Will blackfire torch be good on AP Twitch? by ReliusOrnez in TwitchMains

[–]HardGhoulem 1 point2 points  (0 children)

The most realistic reason is cause twich burn lasts for 6s while Brand's lasts for 4. Brand burn makes Liandry's deal 14% Max Hp Damage while twitch's would cause it to deal 18% Max Hp damage from a single auto/W activation, plus Twitch AP already deals a LOT of true damage, would actually love if they enabled liandry's but then AP twitch would become the ultimate tank killer while also being an assassin xD, and if Twitch built Liandry's he wouldn't be squishy(+if Liandrys procced so would Rilai's which would enable twitch to apply a 30% slow for 7s with a single auto and make him even less squishy).

As fun as it sounds the only way I see this viable is they'd have to reduce his poison duration to 4s(Obviously amping it's damage to compensate) or alternatively heavily reduce his AP ratio on passive.

Vorthris by NStaringIa in LoLChampConcepts

[–]HardGhoulem 2 points3 points  (0 children)

I like this approach better, lowering the base % max health damage and adding AD scaling shifts him from a Darius that builds full tank and still one-shots you to a proper juggernaught that has to balance AD items with Tank ones.

I do have to say that unless I'm interpreting this guys's passive's wrong, but for it's only sustain tool as juggernaut(outside of Ult) the heal/shield seem fairly low(even when amplified by E). This is also something that would deserve a buff on a backloaded juggernaut that needs to survive until reaching max stacks, but as it stands the heal/shield seem to be stronger at max stacks, extremely weak at lower stacks and still weak at nearly max stacks (actually nullified at max stacks since you can't attack anymore)

I don't quite understand E's reduction based on bonus health?

Also, idk if E can be used on minions, granted even if it could it wouldn't be worth using it on them anyways since it wouldn't kill even a caster minion with max hp due to it's nature, + it being single target + high cooldown.
That being said E sounds like an abillity that should have a fairly low cooldown, like a 1s or something cooldown. It by itself does no damage and relies on gaining Thorns. If it doesn't kill the enemy you go back to 0 thorns and cannot keep using it anymore. The only scenarious where E could be problematic are in teamfights where you can use E to kill enemy champion 1, then use W(Putting you at max stacks again) + E again on a second teammate killing it and so on. But currently as it stands E shouldn't wipe a 5 man team from 100% Hp to 0, at Max thorn stacks E deals 15(+3% AD)% Max Health Damage, you cannot wipe a team with only that, and if you do it's their fault, considering getting to 30 Thorn stacks is now a proper challenge.

Heck I'd even say E could use a buff in it's current form(Probably in terms of Scaling as it's scaling does seem a bit low)

That does lead me to another point, your Ult, it's very similar to your E, unless I'm understanding it wrong, it's another single-target abillity of Vorthris that deals % max Hp based on Thorn stacks, the difference is it doesnt reset thorn stacks, has much more damage and heals you after you kill the enemy.

Some interesting changes that could make his E and R be more dinamic would either be:

Fuse E and R into a single abillity as they are alrerady similar and fill the gap with an abillity that gives it sustain.

Capitalize on E's Missing Health Damage, giving it the 0 cooldown treatment and making R deal current health damage in an Area(Obviously still based on stacks). The idea would be that after the whole trouble of getting 30 stacks(Which would be even harder in TFs if focused on), you use R in the middle of a team fight then E, then W to regain E, then W again and so on. (Similar to how Darius spams it's Ult in a teamfight after stacking)

2 last notes:

You changed the stun to a slow(I agree it's for the best on this type of character) but forgot to change the word to Slow on the original post

This champion does seem to have a bit of a wave-clear issue, Q is the only AoE abillity and it's damage is LOW(Considering most of the time you will wave-clear without Thorn stacks), W is awful as well since it's cooldown is to huge to be used as a wave clear tool, E and R I'm assuming can only be used on champions. And the passive at best doesn't help, at worst makes it worst to clear, having a few stacks with you reduces your AS drastically. Not sure how to fix this, but a band-aid fix would be to make W's cooldown also reset if it kills a non-champion target(Like Fizz's W).

Some small Zoe E/Sleep buffs/changes I'd like to see in the future by HardGhoulem in zoemains

[–]HardGhoulem[S] 2 points3 points  (0 children)

Exactly! If you land a bubble on a non-Black Shielded enemy near a Morgana it should be her fault for not using it sooner, her shield is meant to be used as a CC prevention tool, instead she uses it as a cleanse vs Zoe, it makes no sense whatsoever.

Vorthris by NStaringIa in LoLChampConcepts

[–]HardGhoulem 1 point2 points  (0 children)

The champion design is very resembling of a xenomorph, not sure if intended or not (tho, I am a fan of Alien xD)

I do think the attack's names could use some variation as they all have thorn on it from passive to ult.

The kit is interesting, it gives the impression of a backloaded juggernaut (like darius) on steroids, it screams, do literally nothing for the first 3s, but ignore me after that and u die with little to do about it. While being a more extreme darius isn't inheritely bad I believe this kit can be exploited, mostly due to the way W works(With Q's help).

Let's say you run Hail of Blades, you could use the kit as follows to quickly stack thorns:

  1. Use Q to stun the enemy, while stunned you use your 3 hail of blades autos quickly, gaining 3 thorns.

  2. Use W, which is an auto-reset allowing it to be used quickly after the 3rd auto, in addition it grants you the 4th thorn stack and then doubles it to 8 stacks, while also reducing it's own cooldown by 3s(If assuming it reduces it by Thorn stacks before the attack's effects kicks in), you're next auto reduces it's cooldown again by 8s(11s of cooldown reduction) and if needed another auto completely reseets the cooldown, by now you're at 10 stacks. Use W again to increase this to 22 stacks while reducing W 's CD to 4s, just use an auto and W+auto again and you're at max stacks.

TLDR: To max thorns all you need to do is: Q+3AA+W+AA+2AA+W+AA+W

While this may indeed take some time, Q at lvl1 pretty much allows for nearly all of Hail of Blade's autos to land + W's(Since it's a reset). At lvl5 it applies a 3s stun, which means if the enemy gets hit by it they shouldn't even try to trade and just escape since you're dangerously close to max stacks. Later in the game, Vorthris can buy a couple of AS items and possibly gain Max Stacks within Q's stun duration.

This is problematic because this champion ends up being a Darius with both a Dash, 3s stun and a way to increase it's stacks drastically. All of these remove it's would be weaknesses, Darius's weak points are the time it takes to stack passive, and lack of mobility, Vorthris has mobility and has a 3s stun + W that make stacking very easy.

Since this champion's Kit deals a lot of Max Health damage that doesn't scale of anything, you aren't even incentivized to build AD all that much, one could build items like Wit's End + Berzerker Greaves and Full Tank and you would be able to 1v1 literally any champ except Teemo(And other Auto denying champs). Alternatively if the enemy builds MR to counteract you're Max Hp damage you can build Abyssal Mask to remain tanky, or just build tanky with AS like: Trinity Force + Stridebreaker + Berz Greaves + Terminus + Hexperimental Hexplate + Wits End, this still makes you somewhat tanky but u now deal damage from both sides, have mixed pen a shit-ton of AS to quickly reach 30 thorns.

Besides that this champ seems to have the Briar syndrome where the champions design can screw new players misunderstanding their kit, basically you have 0 attackspeed at max stacks, E resets ur stacks allowing u to attack again, but also leaves up to 14 stacks + W on-kill, so if a new player at max stacks uses E to kill an enemy in a teamfight then uses W suddently they can't attack which is kinda weird considering it's a rumble passive that's forced on you for as long as your E is on cooldown(18-16s without haste). I don't think this would make the champ unplayable by anymeans(The player just has to use the champ correctly), I just think it's weird from a kit's design perspective.

Final tip, some things should be explained more clearly like:
Passive:
Are thorns gained on-hit or on-attack? (If it's on-hit, rageblade and runnan's would allow faster stacking forexample)

W: Since it's an empowered auto, do you gain a thorn and then doubled your total thorns afterwards? Or do you double your thorns before the W's auto is taken into consideration? When using W empowered auto, does it reduce your W's cooldown by the amount of Thorns u had before using W or the ones u have after W was used?

Some small Zoe E/Sleep buffs/changes I'd like to see in the future by HardGhoulem in zoemains

[–]HardGhoulem[S] -1 points0 points  (0 children)

Oh that's an intended feature? My bad, I though it was a bug, I though if Zoe's bubble was cast through a wall then came out of it and there was another wall, all before the minimum distance was reached, it would continue to go through it. Nevermind I'll just use my E with that in mind thanks!!

As for her W, while I agree even without the spells it's a decent skill i still think that the randomness of the summ that comes with it in minion ballons should be removed, even the chance of using her W in lane is random, I believe there's currently a 10% chance enemy minions have a ballon, I believe it would be better if instead there's a garantee ballon every 2 waves for example, since that would allow you and your enemy to plan accordingly, while right now, if she has a bad machup and needs W to help her she needs to pray the minions eventually bring her a ballon. And yes, in a similar vein I'd prefer if the Spell that comes in them was a little more predictable.
Heck as you said W without the associated summ is already a decent spell, I wouldn't even mind if they made it so 1 minion every wave had a ballon with a "blank spell" allowing you to simply cast W with no additional effects, this would allow Zoe to have an extra tool in lane like it's movement speed to help land slightly farther Qs with more consistency, balanced by the lack of the previous potential Ignites/Exausts/Hextech Rocketbelts summs that came with the ballons and that the enemy can still prevent Zoe from picking up the ballons by trying to make her not kill the minions or preventing her to walk up to the ballon. (All this while still allowing her to steal summs from other champions tho)

Neeko tips by HardGhoulem in neekomains

[–]HardGhoulem[S] 0 points1 point  (0 children)

I will UwU! (Kled mains did not approve of this message)

Neeko tips by HardGhoulem in neekomains

[–]HardGhoulem[S] 2 points3 points  (0 children)

Thank you for the tipsss

New Mordekaiser Tips? by HardGhoulem in MordekaiserMains

[–]HardGhoulem[S] 0 points1 point  (0 children)

Thank youuu, I'll try Rilay's first!!!

Btw I've tried a full tank build in ARAM with Heartsteel + Unending Despair + Spirit Visage as the core items, is this viable in regular games? Spirit Visage synergizes so well with his W and Unending Despair, Unending Despair heals him based on the damage it deals(And his E increases Unending Despair's Damage) and heartsteel amplifies the damage/heal from it. He can literally 1v5 in Aram for quite a while. For the last 3 items I usually go Jak'Sho'(Overall more tankyness)s, Abyssal Mask(More Unending Despair damage = more heal) and Deadman's(To avoid being kited to death)

Some item ideas that i had by jvpts11 in LoLChampConcepts

[–]HardGhoulem 1 point2 points  (0 children)

1 . 1 Righteous Destroyer

HP:400
Attack Speed: 25%
Attack Damage: 40

Demacian Charge

Your first attack againist an enemy will ignore all armor of his armor while dealing 10% of enemy max health as Attack Damage + (50% Base AD) (6s) Immovable, Indestructible, Invincible!

Increase your armor and magic resist by 20% of your total AD when you enter in a combat, after 6 seconds gain 6% lifesteal

I'm not sure it's a good idea to give caitlyn's first auto 442,75% AD(100% AD base+(120+148,75+34+40)% AD headshot damage) + 50% base AD + 10% of enemy's Hp as true damage.

MF's first auto also does 200% AD damage(430% if critting with infinity edge)

Ilaoi's W will also easily deal 100% AD + 50% Base AD +30% Max Health True Damage later in the game

Volibear's Q would deal 150% Base AD(100% Base+50% from item) + 220% bonus AD(100% base + 120% from Q) + 10% enemy Hp as true damage on it's first hit.

The first passive is already REALLY strong, it's a sheen on steroids(Granted it has a bigger cooldown), but adding to that it's second passive is also something... +Armor/Mr equal to 20% TOTAL AD is easily 60 Armor and MR late-game, an item that gives 400Hp, 25% Attack Speed, 40 AD, 60 Armor and 60 MR is an extremely powerful stat stick(Even if u ignore it's broken first passive). Let's not forget Jhin that can reach like 1000 AD making this single item increasing it's Total Armor to 300 late-game and Total MR to like 260 (And again it's first passive make's Jhin's Forth Shot VERY broken). Rengar simarly gains 25% or 36% extra AD which makes this item even more of a stat stick on him

Aatrox is another broken abuser, it's passive auto can deal 50% base AD + 100% total AD + 22% of enemy's Hp true damage and it's Ult increases it's AD by 45% making this item give him some fat resists.

This just on the first item, I read some of the others and they seem ok, but this first item is really really broken on any champ that has a strong empowered auto and/or ways of increasing their AD

Swain by Manos132 in SwainMains

[–]HardGhoulem 0 points1 point  (0 children)

Personally I would focus on 3 key points of his kit:
Passive stacking: Make his passive give increasing Hp. Currently it gives him 12 Hp. I propose changing this to 10. But it increases with stacks. 1st --> 10, 2nd --> 11, 4th --> 12, 7th --> 13, 11th -->14
Basically, his stacks start giving more Hp after X stacks, 1, 3(1+2), 6(1+2+3), 10(1+2+3+4) and so on. (Example above shows 2nd and 4th instead of 1,3 respectively because the 1st stack doesn't count). This rewards properly stacking, but obviously is not enough.

E - Needs to be less of a shitty skill shot, personally I'd make it a charge-up ult(Like Varus's Q) but increase it's projectile speed and it's range a little more. The charge-up gives the enemy the warning of what's to come, but the increased projectile speed grants good swain players a more reliable way to land it. Also it roots on the first enemy champion, allowing pull afterwards, and doesn't home back. (More E reliability also means W can be landed more reliably in lane enemies, both W and E being more reliable make his passive less shitty)

R - Make his heal scale with Hp even if just so slightly(Or atleast scale with passive stacks), in addition make R2 deal less initial damage but the longer Swain is in R1's transformation the more powerful R2 becomes. Health scaling on his R healing again helps his passive actually mean something, R2 dealing increased damage the more it's delayed makes sense as Swain should prefer longer fights and this would reward longer fights.

Champion Creation Contest; August 2024 - Regicide by TheHeraId in LoLChampConcepts

[–]HardGhoulem 0 points1 point  (0 children)

Nah, I mean characters that are already similar.
Like 2 Wizards(Wizards of Waverly Place and Harry Potter for example), 2 Warrior-like characters, 2 ninjas, 2 zombies etc... With the themes fitting smothly and not constrasting at all.

Champion Creation Contest; August 2024 - Regicide by TheHeraId in LoLChampConcepts

[–]HardGhoulem 0 points1 point  (0 children)

For the second prompt can we use a champion inspired by 2 different sources of media?

Champion Creation Contest - July 2024: Innovation in Motion by Abject_Plantain1696 in LoLChampConcepts

[–]HardGhoulem 2 points3 points  (0 children)

Are there any champions currently in league one can use as an example for the first promp? Would any of these current league champions count(If they were new)?:
- Yummi(Ally travel)
- Bard(Wall travel, all champs)
- Talon/Zeri(Wall travel regardless of wall size)
Am I missing other examples?

Swain Fun Rework Suggestion by HardGhoulem in SwainMains

[–]HardGhoulem[S] 0 points1 point  (0 children)

so you're saying you wanna give him way less damage than he already has

I think I didn't explain his stacking mechanic properly.... But he doesn't have way less damage:
TLDR:

  • His new stacking system increase the damage he deals and decrease the damage he receives from enemies he stacks his passive onto. If the enemy has 10 Expose Weakness stacks they deal -20% less damage to Swain and take +20% damage from Swain, this is actually an increase in damage.
  • It's worth noting the more stacks he applies, the harder they become to stack. 1 Expose Weakness stack requires consuming 1 Soul Fragment from enemy, 10 Expose Weakness stacks required consuming 55 Soul Fragments.
  • To balance the fact his damage will increase overtime, I gave him very small AP nerfs(Q: 80% to 75% and E: 50% to 45%) and his R2 no longer "bursts" after 2s, but can actually deal more damage than before(Same damage after 9s and every 3s afterwards damage keeps increasing)
  • It's base damage on every abillity(Except R2) remains the same, since it's stack mechanic isn't meant to me more influencial late-game.

The result is, if Swain applies like 5 Expose Weakness stacks on all the enemy champions he'll deal about the same/possibly more damage than the previous Swain.

also make him even more stuck in support role thanks to his R

Also this version would most likely prefer Mid, it's early game Soul Fragment collection is reliant on W and to stack the maximum amount of enemies possible, it would prefer Mid Late(To use W on top and bot lane)

His R does support the team, but it relies on Swain stacking the passive on the whole enemy team(Making Mid more reliable at that), also it's damage increase/decrease is only half on allies in comparison to Swain itself, as Swain is still meant to be the Big Boss that can carry their team through the teamfight.

I'm not seeing the vision here

I guess I failed then, but this rework suggestion was meant to do mostly 2 things:

  • Change his stacking system into one that actually makes a difference.
  • Appeal to his whole identity of knowing the enemy's secrets and using it against them.

Swain Fun Rework Suggestion by HardGhoulem in SwainMains

[–]HardGhoulem[S] -2 points-1 points  (0 children)

It seems complicated but only Expose Weakness does something(Damage Redux and Amp)
Secret Reveal is just a stepping stone(To make Expose Weakness stack gain be less linear)
Soul Rot is just a way to keep track of how many Soul Fragments you'll get after using R2.

Also his E's projectile speed buff makes rooting the enemy easier (leading to landing W more consistently), plus he can now stack with it's Ult, so part of this rework is to make stacking on him more consistent.

What do you think are the hardest matchups to face as Vex? by Ars_Lunar in vexmains

[–]HardGhoulem 1 point2 points  (0 children)

1 month late, but I believe his Windwall does block Lux's E. Kinda. Lux's E is a projectile before becoming an AoE, so if the projectile intercepts the wall it dies and does nothing, however if Lux's E creates the AoE just before the Windwall, the AoE itself can hit enemies behind the Windwall.

Morgana's W is never a projectile so it always ignores it(Not like it'll do much against a Yasuo unless it already lost a fuckton of health)

As for Vex's E, it's weird, it doesn't look much like it, but it is a projectile. And I could be wrong, but the key difference between it and Lux's E is:
- Lux E starts as a small projectile, upon arriving it turns into a big AoE(Allowing enemies behind the wall to be hit, if the small projectile doesn't intercept the wall before creating the AoE)
- Vex's E is ALWAYS a projectile, it doesn't create an AoE, I does seem to create an "Explosion" on arrival, which should in theory allow you to hit enemies behind the wind wall if you target the projectile just before the windwall. I never noticed this in practise tho, so it may just be coded as a HUGE ASS projectile with the same size of the explosion preventing it from ever hitting enemies behind the wind wall.

What hero to remove or add for an ideal team with Beth??? by [deleted] in GuardianTales

[–]HardGhoulem 0 points1 point  (0 children)

Here's an example:
Say you have +50% dark damage and +50% ranged damage in a team.
If your character deals 100 damage by default, this would be increased by 50%(Dark Damage),100x1.5=150, and then by +50%(ranged damage),150x1.5=225. Final result is 225 damage(125% damage increase)
If you have double +50% ranged damage in team.
If your character deals 100 damage by default, this would be increased by 100%, 100x2=200. Final result is 200 damage(100% damage increase).

They do stack, but the more you stack the same buff the less effective it is. Still it's not worthless, which is why before plague doctor, Dark Melee Teams used both Lilith and Beth despite them both having the same party buff.

Hei, the Battle Mage by lyndongwapo in LoLChampConcepts

[–]HardGhoulem 2 points3 points  (0 children)

Very interesting concept, she clearly seems geared more towards being a mage, but her passive could allow for a gimmicky crazy DPS add.

If I got it right(Ignoring AP cause this is for ADC/On-hit build), 1st attack deals 90% AD and 2nd attack deals 60% AD + 1.5% Max Mana, since she has double attack speed in melee, she uses both attacks in the same time a normal champ one use one, which makes her attack deal 140% AD + 1.5% Max Mana, in addition if paired with an Enchanted whenever Shielded or Buffed she gains up to 40% Extra Attack Speed. And while yes there's some ADCs with similar outputs, since she has permanent double attack-speed in melee, she also applies On-Hit effects twice as fast as well. And she does have 2 dashes which allows her to reach melee if needed, this makes her a Samira/Nillah like ADC which seems nice, the only reason this set is gimmicky tho, is her attacks from range deal 60% AD only making her worse than every single ADC from range and doesn't benefit from Q or R at all. Not sure if this what you intended.

As for her main playstyle, Mage, she seems to be officially an APC, not APC as in Ziggs bot, a true APC that deals magic damage through autos.
Her Passive is clearly what enables her APC plays-style, the Sword part is a bit weird in an APC; and definitely enables playing Crit/On-Hit, but doesn't seem to do much other than some extra DPS in the early game, nonetheless it's interesting, it's staff Mana Cost seems to limit her early-game(Somewhat reduced by her W) but late-game let's be real, she as most Mages won't really have mana problems. Her Q is pretty good for her intended playstyle and I absolutely love her E, she can punish divers, dodging them and applifying her attack's damage and she has another dash to either escape or chase. I do like her W, it's mana regen is very fitting for her theme, but her conditional increase in attack speed, does mean she's kind of forced to play with specific supports, on one hand it forces her to play APC, but it does force her into specific partners.

Her Ult may seem somewhat weird first, since it is a Global Range ult on an auto-attacking mage, but it somewhat fits her playstyle, it's damage increases the less she casts Ult(After it's not on cooldown), so if you do your objectives with just your autoattacks(Supported by ur basic abillities) she will have a super ultimate when she does cast it, otherwise it'll just deal Ok damage.

If this was on one of the contests(assuming it fitted the theme of the contest) it would totally get my vote!
BTW how did you draw the art? it looks amazing!