systemic. I'm going to look at some key design things that aren't really working here, and give ways to improve.

  1. So, first of all, something I've said far more times than I really should, don't make something scale unless it makes sense for it to do so. What I'm talking about here is that you gave him a passive which increases all MR by 50/60/70%, presumably leveling up at certain levels (1/6/11 is common, or whatever). The problem with this is that, well, MR naturally builds over levels (well, gold), and so you don't need to increase the increase, just leave it be. It should follow a useful curve no matter what. There are times when this is a good thing, and times when you really want to leave it alone. Extra credit on this one: Look at Garen's passive, and determine why it would change at the points of the game it does. There is a very good reason for it.

  2. Properly deciding the theme for a champ is huge. HUGE. Right now this guy doesn't carry any particular theme other than "elements". There's nothing specifically significant about how he uses them, nor thematic in their use. Fire does AoE, but so does Earth, and the Ultimate. Oh, and the Lightning does damage in a line, so that counts too. There needs to be a thematic reason as to why Fire is Fire, and Fire should always feel like Fire. I think thematically you painted too broad a stroke here, just making someone do primal elemental things, without really touching on who he is, how he does things, why he does them, and what makes his feel unique. Right now he's a bland mix of 4 skills. Some champions get away with this, yeah, sure, but they're rapidly improving. Take Sivir for example. Boomerang blade, bounce, move/attackspeed buff, all cool. But that spell shield? That feels a bit out of place, even though it's useful and works on her, it stands out somewhat because it's not like everything else that is clearly themed.

  3. I know I already wrote to make Fire feel like Fire, but... really do. If you're going to use multiple elements, you need to highlight their differences, and have an ultimate that isn't, well, Ultima (Final Fantasy style). Make it something specific or interesting, not just a "it does damage" thing. The ultimate is like the exclamation point on your champion. It should take everything they've been doing so far, and make it pop, make it explode, make it awesome. Make it the thing you wait for those first 5 levels, not just another button to press when you go ham.

I wish I had some good references for elemental champs to point you at, but there's a reason they're hard to come by, and that's because it's just hard to make work thematically.

Oh, and before you start down the rabbit hole from Solemn, I would really recommend against any "elements mix" kind of spells/abilities/concepts. It's never worked well in design before, and is really not something to try to tackle with your second suggestion.

Best of luck, and I'll keep an eye on your stuff...

RedXIIIisNanaki10/24/2014, 6:25:16 PM1 votes

First off, I find it amusing that everyone keeps referring to Farrian as "he" or "him" when I never explicitly gave Farrian a gender. >.> Hm... Psychology?

If I change he passive, I'll make it a flat 65%. As of now, he starts with no magic resistance. I want people to want to build carefully and play carefully. I feel like zero of a defensive stat will help with that.

I've given the fire the ability to reveal stealthed champions while active, so I don't know what else I can do to set it apart. It burns an area over time, it burns like fire would.

With the lightning, I made it two bolts in a crossing line, maybe not if you aim it right, but regardless it has a unique effect when both bolts hit an enemy, a stun.

I also gave the earth splash damage based on the magic resistance, so it will start with none at first and is single target. It's one of those things that will build up over time.

I admit the ultimate could be better, but I won't do anything that combines them. That's too difficult already. I did imagine this amazing visual though, a raging storm of elements that begins to dissipate the further away it gets from the champ. I went through the trouble to give it a shield too, something to convince him to run into the middle of a fight. Forgot to add a duration on it though.

Thematically, I imagined some good visuals on the body of the champ and making certain each element looked differently. I know how hard it is to make these skills each try to fit thematically and in a way that makes sense, trust me on this one, but I feel like I did my best from the start. Posting the idea here is my way of implying that I need help refining and touching up on these things.

doubleguac10/24/2014, 7:26:05 PM1 votes

Even if s/he has 0 starting MR, the passive is still grossly overpowered. Most ranged champions have 30 base MR, and it doesn't scale with levels. Assuming s/he gains 65% MR efficiency, She only needs to acquire about 46 points of MR total from items, runes, and masteries to gain an amount of free MR that is comparable to most mages' base MR. So, basically, once s/he's bought a negatron cloak, s/he's already about as resistant to magic as any other ranged mage with the same items would be, and past that, she scales up INSANELY fast.

Riot doesn't like hard counters. With an MR rune page and an early MR item, this champion is going to quickly become pretty much completely immune to magic damage. Mages wont be able to touch her.

Riot also doesn't like it when champions gain a lot of damage for building tanky. A few champs still get away with it, but it's pretty rare and pretty watered down at this point.

Numbers seriously need to be toned down across the board. She has incredibly high AP ratios on top of very high magic resist ratios and a passive that massively amplifies her MR. Let's say Farrian builds an abyssal scepter. Let's see what she would get from it:

  • 74 MR, which is more than any MR item in the game for any other champion. In fact, the 30 free MR s/he gets from her passive already makes up for having 0 base MR
  • 64 damage on her Q per second, for a maximum of 222 extra damage over 3 seconds
  • 130 damage on her W
  • 70 damage on the primary target, 94 damage on all other targets
  • about 28 damage per second on her ult against close targets. I can't tell if it's a 30% AP ratio on the shield per champion hit or total. If it's per champion hit, Abyssal will give her between 21 and 84 points on her shield, refreshing ever 2 seconds.

Seriously, look at those stats for a second. For one relatively inexpensive item, that's absolutely insane.

RedXIIIisNanaki10/24/2014, 8:26:11 PM1 votes

Farrian doesn't scale so well on the magic resistance for abilities. I calculated these numbers with a simple Abyssal Scepter and an Unholy Grail. The total magic resistance is only 115.5. A mage, like Farrian, typically will only need one unless the enemy team is magic damage heavy, and is now free to build ability power items.

On the Q, the ratio should technically be divided by 3, as I put in the ratio for Total Damage, not the ratio for Damage per Second. So, for 210 damage, that 115.5 magic resistance adds a whopping 34.65 overall damage. I will change the ratios on that though, a mistake on my part.

W adds 127 damage.

E does not gain single target and splash damage per magic resistance, but only splash. It will gain 5% splash damage for each 10 magic resistance. So at 10, it has 5%. At 20, 10%, and so on. At 115.5 magic resistance, this ability now has 55.5% splash damage.

R has the proper Damage per Second ratio. The R with 115.5 magic resistance adds 23 damage per second to close targets, 17 for mid targets, and 11.5 for far targets. The shield itself only relies on Ability Power for scaling, as Farrian's passive explicitly states that magic resistance is only converted into damage for abilities.

The magic resistance scaling isn't as game breaking as you imagined, and if I'd put the correct Damage per Second scaling on Q in the first place, it would have seemed less so. I hope I clarified some things for you and made the concept as a whole seem less OP. If there is anything else, please let me know. :]

RedXIIIisNanaki10/27/2014, 5:09:22 PM1 votes

And a bump here.