Weaver of Fate (concept

Genthrockmorton·4/22/2019, 6:33:29 PM·0 votes·1,137 views

Name: Weaver of Fates

Passive: Weaver of Fates Heals for every enemy that dies within range

Q: Listen and Reflect - Weaver of Fates Sits Cross legged and begins to float for 1 second activation duration 3 seconds , while floating all incoming attacts are reflected back to their source. CD 20/15/10

W: This is not meant to be - Gazing into the future Weaver of Fates predicts the enemies next move by slowing the weave around him, all enemies within range have ALL abilities, attacks and movement slowed by 10/15/20/25/30 for 1.5/2/3/3/4 seconds CD 30/25/20

E: Your time is now - Weaver of Fates alters the the fabric of fate, causing a heroes next 1/2/3/4/5/6 Basic attacks to be Auto Critical and True Damage. CD 30

R: My time has come, But your's has not: Upon death weaver of fates jumps into the closest Allie Hero, and may continue to cast all of his spells without any channel for their full durations.

2 Comments

thefox3334/27/2019, 1:16:15 AM1 votes

I think this is a really fascinating concept. Riot has already added a character from Runeterra’s mythology Kindred, so another similar figure wouldn’t be too out-of-place. The idea of a champion that plays almost entirely off of or through others is a unique one, but it does have some inherent weaknesses. I’ll lay out my critique on the overall design, as well as each ability.

Overall: In this state, Weaver of Fates ( I’ll call them Weaver) is incredibly underpowered. Their ability cooldowns are very long, they have no form of spell damage, and their only crowd control is a light slow. For them to be an effective champion, Weaver would need to fix at least a few of those problems. Cooldowns could easily be brought down—30 seconds is incredibly high for a basic ability, barring things that are majorly passive such as Warwick Blood Hunt and Teemo Move Quick. They need some ability to deal damage, and their support-mage appearance almost demands harder and more prominent crowd control.

Passive: This is similar to the passives of a few existing champions (Alistar, Chogath, possibly others) and only slightly appeals to the champion concept. Other ideas for a champion based on manipulating the fabric of fate could be resisting some amount of champion and/or magic damage, or healing or gaining mana based on damage taken by nearby enemies. Alternately, Weaver’s passive could integrate somehow with the rest of their kit, perhaps allowing them to hinder chosen enemies for longer or increase the effectiveness of their own abilities.

Q: Damage reduction or negation abilities are tried and true (MasterYi, Irelia, Fiora), and even as a mage the idea definitely fits with Weaver’s concept. Completely negating damage, however, is powerful enough that champions that can have a very limited window in which to do so, and reflecting that damage might be enough that some late-game champions could potentially kill themselves outright simply by failing to mind a single enemy ability. Perhaps the Q could become a short-duration total damage and effect negation, with a longer-lasting channel that reduces damage and can be interrupted by cc, but damages attackers à la Thornmail.

W: Slowing abilities is an interesting idea, but it feels like a crutch for slow reflexes, and it could be hard to apply to AOEs among other things. The area crowd control is good, though, and it provides an interesting tradeoff where Weaver, despite being an obviously support-focused champion, might most benefit the team closer to the front of the fight. The area could also drain health from enemies that remain in it, providing a small but needed source of damage and a bit of healing for Weaver to keep them alive on those front lines.

E: A boost for an ally is definitely a very good idea. The way you worded it, though, makes it much less powerful than it really should be. It’s easier to rewrite than critique in sentence form: For [x] seconds, the target ally receives a [y]% attack speed boost, and [z]% of the damage they deal to champions is converted to true damage. The true-damage conversion could be substituted for a simple damage boost. Those changes would allow Weaver to be a good addition to any team composition, whether or not it has auto-attack-based champions.

R: After-death mechanics are rather contentious. For Sion, fighting beyond death makes perfect sense because it allows him to continue tanking damage for a short time. For Karthus, it makes him uninhibited by mana for a short time and frees him from the worry of and interrupted ultimate, again letting him perform his control-mage duties even when he’s taken down. KogMaw’s passive catches some flak because it rewards dying when a marksman’s job is to die as little as possible. Here, not only is the effect an ultimate rather than a passive, but just like Kog’maw it rewards dying in a role where that’s not a great idea. My suggestion is a sort of reverse Kalista ultimate, where Weaver deliberately jumps into an allied champion for a short time. They would receive some sort of power boost, and Weaver would be able to do things like protect them with Q, apply the W AOE, and boost their damage with E. At the end of the duration or when the ally dies, Weaver would appear wherever the ally is. That allows for a risk/reward tradeoff, where they could ult a frontline champ and cause more chaos at risk of being caught out at the end, or they could ult a backline champ and have more safety and team damage while not being able to utilize their kit quite as much.

I think this is great concept! I’m not professional champ designer, but the idea behind Weaver of Fates is groundbreaking enough for a fresh champion design and has a backstory that could fit into the world of Runeterra (the idea of such a figure is common in many mythologies). If you have further comments or questions about my suggestions, I’d love to talk more about any of it.

Genthrockmorton7/1/2019, 11:24:42 PM1 votes

Hey! Thanks, I've been so busy that I haven't looked at the boards in a while. The big thing is that I am not sure they best way to balance it, figured if the concept was good enough maybe riot would pick it up and balance it out.

I would have to say, with the CD's part of it was me not wanting to make it OP when I originally wrote it, Listen and Reflect is should say Attacks and Spells, IE everything gets reflected. That was the reason for the long CD I wanted it to max out at like once every 7 seconds or something with max CD - I'm not sure that I agree with it being a moderate slow, because it is suppose to be 30% slower cast times, attack speeds, and movement. My thought process behind this was that it would turn non-channel spells into a .5 second channel spell so you could interrupt your own spells by moving too soon although I see where that did not translate.

Your time is now - a hard CD is probably not a good thing on this, maybe 15/10/5?

As for the Ultimate, that one I wasn't sure about probably a whole re-work there