So, i'm thinking, or trying to, of a champion concept..

ZenithEevee·10/23/2014, 3:39:31 AM·2 votes·666 views

But I cant decide what to go with... I mean... I have one idea, but its hard to think of actual skills... anyways..

Melee/Ranged hybrid (Yes, I know, people hate these, but hear it out) Pure AD ratio, no need for AP. Resourceless or uses energy. I HATE dealing with mana, and energy is a lot easier to use. Passive.

I'm thinking either gains damage for a % of armor, or gains armor for a % of damage...

Q: 1: point and click. this is the melee skill, and I'm thinking something similar to a dash and/or stun/slow 2: Skill shot: Ranged, penetrates through the first enemy and deals half damage to the 2nd.

W: 1:Melee skill: Buff: Gains an AA buff that heals. 2:Ranged: Toggle: gains +100 ranged on auto attacks when on, and gains +50% attack speed when off. (AS is willing to change)[Weapon design will be discussed after finalizing]

E: Melee: This will be the standard Damage dealing attack, dealing true damage at a % Of AD, or a % of enemy health. Ranged: This will be a Knock back, which slows for 1 second (At lvl1) and deals damage.

R: This is where I get confused the most, but this is my over all idea on this... 60 second cooldown, available at lvl 1. While in melee: Dashes to an enemy then kicks back out of melee range, after wards turns into a ranged champion. (Can be used on allies without kick-back) While in ranged: Jumps onto the enemy, rooting them for one second and switching to melee, next AA against enemy champ deals 2x damage.

{Side note: I will work on the actual concept, including lore, if this gets atleast 15+. I know its a high quest, but I really need to have an opinion based answer of whether or not I should go through with it) Opinions?

for those who want a further analysis You can click here

7 Comments

TheDeathstalker10/23/2014, 4:08:22 AM1 votes

So, hi, I'm TheDeathstalker, and I have this terrible habit of showing up for a few weeks every year and reviewing the crap out of champion ideas before disappearing again. That said, I'm not really used to this new forum, and feel that, if nothing else, it doesn't provide a good environment for these discussions, where the order of the discussion matters, and the forum moving slowly is a good thing, rather than flying by due to Up/Down votes all over.

Anyway, enough about everything but you, and onto the idea you have. A few key points to start out with:

  1. Switching between Melee and Ranged, or for that matter, having any champion who has a variable skillset is not a bad thing. It just requires a certain level of finesse to work right. I know most of the ideas in this are out-dated (which is to say, the design flavor of LoL has changed since it was done), but there is a whole lot of good learning way back in this thread: Champcraft Challenge Mk I . There's a lot of neat things to learn there, and quite a few brilliant takes on the idea. Good place to go scrumming for ideas when you really develop this guy

  2. Be very careful when you choose to use a non-standard resource pool for your champion's abilities (Energy, in this case). There are very specific reasons as to why champions use mana, energy, rage, or whatever, and their design must be very different because of it. Energy, in its core design, is a means to manage burst on champions who otherwise should not be concerned with sustain. You want to design a champion that needs to use their skills together, but if that combo fails or is misplayed, can easily be beat by another champion using Mana who has been managing it properly. Take, for example, Zed. His abilities all work together, and need to be used together, but he needs to be careful with them as once he has spent all his energy in the engagement, he has no way out. A good Zed will, if he cannot win the engage, keep a clone back and save enough energy to switch with it and get out. Be careful with it, as it's not the easiest thing to get right.

I think that covers the really general stuff, without getting into abilities... let me double check. Oh, yes, that's something...

  1. Your champion needs weaknesses! This is one of the hardest things to get right with a champion that has a dual kit (ranged and melee), especially if you're going to say they don't have any AP ratios, and that Armor adds Damage, or vice versa. Even without touching the skills, you've decided a very simple build path for the champion without much counter-play potential other than an AP nuking you out (But you're energy and do better in burst anyway!?). Decide the primary role of your champion idea, then see what common strength/weakness combos are for them, and make sure you have what you want, and intentionally work weaknesses into this champion so they can be played against. This is best done subtly, rather than saying "upon taking 10% of his health in magic damage, he loses 10% armor" or something. You want to build weaknesses by contrast, by, say, giving him only the ability to engage, but not disengage. Or High damage, but no sustain (I see you, W that gives health on an auto attack), and moreover, because of the design direction you need to have potentially different weaknesses depending on which form he is in.

  2. And, because I'm really getting in the groove, you (almost!) NEVER want to put the ability to switch between your melee and ranged abilities on a 60s cooldown. It limits player choice with the exception of that one crazy combo you can do, but only once in a long while. Make it interesting, make it fun.

I could say a lot more (A LOT), but I've hit the character limit, so I'm going to stop for now.

Keep working on this guy though, I want to see it, don't just skip out because you didn't get enough upvotes. Never was that kind of community here. I'll review whatever you make, if I can figure out how to find it :)

Elphrihaim10/23/2014, 7:02:31 AM1 votes

At first I thought you meant something like her...

But since you don't, I would suggest actually starting with the character.

What sort of person would need to be able to fight well both up close as well as from a distance?

How would they come to that conclusion?

What sort of moves combine well, that are best done one at range and one in melee?

Then take those and create a kit from that. Again, in my opinion.

[Also, standard melee range is 125, 600 range is about the range of Annie's Q. Since the champion has access to both melee and ranged stances, they should have +0 or +0.75 MR per level and not +1.25 MR (Jayce and Nidalee used to have +0.75 MR per level). Champion MS is 325-355. Your other stats are also pretty high, 450+80 HP -> 1890 HP... but with 81 Armor, 600 attack range... <_<" But drafts are drafts, yes?

Also I really hope you meant 0.625 attack speed and not 6.25 because 6.25 as = 6 and 1/4ths attacks per second...

850 dash range is absolutely ridiculous. Most dashes are <600 range, Fizz' E is 850 range if he uses both casts and has enough MS, Akali's ult has ~900 range... And this is on a basic ability, not something that is meant to be held back / is an ultimate. Oh, and a 2 second CD. Why even bother running?]

You shouldn't skip out on resources just because making a champion manage a resource is somewhat difficult. Get creative with it-- For example, a mana-user that has an incredibly tiny mana pool and equally small costs creates somebody that becomes functionally manaless if they build a single mana item such as Iceborn Gauntlet. Somebody that builds their resource from combat, but can maintain or lose it, getting different advantages based on the amount of the resource they had when entering combat. It could loop-- once it hits a maximum, it begins being lost until it goes down to 0, then builds again...

Having something to manage lets a player demonstrate their skill-- but it also adds ways to balance a champion out. While I agree with you that spamming abilities is fun, and that managing resources can be hard, it should be that successfully managing your resources feels like a reward, a treat, a great success.

ZenithEevee10/24/2014, 4:42:59 PM1 votes

Bump