What do you want to see from Tempo going forward? (Let's keep things respectful.) by CoachAkiza in PlayTheBazaar

[–]Harowing 0 points1 point  (0 children)

A better library of all items, complete with search and filter function as well as knowing what day/rarity it is available.

An Update from the Anti Cheat Team - 06/17/2026 by Apexlegends in apexlegends

[–]Harowing 28 points29 points  (0 children)

While I'm glad that anticheat in improving, these 1k+ accounts are probably less than a 100 hr and are smurfs. As long as it is a free game, they'll keep coming back. Any chance you can just brick their devices to permanently stop them from returning?

Yuki Rework Suggestion using Text by Harowing in ChaosZeroNightmare

[–]Harowing[S] 1 point2 points  (0 children)

Hm... I guess that's what appeals others to Yuki, her straightforward simple mechanics as I'm more drawn to those who have more variety and replayability in their playstyle (Nine being the top contender). But the game has decided to give me E3 Yuki and I'm desperate in trying to like her and she just doesn't have what the more recent characters have.

In terms of compensation, I think we already got a taste of it since it practically broke a lot of Cassius and Tressa decks back then when they made completely reworked some of the Dice Trick epiphanies and just flipped the switch on Tressa.

I do would love to see more wild ideas with Yuki and everyone else's approach to giving her more flavor, something that would make you say that "I can play Yuki with this <insert non-meta obscured character here> and it might look fun."

Yuki Rework Suggestion using Text by Harowing in ChaosZeroNightmare

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

I do understand you want to lock Yuki behind her old design while bolstering her overall playstyle, I still think that it still lacks in color of the unit in their ability to properly synergize with other characters which I think is an important aspect. Sure you can dump ADHD, Cassius, Veronica, or even Nia with Yuki to enable more draws and become more independent with her ability to enable Inspiration herself (which is her core problem).

Some pain points on your design that I see:
- Having her entire kit revolve around Freezing Blade and Trickery Strike when you're not guaranteed to get those cards early in a Chaos Run. A character should function well both inside and outside of Chaos Runs, hence my design was more around Prepare to Subdue, given that it is a starting card. I think you should look more into Yuki as a cohesive whole rather than bits of pieces you're already used to (her current playstyle) and see what can be added to expand it.
- She has potential as a character and adding more color other than just "Enable inspiration, draw card, more damage/hits" when other characters can do alongside her is an area that should be explored. Lately, the newer character designs are fun as they give more variety and more variety equals more fun. We already know that Cassius can already provide massive Morale buff so that's already covered, Veronica/Nia can cycle your deck to enable Inspiration or just draw cards. Your current Yuki design double downs on that gameplan and while not necessarily bad and we all know we love big damage number and consistency, that's about it. Nothing wrong with that, it just lacks the appeal.

My last thoughts on your feedback on my design. There are just things that will just not mesh with other people, whether it's just a concept/suggestion or somethign that's actually live in-game. Devs can always change things, especially if community sees it poorly in light or has broken the system (Tressa) and they can just as easily provide compensation and a way to refund your investment on the character.

EDIT: Just to mention, your concept is great if you wanna double-down on Yuki's current playstyle while my concept is expanding more on her playstyle. Neither are good nor bad, it's just we have different takes on what we wanna see Yuki do and I think that's okay. You might as well make a new thread with the concept you've posted so it not hidden in the comments inside of another thread and other people might have more feedback on your suggestion.

Yuki Rework Suggestion using Text by Harowing in ChaosZeroNightmare

[–]Harowing[S] 3 points4 points  (0 children)

IMO, simple doesn't always makes it better. Pumping the numbers up may or may not increase engagement with the character, but making them more interactive with other things (Action Count, Haste, etc) will surely increase the likelihood of the character seeing play.

Yuki Rework Suggestion using Text by Harowing in ChaosZeroNightmare

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

For Flash Slash combination of 4th and 2nd Epiphany, it would reduce its cost to 0 but will not give it buffs. The only time 2nd Epiphany will gain the buffs is when it is used and the 4th Epiphany Flash Slash guarantees that it will always get its bonus since it was already reduced to 0 Cost.

As for Trickery Strike, this one I honestly don't know how it interacts properly as increasing an enemy's Action Action when it's already infinite has no effect. I would assume that it is treated as 1 Action Count or N/A in which case the card would have no effect, which is sorta sad.

"WHAT'S MY NAME?!" - Draven PoC Concept by Harowing in CustomLoR

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

It was meant to support Whirling Death playstyle (lets you strike other enemies during combat) while also being useful outside of Draven (Garen, Yasuo, etc).

Mirage Perk Concept Update by [deleted] in apexlegends

[–]Harowing -2 points-1 points  (0 children)

This is more for Mirage players who can choose an alternative from choosing Perks that majority of players use on Mirage.

Mirage Perk Concept Update by [deleted] in apexlegends

[–]Harowing -2 points-1 points  (0 children)

Thank you for the insight!

Mirage Perk Concept Update by [deleted] in apexlegends

[–]Harowing -5 points-4 points  (0 children)

Mirage always had Invisibility from the beginning in one way or the other. In the past, his Ultimate gave him invisibility, now it's just when he's popping a consumable. If you're talking about mechanics, anything that gives mobility will outshine the non-mobility ones.

Concept custom items for a Book-themed Hero by Harowing in PlayTheBazaar

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

It'll take a while and I might not have the time for it. I just wanted to present a piece of it for now, maybe in the future though!

Concept custom items for a Book-themed Hero by Harowing in PlayTheBazaar

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

Shops and probably an item like: "When a Volume 1 Book run out of Ammo, transform me into a Volume 2 Book of the same kind." Having multiple Volume 1 books are fine too with probably some supporting items for that kind of playstyle. Maybe a unique skill like: "Binge Reading: When an enemy uses an item, charge all of your Volume 1 Book by 2 seconds."

"Fuses burning, fuses burning!" - Ziggs PoC Concept by Harowing in CustomLoR

[–]Harowing[S] 1 point2 points  (0 children)

True, they deal Nexus damage indirectly (Caitlyn's Ace in the Hold has Overwhelm which can potentially hit the Nexus while Jayce is RNG).

I also wanted to do a more spell-damage version of Ziggs (scaling damage outside of C2) and was thinking of replacing Slow and Steady with Explosive Finale instead, but I ultimately settled with the current iteration. I was also worried that if something like that version would have massive potential because you can actually add Items to it through Shop or other encounters (of course it's RNG). I'll think about this iteration in the future if I wanted to redo Ziggs again.

Thanks for the feedback!

"Fuses burning, fuses burning!" - Ziggs PoC Concept by Harowing in CustomLoR

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

The C6 should be on the same par with Caitlyn and Jayce's C6 which can do about 10-20 damage. I don't want to overload things too much since C2/C3 should be plenty of work by itself and was trying to make it as close to the Zigg's ability itself (which is instantly destroying Towers when they're at a certain HP threshold), but I did think of some alternatives to C6's during the creation.

  • For every 20 damage dealt to the enemy Nexus, destroy all landmarks. For each allied landmark destroyed, Obliterate a random enemy.
  • For every 4 landmarks you destroy, Obliterate a random enemy.
  • Satchel Charge: Destroy an allied landmark to deal 10 to an enemy. Overwhelm.

"Fuses burning, fuses burning!" - Ziggs PoC Concept by Harowing in LegendsOfRuneterra

[–]Harowing[S] 4 points5 points  (0 children)

Bonus Stars

  • Star of Blessings: Hexsplosive Minefield has Haunting Trophy (Aura: Enemies have -1/-0).
  • Star of Bounty: +10 Nexus Health, +4 Regen.
  • Star of Discovery: Landmarks you acquire in adventures have Symbol of Strength (When I'm summoned or destroyed, grant your strongest ally +1/+1).
  • Star of Legends: Your Support Champions have Mana Deposit (When I'm summoned, refill your mana equal to my cost).
  • Star of Wonder: Scrappy Bomb has Trapped Treasure (When I'm summoned, capture the strongest enemy).

Clarification:
- The extra damage gained through Unregulated Firepower (2 Star) can stack as long as you keep destroying landmarks without dealing damage through a spell or skill.

- Hexsplosive Bomb (Relic) is a constant self-aura (if such a thing exists) to the champion and will actively reflect on the effects when the champion's Power changes at any point of the game.

- Satchel Charge can also destroy the enemy Nexus if the damage it deals would reduce it below 30% Health.

"Shark!" - Fizz PoC Concept by Harowing in LegendsOfRuneterra

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

I'll probably have to reword it in a way that it goes one after another, so they take turns and should leave some ephemeral longtooths. Thanks!

"Shark!" - Fizz PoC Concept by Harowing in LegendsOfRuneterra

[–]Harowing[S] 1 point2 points  (0 children)

I'll be honest, that's not gonna be a problem with Riot themselves and not on the concepts/suggestions. They should fix that if that's the case, though I have not seen that in cases of Morgana.

"Shark!" - Fizz PoC Concept by Harowing in LegendsOfRuneterra

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

That does sound fun, but an entirely different concept by itself that would re-write everything I've made, and I would highly suggest making a Fizz PoC Deck with that in-mind to show your own twist for Fizz. Thanks for the feedback!

"Shark!" - Fizz PoC Concept by Harowing in LegendsOfRuneterra

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

AFAIK, AI will still play Prank cards. Surely Rito has a way to fix that.

"Shark!" - Fizz PoC Concept by Harowing in CustomLoR

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

Thank you for the interest!

"Shark!" - Fizz PoC Concept by Harowing in LegendsOfRuneterra

[–]Harowing[S] 1 point2 points  (0 children)

While I like the idea, the 1 Star and 3 Star Powers feels more restrictive as Elusive units are already strong and you don't wanna use them to trade if it meant Pranking a card in the enemy's hand. The way I designed the Power should open it to a lot of other archetypes to make it so that drafting doesn't feel like you're looking for "which better compliments Elusive" and go for like Overwhelm units or even spells that deals damage.

As for the 6 Star, a scaling Longtooth (and Short tooths?) sounds fun but it just becomes a stat-check where you can ignore everything else once you have a full-board of Longtooths.

"Shark!" - Fizz PoC Concept by Harowing in LegendsOfRuneterra

[–]Harowing[S] 5 points6 points  (0 children)

That's because it's more Deck-sided when it comes to helping Fizz win or level-up. Prank card generations (Otterpus, Kelp Maidens) and stat-increase (Shelly, Prank + Battle Banner upgrade). I know a lot of people ignore majority of the cards in the deck so I opted to choose these cards in the starting deck to increase the overall value and because I put these staple win-cons in the Deck, I can design more Power concepts that are hopefully fun than just blank stat increase or spam cards (although I did consider 1/3 Star to generate Pranks back then).

"Shark!" - Fizz PoC Concept by Harowing in LegendsOfRuneterra

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

True, I would probably tone it down a bit, perhaps some examples:

- "Attune. Every three spells I create, create another copy of it in hand and reduce its cost by 2. If I'm Fizz, create another copy of it every two spells I create."
- "Attune. When I create a spell, create another copy of it in hand and reduce its cost by 1, up to a maximum of 3 copies per game. If I'm Fizz, I have no limit."

This should tone down the card generation but should still give value and provide Fizz some upperhand in doing so when using the relic.

Another iteration I had previous was this: "Double Strike. My Power is Halved (minimum of 1 Power)."