DR. Ivan Quasar [champion concept] Part 2: skill set.

Senteth··2 votes·1,144 views

Part 1: Lore. http://boards.na.leagueoflegends.com/en/c/skin-champion-concepts/Q13E2LGO-dr-ivan-quasar-champion-concept-part-1-lore

Part 3: Voice Quotes. http://boards.na.leagueoflegends.com/en/c/skin-champion-concepts/cHB7Z3mE-dr-ivan-quasar-champion-concept-part-3-voice-quotes

Part 4: Appearance. http://boards.na.leagueoflegends.com/en/c/skin-champion-concepts/bO4VNEny-dr-ivan-quasar-champion-concept-part-4-appearance

=====WARNING!!!===== I am ***AWFUL ***when it comes to numbers! ^I can not stress this enough^

Please nitpick if you have the time, so that I can get things right. This is ***NOT ***a finished concept.

XxXxX In All Forms XxXxX

=====P: Mutagen===== Description: Ivan applies mutagen for 5 seconds to allies, and enemies that are touched by his skills. Mutagens effect and color changes depending on Ivans form. Red mutagen increases damage dealt by allies, and increases damage taken by enemies. Yellow mutagen decreases damage taken by allies, and decreases damage dealt by enemies. Blue mutagen increases ally movement speed, and decreases enemy movement speed. After switching to a new form Ivan will keep the aspect of his previous form, causing mixed mutagen for 5 seconds. Ivan can’t have more than 1 residual aspect at a time.

More details: Purple, orange, and green are all of the mix mutagens. They apply the effects of both the colors used to make them. Mutagen is continually applied and reapplied by effect over time skills like poisons or shields. Mutagen is always applied to Ivan himself, but instead of the normal visual indicator his stripes and/or patterns change color.

=====R: Organic Reconstruction===== Cooldown: 5 seconds Cost: None

Description: Ivan becomes immobile and enters an egg like state. When he leaves this state he gains 5% extra movement speed that decays over the course of X seconds. The speed boost increases by an additional 5% every second that he channels, up to a maximum of 50% at 9 seconds. Ivan can switch forms if he has been in this state for more then 2 seconds. Ivan gains a free point in this skill at the start of the match, but cannot rank it up. Instead his Q, W, and E can all be upgraded 6 times.

More details: This channel skill can not be interrupted by hard CC, but if he moves or toggles it off then he will revert to whatever form he was in when he activated the skill. This skill will automatically turn off when he switches forms. Unlike most channel skills this one doesn't end when its channeling bar is full, instead it will fill up and stay full until it is toggled off.


XxXxX Skills While Organic Reconstruction Is Active XxXxX

=====Q: Predator Form===== Cooldown: 20 seconds Cost: None

Description: Ivan switches to his predator form, gaining additional attack damage, and attack speed depending on his level. In this form he uses fury as a resource, and his mutagen turns red. Ivan stops gaining any fury when he is in one of his other forms.

More details: Ivans fury percentage is displayed as a status effect when he is in any other form. He cannot disable this skill, but switching to one of his other forms will toggle it off, and start the cooldown. This skill can be used at rank 0, but doesn't benefits from ranking up Q. Ivan gains 1 fury for each enemy hit by his spells, 2 fury each time he hits an enemy with a basic attack, 4 fury each time he kills an enemy, and he gains double fury from champions. If Ivan hasn't dealt or taken damage in the last 10 seconds then his fury starts to rapidly decay.

=====W: Survival Form===== Cooldown: 20 seconds Cost: None

Description: Ivan switches to his survival form, gaining additional armor, and magic resistance depending on his level. In this form he uses energy as a resource, and his mutagen turns yellow. Ivans max energy is reduced by 50% when he is in one of his other forms.

More details: Ivans energy percentage is displayed as a status effect when he is in any other form. He cannot disable this skill, but switching to one of his other forms will toggle it off, and start the cooldown. This skill can be used at rank 0, but doesn't benefits from ranking up W. In this form Ivans size is increased.

=====E: Pack Form===== Cooldown: 20 seconds Cost: None

Description: Ivan switches to his pack form, gaining additional movement speed, and attack range depending on his level. In this form he uses mana as a resource, and his mutagen turns blue. Ivans base mana regeneration is reduced by 50% when he is in one of his other forms.

More details: Ivans mana percentage is displayed as a status effect when he is in any other form. He cannot disable this skill, but switching to one of his other forms will toggle it off, and start the cooldown. This skill can be used at rank 0, but doesn't benefits from ranking up E. While in this forum Ivan is considered a ranged champion. The mana regen reduction only effects base mana regen, so effects like clarity, blue buff, or mana potions will still have full effect when your in your other forms.


XxXxX Skills In Predator Form XxXxX

=====Q: Fury Spike===== Cooldown: 5 Cost: None

Description: Ivan throws one of his spines in a piercing line in front of him. The spike deals (50% AD) to (100/110/120/130/140/150% AD) physical damage depending on how close the enemy is to Ivan when it’s hit. When the spike hits a large monster or champion it drains all your current fury, and deals 1.5/2/2.5/3/3.5/4 (+1% AD) extra physical damage for every point of fury consumed.

=====W: Adaptive Venom===== Cooldown: 20 Cost: None

Description: Ivan spins and slashes at nearby enemies instantly dealing 40/60/80/100/120/140 (+50% AP) to 80/120/160/200/240/280 (+50% AP) physical damage depending on your current fury, and applies adaptive venom to them for 10 seconds. Poisoned enemies that have taken physical damage within the last 3 seconds will take 1/2/3/4/5/6 (+8% AP) magical damage every 0.5 seconds. Poisoned enemies will also suffer from an additional effect depending on the current color of mutagen. Red, purple, and orange will cause the enemy to take %50 reduced healing. Yellow, orange, and green will cause the enemy to attack %30 slower. Blue, green, and purple will cause allies to heal for 10% of the damage they deal to the enemy.

More details: The additional effects are applied even if the DoT isn't going. This skill doesn't consume your fury, it just scales off of it.

=====E Vicious Dance===== Cooldown: 25/24/23/22/21/20 Cost: None

Description: Ivan jumps to a point, and attacks enemies that he lands on. This deals either 25/45/65/85/105/125 (+50% AD) or 50/90/130/170/210/250 (+100% AD) physical damage, and for 1 second either slows nearby enemies by %50, or knocks them up depending on how close they were to him when he lands. The range, and radius of the initial jump scales with your current fury. After using this skill you can use it again to quickly travel a short distance up to 3 times. This slashes enemies in front and in back of you with your tail, dealing (+95/100/105/110/115/120%) physical damage. Each flip can critically hit, and applies on hit effects.

More details: This skill doesn't consume your fury, it just scales off of it. Cooldown starts once you consume all your residual uses. After 10 seconds the skill goes on cooldown, and all your remaining residual uses are wasted.


XxXxX Skills In Survival Form XxXxX

=====Q: Telekinetic Leap===== Cooldown: 3 Cost: 10 energy

Description: Ivan jumps a short distance towards your cursor, trampling enemies he lands on, dealing 25/40/55/70/85/100 (+50% AD) physical damage, and slowing them by 10/15/20/25/30/35% for 3 seconds. Using this skill will increase its energy cost by 10, but also increase its damage by 10%, stacking up to 5 times. You start to lose stacks at a rate of 1 per second if telekinetic leap is not used for 10 seconds. The cooldown is reduced to 1 second if you don’t land on anything.

=====W: Psionic Shield===== Cooldown: 30 Cost: 50 energy

Description: Ivan stomps the ground knocking enemies back a short distance, and then he gains a 80/130/180/230/280/330 (+80% AP) damage shield that absorbs 50% of the damage done to him for 10 seconds. This shield gains additional effects depending on the current color of mutagen. Yellow, orange, and green will give you 15% spell vamp and lifesteal while the shield lasts. Blue, green, and purple will allow your shield to absorb damage dealt to nearby allies. Red, purple, and orange will make it so that your basic attacks drain 30% of the shields current health, and deals magic damage to all nearby enemies equal to 100% of the amount drained.

=====E: Psychic Pull===== Cooldown: 20 Cost: 90/80/70/60/50/40 energy

Description: Ivan starts to pull enemies in a cone towards him for up to 3 seconds. Over the full duration enemies will take magic damage 100/130/160/190/220/250 (100% AP) magic damage. Ivan doesn't regenerate any energy while using this skill.

More details: Moving, attacking, spell casting, or hard crowd control will interrupt this channel. Targets are dragged closer to you at a speed of 150.


XxXxX Skills In Pack Form XxXxX

=====Q: Scavenger Strike===== Cooldown: 5 Cost: 25 mana

Description: Ivan fires a flaming wisp of energy in a line that deals 60/90/110/140/170/200 (+50% AP) magic damage to enemies it passes through. This damage is reduced by 80% against minions. Once the wisp reaches its max range it returns to Ivan. As it returns it does not deal damage, but instead heals ally champions it touches by 10/20/30/40/50/60 plus 50% of the damage it dealt. If the champion has max health then the wisp will pass through them, and heal the next champion for whatever amount of healing it has left.

More details: The wisp is always consumed completely when it reaches Ivan, even if he has max health.

=====W: Inseparable Bond===== Cooldown: 10 Cost: 50/60/70/80/90/100 mana

Description: Ivan bonds himself to an ally champion for 10 seconds. While within range, you and your ally will move 18/26/34/42/50% faster when moving towards the other one. This bond gains additional effects depending on the current color of mutagen. Blue, green, and purple will give 3 (+5% AP) health regen to either you or your ally, depending on who has less current health. Red, purple, and orange will cause you and your ally to deal 10% more damage when attacking the same enemy. Yellow, orange, and green will give you and your ally 5 (+5% AP) to 20 (+20% AP) armor, and magic resist depending on how close you are to each other.

More details: You can not be bound to more than 1 ally at a time, and recasting it will break any bond you already have.

=====E: Coordinated Assault===== Cooldown: 35/32/29/26/23/20 Cost: 100 mana

Description: Ivan marks an enemy with 7 glyphs for 10 seconds. Your basic attacks will activate 1 glyph, and basic attacks from ally champions will activate 2. The target takes 5/10/15/20/25/30 (+20% AD) physical damage for every glyph activated. The last glyph deals true damage, and stuns the target for 2 seconds.

More details: Applying the glyphs doesn't deal damage, and won’t draw aggro from monsters.

11 Comments

Mace of Spades2 votes

Alright, here I go.

Description: Ivan applies mutagen for 5 seconds to allies, and enemies that are touched by his skills. Mutagens effect and color changes depending on Ivans form. Red mutagen increases damage dealt by allies, and increases damage taken by enemies. Yellow mutagen decreases damage taken by allies, and decreases damage dealt by enemies. Blue mutagen increases ally movement speed, and decreases enemy movement speed. After switching to a new form Ivan will keep the aspect of his previous form, causing mixed mutagen for 5 seconds. Ivan can’t have more than 1 residual aspect at a time.

This is rather redundant. It should either buff nearby allies, or debuff enemies, and personally I would think the latter, but not both.

=====R: Organic Reconstruction===== Cooldown: 5 seconds Cost: None Description: Ivan becomes immobile and enters an egg like state, in which he can switch forms. When he leaves this state he gains 5% extra movement speed that decays over the course of X seconds. The speed boost increases by an additional 5% every second that he channels, up to a maximum of 50% at 9 seconds. Ivan gains a free point in this skill at the start of the match, but cannot rank it up. Instead his Q, W, and E can all be upgraded 6 times. More details: This channel skill can not be interrupted by hard CC, but if he moves or toggles it off then he will revert to whatever form he was in when he activated the skill. This skill will automatically turn off when he switches forms Unlike most channel skills this one doesn't end when its channeling bar is full, instead it will fill up and stay full until it is toggled off.

I can see this being used as almost a zhonya's. Block incoming cc and then go back into the fight. Otherwise though, I see no problems.

=====Q: Predator Form===== Cooldown: 20 seconds Cost: None Description: Ivan switches to his predator form, gaining additional attack damage, and attack speed depending on his level. In this form he uses fury as a resource, and his mutagen turns red. Ivan stops gaining any fury when he is in one of his other forms. More details: Ivans fury percentage is displayed as a status effect when he is in any other form. He cannot disable this skill, but switching to one of his other forms will toggle it off, and start the cooldown. This skill can be used at rank 0, but doesn't benefits from ranking up Q. Ivan gains 1 fury for each enemy hit by his spells, 2 fury each time he hits an enemy with a basic attack, 4 fury each time he kills an enemy, and he gains double fury from champions. If Ivan hasn't dealt or taken damage in the last 10 seconds then his fury starts to rapidly decay.

I think that the cooldown is unneeded. He has to wait 5 seconds to enter his egg anyway, and that's a nice short cooldown, but when you can't enter a form again for 20 seconds, he won't be able to reenter a form at any point during a skirmish. also, I think that the skill should require rank one in q, but then not scale with the rest, since there's really nothing to scale.

=====W: Survival Form=====

=====E: Pack Form=====

See my comment above.

XxXxX Skills In Predator Form XxXxX

=====Q: Fury Spike===== Cooldown: 5 Cost: None Description: Ivan throws one of his spines in a piercing line in front of him. The spike deals (50% AD) to (100/110/120/130/140/150% AD) physical damage depending on how close the enemy is to Ivan when it’s hit. When the spike hits a large monster or champion it drains all your current fury, and deals 1.5/2/2.5/3/3.5/4 (+1% AD) extra physical damage for every point of fury consumed.

Seems good.

=====W: Adaptive Venom===== Cooldown: 20 Cost: None Description: Ivan spins and slashes at nearby enemies instantly dealing 40/60/80/100/120/140 to 80/120/160/200/240/280 (+50% AP) physical damage depending on your current fury, and applies adaptive venom to them for 10 seconds. Poisoned enemies that have taken physical damage within the last 3 seconds will take 1/2/3/4/5/6 (+8% AP) magical damage every 0.5 seconds. Poisoned enemies will also suffer from an additional effect depending on the current color of mutagen. Red, purple, and orange will cause the enemy to take %50 reduced healing. Yellow, orange, and green will cause the enemy take magic damage equal to 15% of the damage they deal with basic attacks. Blue, green, and purple will cause allies to heal for 15% of the damage they deal to the enemy. More details: The additional effects are applied even if the DoT isn't going. This skill doesn't consume your fury, it just scales off of it.

The bottom end of damage should also scale off of 50% ap. I don't know about the self inflicting damage, only rammus and thornmail have something like that, and they're a defensive thing. Perhaps Yellow, Orange, and Green should instead be an attack speed slow. Also, the 15% heal is rather high.

=====E Vicious Dance===== Cooldown: 25/24/23/22/21/20 Cost: None Description: Ivan jumps to a point, and attacks enemies that he lands on. This deals either 25/45/65/85/105/125 (+50% AD) or 50/90/130/170/210/250 (+100% AD) physical damage, and for 1 second either slows nearby enemies by %50, or knocks them up depending on how close they were to him when he lands. The range, and radius of the initial jump scales with your current fury. After using this skill you can use it again to quickly travel a short distance up to 3 times. This slashes enemies in front and in back of you with your tail, dealing (+95/100/105/110/115/120%) physical damage. Each flip can critically hit, and applies on hit effects. More details: This skill doesn't consume your fury, it just scales off of it. Cooldown starts in the background even before you consume all your residual uses. If the skill goes off cooldown before you use all your residual uses then they will be wasted.

That distance better be extremely short. Backround cooldown seems like it would let you have this skill running the entire time you're in the form, unless you go for burst.

XxXxX Skills In Survival Form XxXxX

=====Q: Telekinetic Leap===== Cooldown: 3 Cost: 10 energy Description: Ivan jumps a short distance towards your cursor, trampling enemies he lands on, dealing 25/40/55/70/85/100 (+50% AD) physical damage, and slowing them by 10/15/20/25/30/35% for 3 seconds. Using this skill will increase its energy cost by 10, but also increase its damage by 10%, stacking up to 5 times. You start to lose stacks at a rate of 1 per second if telekinetic leap is not used for 10 seconds. The cooldown is reset if you don’t land on anything.

Not full reset, a 25 - 50% cooldown reduction on the skill would be better. Flying is bad.

=====W: Psionic Shield===== Cooldown: 30 Cost: 50 energy Description: Ivan stomps the ground dealing 20/40/60/80/100/120 (+50% AP) magical damage and knocking enemies back a short distance. Then he gains a 80/130/180/230/280/330 (+80% AP) damage shield that absorbs 50% of the damage done to him for 10 seconds. This shield gains additional effects depending on the current color of mutagen. Yellow, orange, and green will give you 20% spell vamp and lifesteal while the shield lasts. Blue, green, and purple will allow your shield to absorb damage dealt to nearby allies. Red, purple, and orange will make it so that your basic attacks drain 30% of the shields current health, and deals magic damage to all nearby enemies equal to 100% of the amount drained.

I don't know about the damage dealt. Perhaps just the knockback.

=====E: Psychic Pull===== Cooldown: 20 Cost: 90/80/70/60/50/40 energy Description: Ivan starts to pull enemies in a cone towards him for up to 3 seconds. Over the full duration enemies will take magic damage equal to 9% of the their maximum health plus 100/130/160/190/220/250 (60% AP) magic damage. Ivan doesn't regenerate any energy while using this skill. More details: Moving, attacking, spell casting, or hard crowd control will interrupt this channel. Stationary targets are dragged closer to you at a speed of 150, but if a target is actively moving away from you then their movement speed is simply reduced by 150 instead. Some targets that are heavily slowed may have less movement speed then can be reduced, and will instead be pulled towards you at a slower speed than if they just stood still. The speed of targets actively moving towards you is unaffected.

9% of maximum health.... And this is his tanky form. The pull, I think that should just be a constant 150, If they move away, then they slow 150. If they move towards you, then they increase 150. Stationary means their current moving speed is 0, If it would reduce them below 0, then they should be pulled at that negative value.

XxXxX Skills In Pack Form XxXxX

=====Q: Scavenger Strike===== Cooldown: 5 Cost: 25 mana

Description: Ivan fires a flaming wisp of energy in a line that deals 60/90/110/140/170/200 (+50% AP) magic damage to enemies it passes through. This damage is reduced by 80% against minions. Once the wisp reaches its max range it returns to Ivan. As it returns it does not deal damage, but instead heals ally champions it touches by 10/20/30/40/50/60 plus 50% of the damage it dealt. If the champion has max health then the wisp will pass through them, and heal the next champion for whatever amount of healing it has left.

More details: The wisp is always consumed completely when it reaches Ivan, even if he has max health.

Seems good. I like the reduction vs minions.

TO BE CONTINUED

Mace of Spades1 votes

=====W: Inseparable Bond===== Cooldown: 10 Cost: 50/60/70/80/90/100 mana

Description: Ivan bonds himself to an ally champion for 10 seconds. While within range, you and your ally will move 18/26/34/42/50% faster when moving towards the other one. This bond gains additional effects depending on the current color of mutagen. Blue, green, and purple will give 3 (+5% AP) health regen to either you or your ally, depending on who has less current health. Red, purple, and orange will cause you and your ally to deal 10% more damage when attacking the same enemy. Yellow, orange, and green will give you and your ally 5 (+5% AP) to 20 (+20% AP) armor, and magic resist depending on how close you are to each other.

More details: You can not be bound to more than 1 ally at a time, and recasting it will break any bond you already have.

That more details is redundant with the cooldown and the length of the bond. Otherwise this is good.

=====E: Coordinated Assault===== Cooldown: 35/32/29/26/23/20 Cost: 100 mana

Description: Ivan marks an enemy with 7 glyphs for 10 seconds. Your basic attacks will activate 1 glyph, and basic attacks from ally champions will activate 2. The target takes 5/10/15/20/25/30 (+20% AD) physical damage for every glyph activated. The last glyph deals true damage, and stuns the target for 2 seconds.

More details: Applying the glyphs doesn't deal damage, and won’t draw aggro from monsters.

Seems good.

I find it interesting that many of these skills are very similar to skills of existing champions, just nerfed down a bit. I think that the champion would be better if he were a bit more unique.

He seems like he'd be nearly impossible to master as well, Jayce and Nidalee each have 2 forms to juggle between, and they're for 2 clearly different scenarios; poke, and melee. He on the other hand has a support form, a tank form, and a damage form.

My opinion on the tank form would be that it should have vastly reduced damage, but have his armor and magic resist scale with ad and ap as a combined number, 50 bonus ad and 50 ap give 100X armor and 100Y magic resist.

Senteth1 votes

This is rather redundant. It should either buff nearby allies, or debuff enemies, and personally I would think the latter, but not both.

I think it works with both, because you are essentially only getting 1/2 the effect if you focus on 1 party or the other. But hey I suppose I could change it... maybe...

I can see this being used as almost a zhonya's. Block incoming cc and then go back into the fight. Otherwise though, I see no problems.

How? It doesn't block or stop CC, it just isn't interrupted by them, so being unable to act should be just as punishing.

I think that the cooldown is unneeded. He has to wait 5 seconds to enter his egg anyway, and that's a nice short cooldown, but when you can't enter a form again for 20 seconds, he won't be able to reenter a form at any point during a skirmish.

That was intentional. (I was actually thinking that 20 might be too short) He is not like most transform champions. Transforming right before a confrontation can give him a power spike at the cost of being locked out of a form, but transforming during a fight is usually not the best idea do to the required 2 seconds of channeling.

also, I think that the skill should require rank one in q, but then not scale with the rest, since there's really nothing to scale.

I thought of that too, but it's part of his core identity to be a 3 piece champion. He NEEDS to have access to all 3 forms at the start of the game.

Seems good.

^.^

The bottom end of damage should also scale off of 50% ap. I don't know about the self inflicting damage, only rammus and thornmail have something like that, and they're a defensive thing. Perhaps Yellow, Orange, and Green should instead be an attack speed slow. Also, the 15% heal is rather high.

Okay sounds good.

That distance better be extremely short. Backround cooldown seems like it would let you have this skill running the entire time you're in the form, unless you go for burst.

Now that you mention it... ya that is too much. Background cooldown was thrown in there because I didn't want people to feel rushed to quickly throw out all of their jumps. But there needs to be a window for his enemies to go after him without him flipping away so I'll remove that.

Not full reset, a 25 - 50% cooldown reduction on the skill would be better. Flying is bad.

Kalista But ya I see your point.

I don't know about the damage dealt. Perhaps just the knockback.

Ya alright.

9% of maximum health.... And this is his tanky form.

Maokai has a much larger % health damage CC skill that applies its effects in an instant. But sure I'll tone it down.

The pull, I think that should just be a constant 150, If they move away, then they slow 150. If they move towards you, then they increase 150. Stationary means their current moving speed is 0, If it would reduce them below 0, then they should be pulled at that negative value.

Ya alright.

Seems good. I like the reduction vs minions.

Don't want super lane dominance I'm I right?

That more details is redundant with the cooldown and the length of the bond. Otherwise this is good.

Well with cooldown items...

Seems good.

Yay ^.^

I find it interesting that many of these skills are very similar to skills of existing champions, just nerfed down a bit. I think that the champion would be better if he were a bit more unique.

I thought that his skills were very unique? Can you point out the ones that aren't?

He seems like he'd be nearly impossible to master as well, Jayce and Nidalee each have 2 forms to juggle between, and they're for 2 clearly different scenarios; poke, and melee. He on the other hand has a support form, a tank form, and a damage form.

Well Jayce and Nidalee are more... traditional transformers. Ivans specialty is not changing in a fire fight to grab the right skill for the job, rather, predicting what is coming next or what role his team needs from him most, and matching the situation accordingly. But if he gets caught off guard then he will need to improvise, and make do with what he is at the time.

My opinion on the tank form would be that it should have vastly reduced damage, but have his armor and magic resist scale with ad and ap as a combined number, 50 bonus ad and 50 ap give 100X armor and 100Y magic resist.

His armor and magic resist scales up with his level, so I don't see the point in that. As for the damage, sure I'll tone that down.

THANKS FOR THE FEEDBACK! C: ^.^ :D

TrubbleCleff1 votes

I really like the personality of the character in the Lore.The kit though I feel is all to much. Seems there is 3 full champs here. I also feel that the originality of the Lore should be felt in the kit.I don't mean to offend the work you put into this is admirable and it is just my opinion but.... I wouldn't be excited to try this champ if I read about these abilities in the champ spotlight one day.

Senteth1 votes

The 3 champion feel is what makes him... well him. Although I admit that his personality gets a bit lost in his skill set without his lines to tie it all together.

The idea was that he continuously changes as needed. But when it all comes down to it, he is still the same guy either way.

Senteth1 votes

Well, now have part 3 out. I hope you like it!

GaleWinUnleashed1 votes

I hate to say it, but his passive alone is far too powerful. He's essentially old Sona x2, plus 9 more abilities.

I'll edit with more thoughts as I read.

Edit 1: You'll need to settle more on one type of resource. Having mana along with energy is already getting confusing, and then there's the fury mechanic too. Nothing wrong with having the resource bar change colors with form, though.

Edit 2: This is incredible. This kit has literally everything in it. In order to be balanced, all numbers would have to be very low, with poor cooldowns. And even then, he'd be viable in any role, except perhaps ADC. This would be the most confusing champ in the game to play against.

Edit 3: I have to give up. It's very clear that you've put an amazing amount of effort into this concept, but there's far too much to handle. There's nothing this guy can't do. Each skill alone is essentially fine, particularly after you applied DEATHLYPIE's feedback, but taken as a whole this is the most overloaded kit I've ever seen. Lee Sin has nothing on Ivan.

Senteth1 votes

{quoted}

I hate to say it, but his passive alone is far too powerful. He's essentially old Sona x2, plus 9 more abilities.

Um... old Sona was not that great IMO. (new Sona is worse though) Also to be "X2" you need to transform, which is a bad idea in a combat situation. Admittedly I did not give any numbers so I can see how you got that impression. I was thinking somewhere around the 2% to 5% range, but nothing higher then that.

I'll edit with more thoughts as I read.

Sure, sure.

Edit 1: You'll need to settle more on one type of resource. Having mana along with energy is already getting confusing, and then there's the fury mechanic too. Nothing wrong with having the resource bar change colors with form, though.

I don't see a problem. It's not like your Jayce who transforms every 2 seconds. Besides, it makes the 3 forms feel very different from each other.

Edit 2: This is incredible. This kit has literally everything in it. In order to be balanced, all numbers would have to be very low, with poor cooldowns. And even then, he'd be viable in any role, except perhaps ADC. This would be the most confusing champ in the game to play against.

Not really. Ivan is supposed to do everything, just not all at once... not all at the same time. (Also pack form would make an okay ADC)

Edit 3: I have to give up. It's very clear that you've put an amazing amount of effort into this concept, but there's far too much to handle. There's nothing this guy can't do. Each skill alone is essentially fine, particularly after you applied DEATHLYPIE's feedback, but taken as a whole this is the most overloaded kit I've ever seen. Lee Sin has nothing on Ivan.

I don't think you understand how he plays. He is not your typical transformer. Ivan can't effectively transform in combat due to the amount of prep time he needs.

Yes he can fit any situation, but he must have prepared himself before hand. You can't jump in as predator, deal your damage, change to survival, and walk away.

Let me give you an example.

Ivan is playing pack form to support bottom lane. Then the Diana comes out of the jungle to gank you. you can't just tank her burst because your defensive potential is tied up in survival form. And to change into it you must stay put, and wait for a few seconds. Plenty of time for her to instakill you.

To be effective Ivan must predict what part of his kit is needed in an upcoming conflict. Like if he is about to gank an injured champion then predator is the form to use, but if his team is getting ready for a team fight then survival form may be a better choice.

Do you get the idea now?

GaleWinUnleashed1 votes

I said it was x2 because the "auras" (they're not auras, but could have a similar effect) affect both allies and enemies, whereas Sona's auras only directly help her allies.

For most of the rest of it, I misunderstood the transformation mechanic. I missed the part that said he has to sit still for a minimum of 2 seconds to do it (I read that he could get a speed boost from it, but assumed you could skip that and transform immediately instead). That fixes a lot of my issues with the kit as a whole, though it's still very complex, and it would be extremely difficult for newer players to figure out just how many different things he can do.

As for resources, I still believe it would be too much to remember without a lot of practice. The fact that each resource matches the color of the form would certainly help, but it would work just as well to give him a unique resource system similar to energy. Or just use energy, and have it reset down to 100 energy whenever you transform, like you did for Survival form, but extend it to the whole kit. Energy costs (and possibly methods to regenerate energy) could be tuned to keep the usage of each ability consistent with its intent.

Senteth1 votes

Sorry for the delayed response.

{quoted}

I said it was x2 because the "auras" (they're not auras, but could have a similar effect) affect both allies and enemies, whereas Sona's auras only directly help her allies.

Ah I see. But that is actually a detriment. Sona could get full benefit from just being near her allies, but Ivan would need to be near both his allies and his enemies to get the full effect.

For most of the rest of it, I misunderstood the transformation mechanic. I missed the part that said he has to sit still for a minimum of 2 seconds to do it (I read that he could get a speed boost from it, but assumed you could skip that and transform immediately instead). That fixes a lot of my issues with the kit as a whole, though it's still very complex, and it would be extremely difficult for newer players to figure out just how many different things he can do.

Ya he would be very complex. But I like complex champions, and we already have a lot of simple ones.

As for resources, I still believe it would be too much to remember without a lot of practice. The fact that each resource matches the color of the form would certainly help, but it would work just as well to give him a unique resource system similar to energy. Or just use energy, and have it reset down to 100 energy whenever you transform, like you did for Survival form, but extend it to the whole kit. Energy costs (and possibly methods to regenerate energy) could be tuned to keep the usage of each ability consistent with its intent.

Not really. A transformation already changes your entire playstyle, and role. So the different resources would probably only reinforce the differences between your kits. In this situation, feeling like your a completely different champion is a good thing. Both mechanically, and thematically.

Senteth1 votes

As it turns out... I forgot to mention that he needs to be using Organic Reconstruction for at lest 2 seconds before changing. I feel stupid... that's a BIG part of his kit and playstyle.

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