[CUSTOM Concept] Anselm, the Artillery Master (Cannon ADC)
[Content deleted until further notice].
[Content deleted until further notice].
I think the lore would work better using hextech or chemtech, but nice idea
I love unconventional champs as well and honestly the more cool supports the better, we need to get it through to people that Support can be fun, but we have to design more interesting and varied supports to diversify the class more, and make it more fun and rewarding to play
i feel like the Maintanence part of ur passive is too hard "If Soot builds up, the accuracy of the machine is reduced and there is a 0-70% chance that basic attacks will miss." why not just have it deal reduced dmg? or reduced AoE dmg? Or maybe just make it lose AS? u shouldn't make abilities backfire UNLESS that causes the machine to deal AoE dmg around itself which could be interesting. But honestly i'd like to see less of RNG thing with the passive and more of a secondary Soot bar that builds up and causes every 3rd (or so) AA to be nerfed in some way, then as the Soot bar builds up make every 2nd ability be nerfed in some way, and then when the Soot bar is filled up just make him silence and disarm himself...which for an ADC would be pretty bad so maybe just silence?
Basically...make him work like Rumble with the passive Heat mechanic. Also 10 sec is too long to repair, it really shouldn't be above 5 sec...idk maybe look into Kled's passive as well.
LOL i just realized ur just like the old me, using too much detail and mechanics and overloading everything, u will learn to overcome it.
Ur Q has wayy too much going on for the result, it can be simplfied. You probs wanna set it up like Pyke's or Pantheons Q
with how rooted he needs to become he honestly feels more like a Yorick or Illaoi syled Juggernaut who needs to set up to become strong even if he IS ranged, i feel like the fact that he needs to FULLY unpack to do anything is kinda harsh. And its even worst for him since he has no mobility OR anyway to KEEP his opponent within range once he sets up unlike Illaoi or Yorick, i think u might want to have SOMETHING that has a strong slow, or a Ground/Silence, some way to keep the targets in range just a LITTLE.
Balance update (30/08/2019)
Auto-attacks: AA range modified to 600 - 1000 from 400 - 800. Yes, I said 1,000 attack range. His attack range nearly matches his sight range when unpacked. To prevent him from sniping towers too hard this way, he loses 30% AS in unpacked form.
Q: Broadside Barrage: range increased from 900 - 1400 to 900 - 1800. The ranges now double when unpacked rather than increasing by 500 units. To compensate, the cooldown has been increased to 13 from 10 at all ranks.
W: The Reckoning: range increased from 700 - 1200 to 700 - 1400. Again, it should double, not increased by a static 500 units.
E: Smoke Jet: range increased from 800 - 1300 to 800 - 1600. Turning the cannon is also slightly faster, but the speed of the smoke is reduced.
Note that
Yasuo's Wind Wall is capable of blocking Anselm's Q and W as these are projectiles, but it will not block his E, because this is not considered a projectile - it's smoke.
R: Noxian Arsenal: ranged increased from 1500 to 2500, but cooldown increased to 210/180/150 from 180/150/120. You'll be waiting an extra half-minute per rank to get the cannon working again.
Note that
Nocturne's Paranoia will still reduce Anselm's autoattack and ability range by 75%, so he remains a hard counter even if the range increases. Nearsight normally reduces sight by 900, but Nocturne will re-calculate when reducing sight for an in-ult Anselm.
He still lacks hard CC except in his Q.