<Champion Concept> Helena, The Priestess of War (Kit, Dialogue, Lore, and Art!)

Keagn··6 votes·1,921 views

Concept was originally teased here:

http://boards.na.leagueoflegends.com/en/c/skin-champion-concepts/GzVEKAEX-champion-concept-preview-the-divine-truth

https://40.media.tumblr.com/793928189da917ad1d39903fa86ef583/tumblr_nkrth3PY3N1smb6iho1_1280.jpg

((Had to do link because attachment was working for whatever reason. Art is by me.))

Helena, The Priestess of War:

Lore:

*Someone approached the temple's entrance behind me while I held down a lamb upon the altar. The footsteps grew louder as he approached, but I continued my chant by the fireside. I spoke in an ancient tongue, which none my fellow Rakkor had knowledge of. As it was written in ancient texts, I recounted the feats of the gods, and praised them for their strength. I asked for their vigor to run through our veins while we engage in war, and that victory be with us. I spoke my offering of virgin meat. The ewe became lost within the chant, and ceased to struggle. The final words of the ritual emerged from my mouth, and echoed throughout the chamber. As the last word parted from my lips, I slit the throat of the ewe, and allowed the blaze to feast upon the crimson ichor. The golden flames roared in approval. Behind me, the footsteps stopped, and the butt end of a spear hit the stone floor. *

*"Artisan, I've been expecting you. " I greeted without turning around. There was no need. Who else would it have been? The gods had not informed me of any other visitors. And besides, I was the only one with the answers he wanted. "You seek more spoilers, no?" *

He slammed his fist against his bronze breastplate and knelled. "High Priestess." It was an unnecessary formality, but one he never forgot. He had ventured to the Temple of War many times, as all warriors had, but unlike the others of our tribe, Pantheon sought more than just victory. "I come for answers, if you would be so willing to give them.

"Rise, Pantheon," I instructed, "As always, I will indulge you, Artisan. But with your indulgence, I warn you of the dangers of foresight. If you remain eager, come forward." The last of the blood drained from the virgin lamb, and so I sheathed my dagger, and turned to face my guest. I gestured for him to take a seat by the fireside. He did so, and I sat down in front of him.

"What is it that you wish to know?"

His path was forged in flames, I told him. I withheld what I had to, but gave him enough information to give him his best chance. As for the subject matter, that is not mine to share. When he was satisfied, he bowed again, and vacated the temple. At my altar, illuminated in the golden flames, I could be seen as what I was: Alone.

My hand rose to meet my necklace, a simple trinket of woven leather with a small bronze pendant and fiery gem fashioned to it. It was all that remained of him.

I made the mistake of slipping away into the past, and the marble columns and gold relics were replaced by shades and echoes. It was like stepping into a black oil painting. Before me stood the memory of a young girl, and a boy on the verge of manhood. They were too caught up in each other to care about what was going around them.

Everything faded again, and the ink clouds fashioned themselves into a new scenery. The two now laid down on the mountain side, watching the sun lay itself to rest along the horizon. The young man had grown a great deal, though the girl seemed to have been in Time's favor. She was practically unaltered.

The two murmured sweet whispers to each other, the girl resting in the young man's arms. Then what seemed to be out of no where, the young man jumped to his feet, causing some distress in his companion. She rose and asked what was wrong. The young man answered with a shake of his head, and pulled something from a satchel. He held in his hand a simple trinket of woven leather with a small bronze pendant and fiery gem fashioned to it, and although it didn't look like much, it obviously meant the world to the girl. After securing it around her neck, she twirled around and jumped into the young man's arms.

Again, the memory shifted, and darker shades occupied the scene. Clouds thundered and rain battered the cold ground while the young man stood in the arena with sword in hand. His opponent wielded a simple spear, but held it fiercely, his eyes full of determination. As soon as the signal was given, the two clashed with all their might, each fighting for their lives, and more importantly, their futures. As the battle progressed, it was evident that the young man wasn't a match for the other combatant. It came down to the final blow, and the young man let out a cry of agony as his opponent's spear pieced his heart.

The girl let out a muffled scream, and I did what I could to hold myself together. I took a torch in hand and tore apart the echoes with golden light. As it dissipated, I fell to the ground and let my tears hit the cold marble floors.

I was alone.

Base Stats:

Health: 525.16 (+85 per level) Mana: 354 (+50 per level) Attack Damage: 53.544 (+3.4 per level) Attack Speed: 0.625 (+2.7% per level) Movement Speed: 335 Health Regen: 5.52 (+0.55 per level) Mana Regen: 6 (+0.8 per level) Armor: 22.275 (+3.6 per level) Magic Resist: 30 (+0 per level)

These Stats are a rough representation based on existing champions who are similar to both her theme, play style, and intended role (Examples: Kayle, Karma, Morgana, Lux, etc)

Helena is a ranged support/mage who thrives on map awareness, and a strong team. Her altars provide a sense of global unity, stacking up sacrifices and granting blessings (buffs) wherever one may be present. She also excels in dividing and conquering the enemy, playing against their wits. Additionally, Helena has an...interesting relationship with vision. We'll cover this more in the kit discussion.

Abilities:

Passive: Fate Weaver

Enemy champions who are at 40% or lower of their max health are susceptible to Helena’s influence. If the enemy champion is within Helena’s vision range or able to be seen by Helena, their vision becomes warped, making them see pieces of terrain that aren't really there. These false pieces of terrain can’t stop them, but they can slow targets by 30% while passing through them.

Q: Promethean Blaze Helena empowers her next auto attack, which will fire a bolt of energy from her torch at a target enemy unit, location, or one of her altars. dealing X (+0.70 AP) magic damage to an enemy, or AoE magic damage if casted on a target location. This bolt will reveal a target location for 1.5 seconds, or Helena will have truesight on an affected enemy unit for 2.5 seconds. If Helena lights one of her altars, it will grant vision for 30 seconds.

Cost: 60/65/70/75/80 mana Range: Auto Attack Range Cooldown: 4/3.5/3/2.5/2 seconds

W: Altar of War Helena raises an altar at a target location, granting stat bonuses based on how many sacrifices have been made. (Sacrifices can be made by killing enemy minions, champions, or neutral monsters near the altar.) Helena may have no more than 6 altars up on the map at any time. Enemies that destroy an altar receive a debuff which causes them to take 5% more damage from any damage source.

*Sacrifices are any enemy unit or neutral monster killed by Helena's altar.

Cost: 80/105/130/155/180 mana Placement Range: 625 (Radius) Sacrifice Range: 475 (Radius) Aura Range: 550 (Radius) Cooldown: 24/21/18/15/12 seconds Altar Health: 3/4/5

Additional information: Altars give allied units "Warrior's Blessing" while in the altar's aura range. Warrior's Blessing causes allied units auto attacks to deal bonus damage, and increases their damage resistance (both Armor and Magic Resist) by a certain percentage of their current resistance, both based on the amount of sacrifices made. Additionally, there are special bonuses for given milestones of sacrifices. Altars react similar to pieces of terrain, and can block paths if placed a certain way, but can be destroyed as well. By taking an early point in Altar of War, you can assure your team of a slight advantage throughout the game, but can also use them for quick plays when needed.

100: Allied units receive 10% bonus movement speed when moving towards enemy units.

200: Auto attacks apply a 2% slow to enemies (Stacks up to 5 times).

300: Killing enemy units within 450 range of the altar gives a bonus 5 gold per unit killed.

400: Allied Units take 5% reduced damage while in the altar's aura.

500: Lighting an altar with Promethean blaze will charm enemy minions and neutral monsters to it.

600: Allies who stay near the altar for a certain amount of time gain 50% increased health regen.

700: The altar has been deemed sacred, and will have a ghost of a fallen warrior to protect it, and will deal 60/75/90/105/120 (+0.6 AP) magic damage per attack. Once the altar is destroyed, the ghost dissipates.

E: Obscure Helena snuffs out her torch and swings it, creating a arch of smoke. Enemies that enter the smoke are blinded, and have their vision reduced to 150 units for the duration of the smoke, 3.5 seconds, or if they leave the smoke, their vision will be obscured and they will be unable to identify the difference between allied and enemy units for 1.5 seconds. Helena may ignite the smoke with Promethean Blaze to consume it and stun affected enemies for 2.5 seconds.

Cost: 65/80/95/110/125 mana Range: 575 Cooldown: 18/16/14/12/10 seconds

Additional information: Helena can use Obscure when enemies are getting too close/comfortable, and take away some reliability from what they can see. While they can hit their allies, enemy units are unable to hurt them, just swing and miss really. This can be used in a battle for easy pickings, and the stun makes a nice counter engage. Skill shots fired into the smoke are lost. Casting Obsure at an altar altar will protect it from incoming attacks for 3 seconds.

**R: Eye of War ** Helena’s sight becomes inverted for up to 6 seconds, granting her vision of the entire map, except for what is directly around her. She may then select an enemy champion to determine their fate. The affected enemy champion will be marked for an additional 6 seconds, and be visible to Helena's allies, unable to pass through terrain created by Helena's passive, take 15% more incoming damage, and Helena's allied champions will move 20% faster when heading towards the marked enemy.

Cost: 120/160/200 Range: Global except for around self Cooldown: 150/120/90 seconds

Additional information: Eye of War does not reveal enemies in brush, or enemies that are stealthed. Only Helena is able to see what is revealed through Eye of War. Helena still gets vision off of allied units and structures.

Dialogue:

Upon Selection: “I shall take Fate into my own hands.” Starting a Game: “The outcome of this battle is uncertain.” “The pieces have fallen into place, but much is yet to be determined.”

Movement: “Our path is certain.” “War awaits us beyond the darkness.” “War is simply a truth of mankind.” “My torch shall light the way.” “The gods bless our path.” “This path whispers of future conflict.” “War looms up ahead.”

Attacking: “Rakkor ire!” “Sight is the greatest weapon of all.” “The flames of war do not know mercy.” “I foresee your end.” “Face me in battle!” “War is sacred.” “Meet your fate!” "You’ve already lost this fight.” “Allow me to enlighten you in the art of war.” “The gods reward me with opponents!” “The gods must smile upon our battle.” “Combat is the most sacred of rituals.”

Jokes: Helena raises her torch to light the way, looking up, but trips while walking. “Ah yes, I see it all so clearly now! Ummph!” “Come, I shall show you your destiny. Its this way! Ummph! “I foresee all things! Nothing can elude my sight! Ummph!

Taunt: Helena twirls her torch before placing the lit end against the ground, and extinguishing the flame. “Such a pathetic little flame like yourself begs to be extinguished.” “When the smoke clears, you will be nothing but ash.” “Heroes are forged in fire. However, you shall be nothing when the smoke clears.” “Fire has long since illuminated the world, yet you remain dim.”

Be sure to upvote if you enjoy the concept, and leave your thoughts below. All feedback is good feedback. I'll be sure to keep adding to this as needed, fleshing Helena out as much as possible. Tomorrow afternoon, I'll be sure to post some insights into the design process as well, and you guys can see all the thinking and referencing I did when making The Priestess of War :D

PATCH NOTES:

3/13/15

Q: AP scaling and cooldown lowered (Scaling to 0.70 from 0.75, cooldown from 7/6.5/6/5.5/5 to 4/3.5/3/2.5/2 seconds. Additionally, Helena's Q now has an interaction with her altars.

W: Drastic changes and clarifications have been made. Check it out!

E: Changed to "Obscure". Ability now has drastically different behavior.

R: Now has a set duration, and the ability to mark an enemy, along with follow up effects.

3/14/15

Now with 3.14159265359...4% more pi!

E: Obscure now has an interaction with Altars of War, and can protect the pi.

R: Targeted enemy now takes 15% more incoming damage. Allies notice the Pi and run 5% faster to get it. (20% movement speed bonus from 15%)

4/2/15

Needed revisions have been made. Embarrassment has been removed (Mostly). More revisions needed, may come some other time.

33 Comments

Keagn1 votes

Bump

Keagn1 votes

Bump

Keagn1 votes

Bump

DanofDemacia1 votes

Well I'm just gonna share my opinion :P I personally dislike the support class but I like this idea. I'd go more for a utility mage than a support/mage. But I really like the ult idea that's pretty cool.

Keagn1 votes

{quoted}

Well I'm just gonna share my opinion :P I personally dislike the support class but I like this idea. I'd go more for a utility mage than a support/mage. But I really like the ult idea that's pretty cool.

Must of dug a bit :P , but thank you! My goal with concepts is to make interesting mechanics, and I think I delivered on that rather well with Helena :)

Keagn1 votes

The full lore is now released!

SushiKnight1 votes

I love the passive however I may question what is the use of it if they know the map they really will just ignore it,Jumpscares? :P

Keagn1 votes

{quoted}

I love the passive however I may question what is the use of it if they know the map they really will just ignore it,Jumpscares? :P

Definitely possible, although their mini-map will be clouded as well, I think it does need a bit more kick to it. I might add a fear or slow that comes with the monsters/terrain, or maybe they become more real at a certain point.

Othello the Cat1 votes

Passive: Honestly, if you know the map, the passive will only serve to give away that Helena is nearby. Also, it doesn't exactly work well with the rest of the kit.

Q: The ability itself is very similar to Corki's Phosphorus Bomb, but it has far more buffs than it. In order to differentiate the ability from Corki's and also to balance it, I'd remove the option to make it AoE. Also, due to the fact that so few champions actually have Stealth, you might want to just mark the unit hit with True Sight, instead.

W: It's a decent idea, but it requires WAAAAAY to many minions to buff it. In a normal game, even in professional play, players get 150-250 units throughout the game. Also, this seems really similar to Jarvan's Swag Flag (Vision-giving structure that gives Armor and AS), so I'd try to do a bit more to differentiate it.

E: There's literally no reason to not reactivate the ability, so I'd change it to just dealing damage to surrounding units after blocking the ability.

Ult: So it pretty much just allows her to cast her Q on any enemy anywhere and it makes it really hard to be in a teamfight due to the fact that she won't know when to spellshield.

Overall, none of the abilities really combo well together, and it doesn't exactly give the feel of "War Priestess" more than it does "All-Seeing Deity". She doesn't feel right thematically or mechanically, but with tweaking I'm sure you'll get it better.

Keagn1 votes

[{quoted}](name=Othello the Cat,realm=NA,application-id=A8FQeEA8,discussion-id=qghAlJYe,comment-id=0007,timestamp=2015-03-12T22:18:29.286+0000)

Passive: Honestly, if you know the map, the passive will only serve to give away that Helena is nearby. Also, it doesn't exactly work well with the rest of the kit.

Q: The ability itself is very similar to Corki's Phosphorus Bomb, but it has far more buffs than it. In order to differentiate the ability from Corki's and also to balance it, I'd remove the option to make it AoE. Also, due to the fact that so few champions actually have Stealth, you might want to just mark the unit hit with True Sight, instead.

W: It's a decent idea, but it requires WAAAAAY to many minions to buff it. In a normal game, even in professional play, players get 150-250 units throughout the game. Also, this seems really similar to Jarvan's Swag Flag (Vision-giving structure that gives Armor and AS), so I'd try to do a bit more to differentiate it.

E: There's literally no reason to not reactivate the ability, so I'd change it to just dealing damage to surrounding units after blocking the ability.

Ult: So it pretty much just allows her to cast her Q on any enemy anywhere and it makes it really hard to be in a teamfight due to the fact that she won't know when to spellshield.

Overall, none of the abilities really combo well together, and it doesn't exactly give the feel of "War Priestess" more than it does "All-Seeing Deity". She doesn't feel right thematically or mechanically, but with tweaking I'm sure you'll get it better.

Passive: I realize this, and am working on something to make it a little more...potent. More details when its ready. However it works incredibly well with the rest of the kit, especially her Ultimate. It can both save her if a low enemy is after her (well it will be able to once juiced) , or once she's shifted to global vision she can apply pressure to all enemy champions 50% or lower by making them easier targets. She's a team player.

Q: It's an empowered auto attack, and the main point of it is to gain a bit of vision and deal a little poke. Yes True Sight would be a more accurate term. The AoE effect is when it hits a location, because if she's in her ult, or trying to get vision on a location, it wouldn't work well any other way.

W: Too many minions to buff it? There are a maximum of 6 altars which can be placed wherever she likes, and if you divide each marker by the number of champions (or altars) its a much smaller amount. At the 1st tier (75 minions), that's 25 minions per farming lane, or about 19 from every champion besides the support. If you look at the max of 900, that's 225 each for four champions, or 150 killed at each existing altar. Perfectly doable. As for differentiating it, I've done more than well enough. Objects similar to this function are J4's flag, Zyra's plants/seeds, Heimer's turrets, Bard's shrines, etc. The AD, AS, and Armor makes her good for the purposes of physical war, helping with AD opponents, and AD allies (Tops, jungles, adcs and the somewhat rare AD mid).

E: The Recast function is for positioning and targeting purposes. Since all ranged abilities that hit her are sent back as skillshots, Helena needs a bit of time to decide when to recast it, and where. It's fine as it is, though I may end up switching it out for reasons I can't yet discuss.

R: Basically, she could cast anything anywhere, but I kind of want to remove this effect. You forget that it only hurts her personal vision range, like Rek'Sai, but she can still gain vision off of allied units. Your argument in this sense, is a little invalid, but I do appreciate your honest opinion all the same.

Othello the Cat1 votes

Q: If it's an empowered Basic Attack, why do you say you can target a selected area? "...If casted on a targeted location..." Also, you specifically say "or" when differentiating the after-effects, so that made things difficult to understand.

W: You may think it's enough, but you can destroy the altars, too, immediately losing all progress you made in buffing them... Unless it saves and buffs all altars placed, which was not mentioned or implied at all.

E: The reason why it would be best to make it just immediately happen in an AoE would be on the off-chance he gets hit by something like a Jinx Ult or an Ezreal Ult. Suddenly, she has a global ability that deals quite a bit of damage to whoever gets hit by it. Let alone if she gets hit by a Veigar/Karthus Ult. At least if it immediately splashes, she won't have the equivalent of a Global Thornmail.

R: Yes, I know she will have allied vision, but she will still need to be cautious in case of people flanking her when she Ults. All they have to do is hide in a bush near her before she activates it and then they can surprise her while her allies are fighting the rest of them.

And again, there's still very little flow to the kit. I'd like an example of a combo the Priestess of War could do.

Keagn1 votes

[{quoted}](name=Othello the Cat,realm=NA,application-id=A8FQeEA8,discussion-id=qghAlJYe,comment-id=000700000000,timestamp=2015-03-13T15:00:27.404+0000)

Q: If it's an empowered Basic Attack, why do you say you can target a selected area? "...If casted on a targeted location..." Also, you specifically say "or" when differentiating the after-effects, so that made things difficult to understand.

W: You may think it's enough, but you can destroy the altars, too, immediately losing all progress you made in buffing them... Unless it saves and buffs all altars placed, which was not mentioned or implied at all.

E: The reason why it would be best to make it just immediately happen in an AoE would be on the off-chance he gets hit by something like a Jinx Ult or an Ezreal Ult. Suddenly, she has a global ability that deals quite a bit of damage to whoever gets hit by it. Let alone if she gets hit by a Veigar/Karthus Ult. At least if it immediately splashes, she won't have the equivalent of a Global Thornmail.

R: Yes, I know she will have allied vision, but she will still need to be cautious in case of people flanking her when she Ults. All they have to do is hide in a bush near her before she activates it and then they can surprise her while her allies are fighting the rest of them.

And again, there's still very little flow to the kit. I'd like an example of a combo the Priestess of War could do.

Q: The auto attack has a different function than your typical auto attack. My inspiration for this was Smite (another game), in which all auto attacks are skillshots. The type of behavioral change would work ideally for checking brush, or hitting an enemy, or a location when she's alone and in ultimate (strongly not recommended however).

W: It does, I had it in my original notes, but somehow forgot to add it into the actual post, it will be done in a patch edit.

E: Fair point, which is why a set range may be better. I had in my notes that AoE abilities wouldn't be able to be reflected, but I do need to work out some possible edits to this ability, which I'm still considering to remove and use for a secret project. Gotta figure this out.

R: It adds counter play to what would else wise be an overpowered ability. Without some risk, there would be no need for anything.

And yes, "combos" are scarce, she alone is not a wombo champion (yet). With all ideas, there are some things to work out. The only one I could think of is taking a skillshot, shoot it back, Q, and altar buff nearby for the heavy hits. I'm confident I'll find a solution soon enough.

Othello the Cat1 votes

Q: You stillhaven't exactly answered how an empowered basic attack can be a ground-targeted AoE.

W: So overall, you'd need toplace altars whenever you can so you can get stacks and protect them at all costs. Not to mention the fact that if they aren't in range of champions who are farming, they're less useful.

Ult: This is pretty much just TF's Destiny without the teleport. It's not overpowered AT ALL. This needs serious rethinking or just a straight-up replacement.

Combos: You don't need to wombo by yourself, your abilities just need to work together properly in different ways. (Early game trades, engages, team fights, etcetera.) For example, pre-6, Gragas can use his W, throw his Q at an enemy, E them and then attack with his empowered basic and charged barrel. Post 6, he'd use his W, Ult them towards him, E to stun them and get a quick basic/barrel combo. In teamfights, he'd Ult to split the enemy team, E on the weakest target he can get while using his Q to zone out enemies who want to help the stunned champion. He could also use his E to escape and W to get a bit of extra defenses, or health if he has his passive. Gragas is just one example, and just about every other champion has this. I see no way to combo your abilities in this way, to be brutally honest.

Keagn1 votes

[{quoted}](name=Othello the Cat,realm=NA,application-id=A8FQeEA8,discussion-id=qghAlJYe,comment-id=00070000000000000000,timestamp=2015-03-13T22:34:28.478+0000)

Q: You stillhaven't exactly answered how an empowered basic attack can be a ground-targeted AoE.

W: So overall, you'd need toplace altars whenever you can so you can get stacks and protect them at all costs. Not to mention the fact that if they aren't in range of champions who are farming, they're less useful.

Ult: This is pretty much just TF's Destiny without the teleport. It's not overpowered AT ALL. This needs serious rethinking or just a straight-up replacement.

Combos: You don't need to wombo by yourself, your abilities just need to work together properly in different ways. (Early game trades, engages, team fights, etcetera.) For example, pre-6, Gragas can use his W, throw his Q at an enemy, E them and then attack with his empowered basic and charged barrel. Post 6, he'd use his W, Ult them towards him, E to stun them and get a quick basic/barrel combo. In teamfights, he'd Ult to split the enemy team, E on the weakest target he can get while using his Q to zone out enemies who want to help the stunned champion. He could also use his E to escape and W to get a bit of extra defenses, or health if he has his passive. Gragas is just one example, and just about every other champion has this. I see no way to combo your abilities in this way, to be brutally honest.

Q: Thought I had? It behaves slightly differently when targeting a location, because of course, you can't hurt the ground, so it would need to be a small AoE to do much of anything. Think in terms of Karthus bubbles/skittles for this. Hitting an enemy: Big ball of fire in their face. Hit the ground: Burst of flames at the point of impact.

W: Protect yes, at all cost, not necessarily. They share a pool of sacrifices, as I believed I mentioned, and am currently updating. This will delay that slightly, but as long as there's no animosity, I'm happy to take time and talk through things with anyone willing to listen. You said originally the farming need was too much, and this is partially correct. You'll see this addressed, and I hope for it to be a helpful change.

Ult: Global knowledge is a powerful thing. Knowing where enemies are going, what camps are up and whatnot is good information. And good plays can be made with good information. Additionally, Destiny isn't global per say. Perhaps there can be something more done here, what that may be has yet to be determined.

Combos: I've come to the conclusion that she cannot combo because she doesn't have any real CC to offer. This will be addressed most likely in an E change. I have one up for the line and I must say it has some potential perhaps.

Thank you Othello for taking the time. I will admit I grew a little upset at first, but I realize all your feedback, whatever the reasoning behind it may be, is good, well needed feedback.

Othello the Cat1 votes

Q: So it's initial cast for the Basic buff, and recast on the ground for AoE?

Ult: The Vision itself is Global, and unless you think adding in vision of Baron and Dragon can replace a half-map teleport, there's not much this ability has to offer.

Combos: You don't need CC to combo. Fiora has no CC whatsoever, and she can also fulfill each of those combo roles. For early trades, she dashes in, activates her Burst of Speed for a bit of bonus damage before dashing out or walking out if she dashes twice. Her passive will allow her to recover the health she lost from taking minion aggro. Once she hits level six, she does her early engage combk, but combined with her Ult. That enough should be able to kill any one champion. In teamfights, she'll be able to stop ranged ADCs from kiting her with her Parry and her dash, and then once the enemies are low enough, she can Ult in and get a random penta. Defensively, she's a bit lacking, but she's primarily a bursty assassin so needing to use her Parry (and dash if she can escape onto enemy units that won't kill her) is balanced enough. Again, her kit flows well, but she has no CC. Katarina, Lucian, Corki and Mordekaiser also follow this combo rule very well, and none of them have any CC either.

Sorry for sounding aggressive, I've jist been doing this for a long time and I'm not afraid to debate concepts. I've gotten in my share of fights, but either way, I try to come to an agreement. Thank you for understanding.

Keagn1 votes

[{quoted}](name=Othello the Cat,realm=NA,application-id=A8FQeEA8,discussion-id=qghAlJYe,comment-id=0007000000000000000000000000,timestamp=2015-03-13T23:36:34.338+0000)

Q: So it's initial cast for the Basic buff, and recast on the ground for AoE?

Ult: The Vision itself is Global, and unless you think adding in vision of Baron and Dragon can replace a half-map teleport, there's not much this ability has to offer.

Combos: You don't need CC to combo. Fiora has no CC whatsoever, and she can also fulfill each of those combo roles. For early trades, she dashes in, activates her Burst of Speed for a bit of bonus damage before dashing out or walking out if she dashes twice. Her passive will allow her to recover the health she lost from taking minion aggro. Once she hits level six, she does her early engage combk, but combined with her Ult. That enough should be able to kill any one champion. In teamfights, she'll be able to stop ranged ADCs from kiting her with her Parry and her dash, and then once the enemies are low enough, she can Ult in and get a random penta. Defensively, she's a bit lacking, but she's primarily a bursty assassin so needing to use her Parry (and dash if she can escape onto enemy units that won't kill her) is balanced enough. Again, her kit flows well, but she has no CC. Katarina, Lucian, Corki and Mordekaiser also follow this combo rule very well, and none of them have any CC either.

Sorry for sounding aggressive, I've jist been doing this for a long time and I'm not afraid to debate concepts. I've gotten in my share of fights, but either way, I try to come to an agreement. Thank you for understanding.

Q: No, it reacts two different ways, depending on what you hit. Consider if Karthus could toss his Q's instead of just having them sit on locations, its kind of like that.

Ult: There may be other things to be done with the ult, still trying to figure out what the best path for it would be. I originally merged two ideas with Helena: One being a war goddess that can loan her strength to others, the other being an Oracle type champion that placed shrines, and was able to see everything besides what was around her for a given time.

Combo: You're right here, but Fiora is a highly mobile champ, whereas Helena is not. So Helena may need CC in order to combat this.

And I get it, I still consider myself pretty fresh around here, even though I've been around since late season 2. There's always something to learn, and its always helpful to have another opinion.

Othello the Cat1 votes

Q: You could just make it a lot easier and say it applies active effects.

Ult: With the changes you've made, it's on the right track, but maybe change it so they're also dealt more damage or deal less or something?

Combos: It's getting better, but your Ult still seems a bit wonky with the rest of the abilities. I can now see early trades and decent teamfight, but with the Ult I can't see much of how it will contribute.

You've been playing a long time so you've been subjected to change after change after change. I completely understand where you're coming from.

Keagn1 votes

[{quoted}](name=Othello the Cat,realm=NA,application-id=A8FQeEA8,discussion-id=qghAlJYe,comment-id=000700000000000000000000000000000000,timestamp=2015-03-14T01:00:59.740+0000)

Q: You could just make it a lot easier and say it applies active effects.

Ult: With the changes you've made, it's on the right track, but maybe change it so they're also dealt more damage or deal less or something?

Combos: It's getting better, but your Ult still seems a bit wonky with the rest of the abilities. I can now see early trades and decent teamfight, but with the Ult I can't see much of how it will contribute.

You've been playing a long time so you've been subjected to change after change after change. I completely understand where you're coming from.

Q: True enough, but eh. I'm not saying it won't happen.

Ult: I considered it, but I thought it'd be a bit of a leap, it'll end up going in though.

Combos: I guess I can see where you're coming from with it being a bit wonky. I see it helping with a glove slap initiation (not really doing damage right away, but setting up the brawl), or a cleanup tool for afterwards, making escape for low enemies unlikely.

I actually considered reverting back to the army leader version where instead of altars she would have a toggle aura which would project her strength onto allies. Might still do something along those lines. I could add back in the global ability works as well, since this new version supports it better. Time will tell, no place to go but up!

Keagn1 votes

Some serious updates friends. Check it out!

Keagn1 votes

The Priestess exits her chamber to meet the mountain peak.

Keagn1 votes

Happy Pi Day updates!

SushiKnight1 votes

At first I thought bard was based off Nashanel but riot never takes champion ideas Q.Q.Btw for my champion concept I added more ^.^

Psychoaryama1 votes

Quoted from your comment on "[CCOS] March Results!"

{quoted}

Probably the part that surprises me the most is how little effort people think I put into Helena apparently...I have one of the lower effort scores :( , I did dialogue, I drew a visual representation, how is that not effort? D:

Well, these are just the things that I noticed after my first look-over:

Lore: Overall it doesn't seem too bad story-wise, but I'd suggest that you have someone you know irl to look for grammar mistakes, because there were quite a few. The number of mistakes might have been part of your loss in effort points since it would look like you didn't try hard enough to proofread your own work.

Stats: As I constantly remind people in my champ concepts, I am terrible with numbers, so I wouldn't have thought anything of your stats, but then there was this:

These Stats are a rough representation based on existing champions who are similar to both her theme, play style, and intended role (Examples: Kayle, Karma, Morgana, Lux, etc)

While it is a good strategy for finding good balances by using other champs for your base, no one needs to know that that's how you did it; by saying this at all, you tell people (whether it's what you intended or not) that you didn't really try too hard to come up with your own balanced stats and instead just semi-copied off of pre-existing ideas.

Kit: An overall pattern that I'm noticing is a lack of scaling for durations and damage for your abilities. I see that you scale cooldowns and costs with the abilities, but there is no other scaling. This may have seemed a bit lazy on your part since the only reason the abilities get more "powerful" is that they can be used more often.

Passive: Okay, I liked where you were going with that up until I saw the "These false pieces of terrain can’t stop them, but they can slow targets by 45% while passing through them" part. Again, I'm not good with numbers, but one thing I have picked up on is that 45% is a BIG percentage when it comes to nearly anything in this game, especially if it's not an ult, and even more so if it's a world-wide permanent passive. That might have docked you a point in the kit, not sure whether or not that affected anything else. Effort may have also been affected by your failure to describe how often these false pieces of terrain appear.

Q: First things first: there's an "X" that you forgot to change into an actual number. That probably lost you something in the kit category and the effort category for not finishing the idea. You also failed to describe the radius of the AoE for when the ability is cast on a target location, so that may have lost you a point in the effort category. It also extends the reach of that, again, kind of OP passive.

W: I'd suggest putting all of the information about a skill's usage and effects in the same spot rather than having the initial information, then the ranges and cooldowns, and then "additional information". It looks like you just kind of thought of something on the fly and were too lazy to even put it in with the rest of the info. It looks even lazier to see "granting stat bonuses based on how many sacrifices have been made" without having the stat bonuses for each sacrifice right next to it, and lazier still since you only included the "milestones" and not any sort of numbers for the "regular" numbers of kills. You also didn't give the altars any set "expiration date"; almost everything that's summoned by a champion, from champ-specific monsters to mini-turrets to mushrooms to Jack-in-the-Boxes, has some kind of "expiration date", or amount of time that they remain on the field. I understand that this doesn't deal damage to anyone, but then again neither do Rek'Sai's tunnels and even they expire.

E: I'd watch out on that 2.5 second stun; typical stuns don't last that long. Also, again, that "additional information" section seems a bit like you just came up with those extra abilities later and were just too lazy to add those parts into the original description of the ability. Try to just keep all that information in the abilities' descriptions. I'd also be careful about that "skillshots are lost" thing, that seems like it might have been a bit OP.

R: While ults are supposed to be rather powerful, I feel like marking a target for 10 seconds is still a bit OP. Maybe 6 seconds would be better. 20% increased movement speed also seems a bit much, even if it's just towards one specific champion. I'd suggest closer to 15% or so.

Overall it looks like you did put in quite a bit of effort; I'd just suggest proofreading your stuff, making sure all variables are replaced with actual numbers, making sure you're not using OP numbers, not making those "additional information" sections and just adding the information in with the original description of the skill, and scaling parts of your abilities other than just cost and cooldown. Those are probably the main issues you had in terms of your effort points.

Keagn1 votes

{quoted}

Quoted from your comment on "[CCOS] March Results!"

Well, these are just the things that I noticed after my first look-over:

Lore: Overall it doesn't seem too bad story-wise, but I'd suggest that you have someone you know irl to look for grammar mistakes, because there were quite a few. The number of mistakes might have been part of your loss in effort points since it would look like you didn't try hard enough to proofread your own work.

Stats: As I constantly remind people in my champ concepts, I am terrible with numbers, so I wouldn't have thought anything of your stats, but then there was this:

While it is a good strategy for finding good balances by using other champs for your base, no one needs to know that that's how you did it; by saying this at all, you tell people (whether it's what you intended or not) that you didn't really try too hard to come up with your own balanced stats and instead just semi-copied off of pre-existing ideas.

Kit: An overall pattern that I'm noticing is a lack of scaling for durations and damage for your abilities. I see that you scale cooldowns and costs with the abilities, but there is no other scaling. This may have seemed a bit lazy on your part since the only reason the abilities get more "powerful" is that they can be used more often.

Passive: Okay, I liked where you were going with that up until I saw the "These false pieces of terrain can’t stop them, but they can slow targets by 45% while passing through them" part. Again, I'm not good with numbers, but one thing I have picked up on is that 45% is a BIG percentage when it comes to nearly anything in this game, especially if it's not an ult, and even more so if it's a world-wide permanent passive. That might have docked you a point in the kit, not sure whether or not that affected anything else. Effort may have also been affected by your failure to describe how often these false pieces of terrain appear.

Q: First things first: there's an "X" that you forgot to change into an actual number. That probably lost you something in the kit category and the effort category for not finishing the idea. You also failed to describe the radius of the AoE for when the ability is cast on a target location, so that may have lost you a point in the effort category. It also extends the reach of that, again, kind of OP passive.

W: I'd suggest putting all of the information about a skill's usage and effects in the same spot rather than having the initial information, then the ranges and cooldowns, and then "additional information". It looks like you just kind of thought of something on the fly and were too lazy to even put it in with the rest of the info. It looks even lazier to see "granting stat bonuses based on how many sacrifices have been made" without having the stat bonuses for each sacrifice right next to it, and lazier still since you only included the "milestones" and not any sort of numbers for the "regular" numbers of kills. You also didn't give the altars any set "expiration date"; almost everything that's summoned by a champion, from champ-specific monsters to mini-turrets to mushrooms to Jack-in-the-Boxes, has some kind of "expiration date", or amount of time that they remain on the field. I understand that this doesn't deal damage to anyone, but then again neither do Rek'Sai's tunnels and even they expire.

E: I'd watch out on that 2.5 second stun; typical stuns don't last that long. Also, again, that "additional information" section seems a bit like you just came up with those extra abilities later and were just too lazy to add those parts into the original description of the ability. Try to just keep all that information in the abilities' descriptions. I'd also be careful about that "skillshots are lost" thing, that seems like it might have been a bit OP.

R: While ults are supposed to be rather powerful, I feel like marking a target for 10 seconds is still a bit OP. Maybe 6 seconds would be better. 20% increased movement speed also seems a bit much, even if it's just towards one specific champion. I'd suggest closer to 15% or so.

Overall it looks like you did put in quite a bit of effort; I'd just suggest proofreading your stuff, making sure all variables are replaced with actual numbers, making sure you're not using OP numbers, not making those "additional information" sections and just adding the information in with the original description of the skill, and scaling parts of your abilities other than just cost and cooldown. Those are probably the main issues you had in terms of your effort points.

I feel completely embarrassed about the lore. I have no freaking clue what I was thinking D: I'll section out the rest of my response for ease of read:

Passive: Yeah, the percentage was a bit much, another tragic oversight. There were some mechanics to work out, I was mainly trying to express the idea. The terrain only appears in vision range whenever an enemy within Helena's vision range is low (40% health), and so from there it would be like how Bard chimes spawn, except only in her vision range. Again, should've explained this. My bad :/

Q: The X is intentional. The X represents scaling that I couldn't find a good damage value for, and as her only ability that deals straight up damage, it works in that sense. Could've sworn I put the radius in, but perhaps that was when I was having computer issues. Will add now, even if it doesn't help with competition.

W: The idea was how Phreak describes the information in Champion Spotlights. He says what the ability does, and then the additional effects, its just the range/cooldowns provided that makes it a bit wonky. Again, I suppose the idea wasn't solidified, but they don't have expiration dates, per say. They're like Bard Shrines in that since.

E: Snares last that long, but I realize that its a bit op. Might chop down a second. And its practically a thicker wind wall which can reduce vision if you walk through it.

R: 10 seconds was meant to give the team enough time to hunt them down, but the Ult in general was very patched up. 6 seconds is indeed better. Honestly I think the movement speed is fine, seeing as Soraka's passive gives her 70% bonus, and Sivir's ult gives her team 60% which later reduces to 20%.

I guess thanks for the look over, I might not of liked what you had to say, but I definitely needed to hear it. I can do simple fixes in the meantime, but overall, the feedback will be put forth more noticeably in future concepts.

Psychoaryama1 votes

{quoted}

I feel completely embarrassed about the lore. I have no freaking clue what I was thinking D: I'll section out the rest of my response for ease of read:

Passive: Yeah, the percentage was a bit much, another tragic oversight. There were some mechanics to work out, I was mainly trying to express the idea. The terrain only appears in vision range whenever an enemy within Helena's vision range is low (40% health), and so from there it would be like how Bard chimes spawn, except only in her vision range. Again, should've explained this. My bad :/

Q: The X is intentional. The X represents scaling that I couldn't find a good damage value for, and as her only ability that deals straight up damage, it works in that sense. Could've sworn I put the radius in, but perhaps that was when I was having computer issues. Will add now, even if it doesn't help with competition.

W: The idea was how Phreak describes the information in Champion Spotlights. He says what the ability does, and then the additional effects, its just the range/cooldowns provided that makes it a bit wonky. Again, I suppose the idea wasn't solidified, but they don't have expiration dates, per say. They're like Bard Shrines in that since.

E: Snares last that long, but I realize that its a bit op. Might chop down a second. And its practically a thicker wind wall which can reduce vision if you walk through it.

R: 10 seconds was meant to give the team enough time to hunt them down, but the Ult in general was very patched up. 6 seconds is indeed better. Honestly I think the movement speed is fine, seeing as Soraka's passive gives her 70% bonus, and Sivir's ult gives her team 60% which later reduces to 20%.

I guess thanks for the look over, I might not of liked what you had to say, but I definitely needed to hear it. I can do simple fixes in the meantime, but overall, the feedback will be put forth more noticeably in future concepts.

Yeah, sorry if I sounded a little harsh, that wasn't what I intended. I was just pointing out possible places where you might have lost points with the judges. Personally, I think your champ is awesome, but as far as judging goes those would be the things I would have been a little critical about if I had been a judge, especially in the effort category. And you only lost 3 points in that category so I was probably being way too critical with what I was pointing out. Besides, if nothing else you did better than me :P Again, great champion, and nice job on your score in the contest! :)

Keagn1 votes

{quoted}

Yeah, sorry if I sounded a little harsh, that wasn't what I intended. I was just pointing out possible places where you might have lost points with the judges. Personally, I think your champ is awesome, but as far as judging goes those would be the things I would have been a little critical about if I had been a judge, especially in the effort category. And you only lost 3 points in that category so I was probably being way too critical with what I was pointing out. Besides, if nothing else you did better than me :P Again, great champion, and nice job on your score in the contest! :)

Thank you ^_^ , I hope to do much better for April. Working on something a bit different :P

Psychoaryama1 votes

{quoted}

Thank you ^_^ , I hope to do much better for April. Working on something a bit different :P

Same, I had something that I almost posted but decided to hold until this upcoming competition. Speaking of which, I would be able to enter it for the April competition if I posted it today, right? Anyways, good luck in the next competition, I look forward to seeing your entry

Keagn1 votes

{quoted}

Same, I had something that I almost posted but decided to hold until this upcoming competition. Speaking of which, I would be able to enter it for the April competition if I posted it today, right? Anyways, good luck in the next competition, I look forward to seeing your entry

Yup, anything posted in April. And likewise, best of luck ^_^

Psychoaryama1 votes

{quoted}

Yup, anything posted in April. And likewise, best of luck ^_^

Okay, thanks :) Just posted the concept if you wanna see it. It's not done yet, but if you want to see it anyways there it is. I will warn you, the kit alone requires a lot of reading.

Keagn2 votes

{quoted}

Okay, thanks :) Just posted the concept if you wanna see it. It's not done yet, but if you want to see it anyways there it is. I will warn you, the kit alone requires a lot of reading.

I hear ya, perhaps while I look at that, you may take a look at this? Its pretty incomplete, but its basically live drafting of kit and stuff.

Psychoaryama1 votes

{quoted}

I hear ya, perhaps while I look at that, you may take a look at this? Its pretty incomplete, but its basically live drafting of kit and stuff.

Looks like a pretty cool kit so far!

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