[Champion Concept] Muse, The Dream Catcher

SulkingKING·12/14/2015, 11:08:42 AM·1 votes·526 views

Muse is a resident of the Realm of Dreams. Anything that sleeps has entered this dimension without knowing it. In this realm, everyone's greatest fantasies and fears come true, as it adapts to who is in it rather than having those in it adapt. Muse has defended those who sleep for generations with his knowledge and mastery over the Realm of Dreams from night terrors and nightmares, and acts as a warden for their prison; Muse keeps these unbelievable monsters from seeping out into the real world, and keeps real world things from corrupting the Ream of Dreams further.

In the past few years only a small few nightmares have escaped into the real world, and most return to it by Muse's hand. Nocturne is one of these abominations who escaped, and Muse is on the hunt to bring him back to where he belongs.

Passive: Realm of Dreams Muse is tied to the Realm of Dreams, and as such, must return to it if he wants to regain his strength. While in the Realm of Dreams, Muse absorbs the Essence of people's dreams, refreshing his resource bar over time. While out of the Realm of Dreams, Muse cannot regenerate Essence. Muse may use his ultimate to create a portal and both enemy and ally may enter it. Those who are inside the Realm of Dreams cannot see what happens out of it, and visa versa. Additionally, Muse (And enemy Muse[s]) is the only one who may stay in the Realm of Dreams while there is no portal. Others who stay in when all portals close take [X%] Max HP damage and are returned to the normal world (Includes allies). Enemy minions, Neutral (non epic) monsters, summons, and champions may be sent here. AI that enters may not leave until killed or removed some other way. There is no fog of war in the Realm of Dreams. Muse starts with 1 point in his ultimate ability.

Q: Sandman [Toggle] While toggled on, Muse spends Essence to deal bonus magic damage on his basic attacks, and applies a stack of "Sleep" to an enemy. If a target is affected by 3 stacks of "Sleep", then they will fall asleep and be transported to the Realm of Dreams. If there is no portal open, this effect will fail. If used in the Realm of Dreams, the target will be slowed by 5% for as long as they stay in the Realm of Dreams and take increased bonus magic damage (This effect can stack up to a maximum of a 50% slow). [The Realm of Dreams version will be signified as "Deep Sleep"]

W: Daydream/Nightmare [Single Target] In the real world, this will charm an enemy. In the Realm of Dreams, this will fear an enemy. Muse begins to channel and gains increased duration for this ability the longer he does, this also drains Essence. If he channels for 6 seconds or runs out of Essence, the spell will fail and put itself on cooldown while refunding some Essence.

E: Sleep Tight Muse wraps his enemies in the Essence of other's dreams, fired from a short cone that ends in an area of effect. <-( x ) Target(s) must have at least one stack of "Sleep" on them, or stacks of "Deep Sleep" instead. Based on how many targets are in the AoE, this ability will cost more Essence-- if there are no targets hit, it will cost a flat amount. When hit in the normal world, both the targets hit and Muse will be teleported to the Realm of Dreams. If there is not already a portal open, then all targets will take max HP% damage based on his passive, and be sent back to the normal world. When hit in the Realm of Dreams, targets are disallowed from using portals for [X] seconds based on the amount of stacks of "Deep Sleep" and take magic damage.

R: Realm Portal No Cost. Muse creates a portal based on his location on the map and switches in between the real world and the Realm of Dreams on use. Anyone may use this portal to go in and out of the Realm of Dreams. If there already is a portal, creating a second will half the lifetime of the previous one. Upgrading lowers the cooldown and shortens the life of portals. Has a generally high cooldown to force Muse to use his portals wisely.

Muse would be most useful as an assassin, as he can separate enemies entirely from their team, or give a way of escape for allies. Overall, keeping enemies "asleep" is always Muses main focus in a fight so he can fight them on his own turf, or force them to run for their life to the closest portal to avoid taking damage.

4 Comments

TheCloneOfJJ12/14/2015, 12:47:53 PM1 votes

I really like some parts of Muse's passive, but some parts I really think shouldn't be in this champion. It seems like you really want this champion to bring others into a different world so you probably won't like what I'm going to say. Going through a portal into a place where you can't see your allies or enemies and can hearth your allies for a sizable portion of their health seems like a bad idea and ability. However, I do like the essence part and him being unable to regain essence if not in the dream world. Maybe you could change his ult to make a portal that, instead of allowing people to go into, would allow Muse to regenerate his dream essence when he's near it and give him a short buff that last longer and is strong the more time he spends by the portal.

His Q is also one part really cool sounding and another part really uncool sounding. I like the essence for magic damage on his autos and I really like the sleep stacks, but if the passive is changed and you can't go into the dream world, then there's no reason to have a portal open to use the stacks. The stacks themselves could be used to interact with his W and make it charm or fear the target, but the slow on deep sleep stacks would definitely have to be reduced at low levels since a 50% slow at level one seems like a pretty OP ability.

I also really like his W being and on target fear/charm, but again, going on the passive being changed to have no dream, world you would have to go on something else to change the charm to a fear, something like sleep stacks. The duration of this effect could be increased by the number of stacks as well.

That change also leaves out the channel for the ability which I really like. The thought of a champion standing still to charge up an on target ability seems OP, but since his ult is basically useless damage wise his kit would need to make up for that. This channel could be put onto his E, but it would make it hard to do a good amount of damage since charging would allow sleep stacks time to fall off. A good way to solve this problem is to make it do damage independent of sleep stacks and be based solely on charge time, but it could also apply sleep stacks based on charge time as well. This ability would have to have a large range in order to make getting the full charge off possible, but if they do happen to get out of the abilities range then the ability could either automatically fire at that moment or go onto a shorter CD and refund mana.

This change would definitely make it hard for him to assassinate anyone and probably hamper his damage dealing a large amount, heavily pushing him into the support role as a strong poke support with his E and his Q if, he were to be ranged, who can all in, make picks, and peel effectively with his W. These are some really big changes from your original design but a lot of it is at least reminiscent of the original.