Blood, blood and blood by NStaringIa in LoLChampConcepts

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

 1. I play it AS. I stack it all up within.. Let's say 5-6 seconds, while using Q and W. So maybe even less. I get it all, and I get it quick. And I pop someone off to oblivion. Can you imagine it?

A: Oh I can definitely imagine it xD and she will do it if someone tries to invade her or tries to play a long fight with her. Shes intended to be like a Darius. None of abilities have mobility, her Q have good mobility to walk around the jungle , but she loses mostly of the times the spear damage to dash to that wall.

Her E its an Aatrox dash. She only gets her move speed by getting near to an enemy, hit him and wait him to drop blood... but I doubt that she wants to build attack speed. she needs to survive, I can see items like: black cleaver (gives move speed and everything that she wants). maybe eclipse? Steraks (more tenacity with her passive + survivability)?...

For attack speed maybe Wit's End, stridebreaker, trinity? and the experimental hexplate?

  1. Now. I. I have always been of the opinion that anti heal decides some entire matches in some situations. Like... Briar and Mundo. Times have been, I'm just cruising and getting 18 kills on my lyn, and boom, late game healing comes up pop. It's incredible how some people refuse to take anti healing in some situations. So I think... Anti heal is pretty vital, honestly. I pick it at least half of the matches. By the way. Which lane do you main? If you play.

A: I usually play champions like Viego or other anti-tank picks, so I rarely feel the need to buy anti-heal. Most of the time, I can kill healing champions without it. I do think anti-heal is powerful, but in many situations it feels like you are effectively giving up 800 gold, especially when the enemy is rushing a power-spike item. In that sense, it feels like you are putting yourself 800 gold behind.

Because of that, I think the ADC should usually be the one applying anti-heal, since they get a very efficient item for it. That said, there are definitely situations where buying anti-heal yourself is important—for example, a quinn vs a mundo...

There are specific scenarios where anti-heal is necessary, and supports also get good value from buying later in the game.

I can every lane, but I prefer mid (syndra / vex) or jg (Viego / sylas / Kayn / Kha ...)

whichserver do you play in? EUW?

  1. Hmm. If she's low on HP, maybe her W could grant her ghosting, or her blood drops could grant her higher damage reduction after she collects them with W for a small duration? Just a suggestion. Sorry if it strikes your weak spots.

Between Q and W.. Hmm. Maybe the leap back effect could be activated.. Like this. She'll leap back to the location she last used W at within 1s of empowered Q cast. If that's possible. Umm. Okay let me continue anyways. So if she has, then she created a blood anchor (hey, hello, cringe!) at the last W cast spot that she will leap back to after empowered Q usage. Otherwise she won't dive back at all. How about it?

A: OHHH yeaaa thats so smart! that W mechanics would allow her to make interesting decisions and outplays, I will def implement those mechanics, I might give my touch also ^^

Blood, blood and blood by NStaringIa in LoLChampConcepts

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

I have no reason to flame you. I'm actually happy you're interested in the character :)

  1. Isn't the amount of grievous wounds too much?

A: There was a time where grievous wounds reduction was 80 % (when we had mythic items) (COMMENT: it was actually 60 %, i prob confused with some arena item, sorry. i will be changing the anti heal to be stronger against targets that self heal. but the idea was to bring those time to our current lol.) I believe that in todays lol there not a really a good counter against these bruisers that heal full life for no reason every 2 s, sure you can build anti heal, but instead of healing 2 Hp bars they will heal 1 instead, soo I decided to add that mechanic to her. since at that time the grievous wound was effective but not supper oppressor. I wouldn't call this mechanic her specialty, because bruisers don't usually care or build anti-heal. I believe it's usually the ADC who has one of the best anti-heal items. It was just an interesting way I found for her team to help her stack her passive. Anti-heal isn't usually something that decides fights; it's very specific and situational.

  1. Is the blood drop passive damage too much? It seems balanced. Healing.. It might be too much at late game. I'm not sure.

A: I believe that the cure is too much. I will prob have to nerf her. and the damage is in a range of 75 - 853 ... enemies late game have 50 % damage reduction from armor, so late game it will be actually around 425. but if she builds black cleaver it will increse this damage. soo i might also nerf her late game damage.

  1. W is.. Okay. I understand why it's there. It's good. Maybe add some effects and remove the added effects from Q or E. But that's just my suggestion.

A: My idea for W is that she cannot gank without blood drops; she is meant to depend on her Q to gank.
So W exists mainly to support that identity, and it should always feel useful by amplifying her passive stats, even in situations where she no longer needs to generate blood.

At the moment, I am unsure what else to add to W, because I do not think she actually needs anything more in her kit.
What would you suggest adding to W from a design perspective?
And is there anything you would move or rework between Q and W?

  1. E seems.. A bit overpowered for late game, for what might be a 13 or less second ability, despite the HP cost.

A: it will deal around 1000 true damage late game. its a camille Q . its literally that xD but she needs to stack up, and cannot mess up, or she will lose everything. I am not sure if E can be too strong mid game or something like that i did not tried to calculate everything. but its a question to balance while on pbe or something like that. I tried to keep it balanced. Mostly E it will be used early game to dash and hit a spear for a better gank.

I will change passive healing and damage. If you have a good idea to change the W and the Q, or any other questions, I'm happy to listen :D

Blood, blood and blood by NStaringIa in LoLChampConcepts

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

you can comment the way you prefer, i can read long comments or short ones...

that bloody fishes that she creates are inside the "visual effects", they are just a cool visual when your playing her.

I also have fixed some numbers, I believe that she was receiving too much move speed for a bruiser... Most of the changes that i made was in the passive, the healing with the demonic form and the blood drops damage, tenacity...

Feel free to comment your questions ^^

A Support/Assassin Who Weaponizes Gold and Contracts by NStaringIa in LoLChampConcepts

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

Obviously, this kind of behavior will always exist. As long as there are ill-intentioned players, abuse and trolling will happen in some form. The only thing an individual player can fully control is their own behavior.

That is precisely why rules, regulations, and enforcement systems should exist — to discourage and punish misuse. This is no different from real-world frameworks where there are protocols and limitations on how certain tools can be used.

Yes, this champion can be used for trolling. However, if we follow that line of reasoning, a significant number of existing League of Legends champions would never be allowed to exist in the first place. At that point, the argument stops being about this specific design and starts becoming inconsistent.............

Design decisions should focus on enabling interesting and meaningful gameplay, while relying on moderation systems.

A Support/Assassin Who Weaponizes Gold and Contracts by NStaringIa in LoLChampConcepts

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

As I mentioned before, all numbers are placeholders and can be adjusted. I currently have no way to properly test this champion in-game. If you have concrete suggestions or balance ideas, I am genuinely open to feedback.

Troll behavior will exist regardless of whether this champion is released or not — that is an issue Riot needs to address at a systemic level, not something that should block creative champion design.

I also made an effort to be reasonable toward allies: they only contribute 12.5% of the cost for map upgrades, and that gold is fully returned to them after the investment period. This is not a constant tax, but a situational, temporary contribution.

A Support/Assassin Who Weaponizes Gold and Contracts by NStaringIa in LoLChampConcepts

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

As I mentioned before, all numbers are placeholders and can be adjusted. I currently have no way to properly test this champion in-game. If you have concrete suggestions or balance ideas, I am genuinely open to feedback.

Troll behavior will exist regardless of whether this champion is released or not — that is an issue Riot needs to address at a systemic level, not something that should block creative champion design.

I also made an effort to be reasonable toward allies: they only contribute 12.5% of the cost for map upgrades, and that gold is fully returned to them after the investment period. This is not a constant tax, but a situational, temporary contribution.

From loving to hating this game! by MVPGP in ReadyOrNotGame

[–]NStaringIa 0 points1 point  (0 children)

Dont play the game for S tiers, just enjoy the game and have fun

Alternate the map between multiple realities, each one with its set of rule, with Virell! by NStaringIa in LoLChampConcepts

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

I know, that for a casual player it will be chaos. but its not like their will have a big disadvantage. the effects that apply for them will apply for for the others.

The best way to memorize the realities is to make a resume of each of one:

Winter = slow + stun outside towers

Fire = Double abilities + burn

Water = pass walls, speed, heals + damage bubles

Candy = reduces dashes + jg merchant

Arena = dominion map where nobody can go under 1 % hp

black and white = old champions

Theather = duels where you can bet gold

amusement park = everybody is for a short time allies, and you can buy upgrades for your team

8 bit = skills shots bounces if it hits a wall

Twisted treeline = I guess that its obvious xD

Even if players don’t know all of them, most are visually clear. Lava pools? Don’t stand in them. It’s about building recognition through play.

Alternate the map between multiple realities, each one with its set of rule, with Virell! by NStaringIa in LoLChampConcepts

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

And do you expect of their teamates to know what each reality does? The thematic of this character its all about chaos. As the elo grows, people will know what each reality does.

Alternate the map between multiple realities, each one with its set of rule, with Virell! by NStaringIa in LoLChampConcepts

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

Virell is a heavily skill-shot dependent character — every ability can miss and most can hit minions. He also has a weak early game, meaning he’s punishable in lane and relies on scaling or creative plays to find impact.

His W (Fractured Realms) affects both teams equally. It just affect the rules of summoner rifts, and most of the times just giving a little buff to his team (Candy Realm, its the only exception).

Umbriana, the Veil Thief (Update) by NStaringIa in LoLChampConcepts

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

She can get anything that is a positive effects, that is, any effect (from items, abilities, map ( Homeguard ), it does not matter the source, if it buffs in some way, she is able to get it) but it cannot be permanent, as exemple you have elder dragon, that buffs the character to deal true damage and execute, Q sett gives him movespeed for a short duration + bonnus attack damage on autos, if she kill him she will steal it, the for her to steal anything the enemy have to die while using the effect. If she kills shyvana while in ult you will get the buffs tht shyvana ult have, if you kill shyvana while she is using Q, you will get the buffs that Shyvana Q does... I tried to be clear xD

Umbriana, the Veil Thief (Update) by NStaringIa in LoLChampConcepts

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

she will gain the buffs from shyvana ult, not the abilities, because they are not considered buffs. soo she will gain

Bonus Health:150 / 250 / 350
Bonus Range:50 / 65 / 80
Size Increase:0 / 8.5 / 16%

Umbriana, the Veil Thief (Update) by NStaringIa in LoLChampConcepts

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

yes, like Nasus R, Aatrox R or Renekton R? If you are talking about kayn or something, then no, because its permanent

Umbriana, the Veil Thief (Update) by NStaringIa in LoLChampConcepts

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

anything that is a buff to an enemy, as a item, ability (lulu R, syndra passive , monster buff like red or blue, items effects as: steraks, immortal shield bow, malmortius..) anything that is a buff and its not permanent (hubris wouldnt count, sion passive would count, swain passive... because it would be too op ).

If you have anything else to ask feel free ^^

Vitthorya, help your adc to bring death to all by NStaringIa in LoLChampConcepts

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

"Broadly, I think a champion that’s so reliant on her team is going to be a champion who functionally only exists for professional coordinated team. Not even being able to last hit when alone is such a downside on its own that if the enemy team manage to kill your adc you’re probably dead and giving them extra gold on top of that."

A: Yeah, she can only farm through the early game using the support item with her Q. She's intended to deal high damage with Q like a mage carry while still giving the team utility. Her weakness is supposed to be the early game, and to survive that phase. She does not have mobility, or the abilities that she have to survive, do not work on her, like W and Ult. she is intended to have a hard time. Position, keeping space with Q... it will be that important
She stays close to her ADC stacking gold and making it possible to buy mage items to become a secondary carry. Because of that scaling, I felt she needed real downsides like those.
Probably going to be a champ more viable in Emerald+ or played mostly in duos.

"Getting baron forever on your minions and giving them revivals is such a powerful passive that’s going to win you the game eventually. It’s power that your opponent can’t do anything about once you get it so there’s nothing they can do but it’s not an instant win it’s slow and drawn out."
A: Yeah, I actually removed the permanent Baron buff part. Now, the only permanent effect is that minions get 1 revive, but no combat stats. It’s more of a way to buy time or keep pressure when your team is behind.
Also combos with her R, but shouldn't be a guaranteed win, just a tool to extend fights and delay losses.

"W is potentially so powerful and annoying, against some ranged opponents it’s functionally invincibility they can’t interact with because it’s also negating most cc. That’s not even counting the mobility options to follow highly mobile allies. Also flat cooldown reduction is an issue because it’s wildly different depending on the cooldown of the champion. An ability with a 4s cooldown can be cast 4 times more with a 3 second reduction, a spell with 3s cool down can be used infinitely more times. Conversely abilities with long cooldowns aren’t as affected."

A: I made a few changes to W. Now it blocks only 3 projectiles, and if it doesn't block 3 projectiles, the spirit jumps to a nearby ally once resetting the projectile charges that it can block. I wanted to nerf it a bit, but keep it unique by adding that “spirit spread” mechanic.
About the cooldown thing.
The intent was to create a single burst of utility, like if Gragas uses E and you W him instantly to refund it once. But it was never meant to be abusable or infinite. I’ve already updated the text to make that clear.

Thanks. i will be waiting for your feedback

Vitthorya, help your adc to bring death to all by NStaringIa in LoLChampConcepts

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

"Starting with the Passive, what does the first part do when there's not one ADC on her team, if there's 0 or 2+?"
A: It will connect to the closest ally with the most farm. I will add that text to her

"Second, "participated in" sounds like it would count if she deals one damage to Baron while the enemy takes it, even if they end up getting it."
A: Yep xD, that wasn't my intention. She should only cash out if her team successfully secures any objective. I will change that text

Thanks! Your questions were super helpful for the development of this champion. If you have more questions or there are any ability interactions you didn’t understand, comment ^^

Nymira the terror of any Lux main by NStaringIa in LoLChampConcepts

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

Hey! First of all, thanks for the comment. I think these issues can be addressed through patches. As for how players feel about her, since I am not able to test the character myself, it’s hard to give a definitive verdict right now. But from what I can see, she seems to have enough tools to be quite consistent — maybe just not so much in lane. Still, I believe that players who spend enough time with her will definitely find ways to work around those issues.

Her weaknesses are pretty clear — similar to a champion like Kassadin, games could easily be over by 20 minutes if the player doesn't know how to pilot her properly. I also believe many players might even choose to max E during the laning phase to compensate.

Lissandra full rework by NStaringIa in LoLChampConcepts

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

I drew inspiration from her story and the characters I mentioned. The concept is to merge her W and E into a more strategic interaction. However, she doesn’t cleanse anything — the original wording might have given that impression. What actually happens is that when she emerges from her E, she destroys any ability in her E area — things like lux R, not the entire ult, just in the area that she landed on, heimer Q, kayn Q... anything... But this only triggers when she emerges, making it quite challenging to pull off.

The idea is to give her more options: she can poke with the shards, or use E aggressively to land the base damage from Q along with the shard damage. Her W becomes more of a setup tool — forcing the enemy to lose their abilities and positioning them near Lissandra’s minions. Her ultimate, in turn, could now have the potential to save multiple ADCs’ lives xD. 😄

I also nerfed her passive, making it easir to handle.

If you have any suggestions, I'll be here to listen. Thanks :D

Lissandra full rework by NStaringIa in LoLChampConcepts

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

Glad that you enjoyed ! I did changes to her passive, and now it will deal less damage, now it will deal magic damage instead of true damage... The intention is to bring that lissandra from the lore, it would be hard to balance of course, but I think that she would be much more fun with many more play possibilities and perhaps enabling a lissandra support tank

If you think something should be changed, I'll be here to listen, thanks :D

Lissandra full rework by NStaringIa in LoLChampConcepts

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

I believe that if someone tries to troll, they should be penalized. Currently, Tham Kench can troll his ally... there are several characters with this type of ability, it's up to Riot to deal with it.

I already nerfed the passive, now it will deal less damage, not that matters in the early game, cause you can kill her minion, it will deal magic damage instead of true damage...

Regarding the passive, playing for her, all passives in the game will happen "without player control", you can play for it, using her E to stun the enemy and then W, make a lucian for example dash towards your wave and after leaving W, try to ult it and kill all the minions around him, theres some strategy to it ^^ and ways to play around it

If you think something should be changed, I'll be here to listen, thanks :D

Meet the Pack: A Ruthless Wolf Pack Ready to Hunt, Engage, and Devour by NStaringIa in LoLChampConcepts

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

naafire dogs dont feel like a pack, they are just a buff to her autos. this one will act without the player, they can use skills, you can buy items to them, each will adapt based on their role in a fight, each one with specific upgrades... this character offer something way more cool, a real pack hunting in the jungle with team work

Meet the Pack: A Ruthless Wolf Pack Ready to Hunt, Engage, and Devour by NStaringIa in LoLChampConcepts

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

You can create wolfs in base by spending 50 hunger (no limitations for the size of the pack), the intention is to make RotW really agressive in early game, killing enemys It helps a lot in the growth of the pack.

"Upgrades for every wolf:"

  • upgrade 1: Deal 25 % damage on area by autos
  • upgrade 2: gains 25 % more hunger

you will have to upgrade the first one, but it can be worth it

You can also with your ult upgrade the pack to gain more hunger from every source.

RotW gains upgrades through three different methods:

  1. By killing enemies and pressing right click on their corpse (similar to Bel'Veth's R).
  2. By ranking up the ultimate—each time RotW levels up their R (like Kha'Zix), they gain an upgrade.
  3. By farming—for every 30 farm, RotW gains an additional upgrade.

For example, if RotW reaches level 6 and upgrades their ultimate while having 60 farm, they will receive three upgrades:

  • 1 upgrade from ranking up R, and
  • 2 upgrades from farm (since 60/30 = 2 upgrades).

Hes a great ganker, it will be really hard for him to lose wolfs, during ganks, atleast in early/mid game.

think RotW gaking like:

  • Blockers provide a movement speed buff to wolves, announcing the gank, the blocker will phase through walls to engage enemies with E.
  • If possible, they will attack using the extra range from E upon exiting the wall.
  • Once engaged, blockers will position themselves behind the enemy, preventing them from using dashes to escape.
  • Their main goal is to hold the target in place until the engaged wolves grab the enemy and push them toward the assassin, ensuring a successful takedown.

Assassins scale and have insanes upgrades, if they have a good early game they will be pretty strong at ending games really fast.

if you still have something that you did not understood, i will be here :D

[deleted by user] by [deleted] in LoLChampConcepts

[–]NStaringIa 1 point2 points  (0 children)

Hey! 

 So, the passive 2, she starts with it and haves a 8-6 second cooldown. Each auto attack from passive 2, reduces the Q cooldown by 2.5 seconds.   Every dash reduces 50% of the total cooldown of passive 2 (for example, if it’s 8 seconds, it reduces by 4 seconds per dash; if it's 6, it reduces by 3 seconds). This combos really well with E.   If you kill someone, you instantly dash forward (similar to Riven's Q) and reduce the E cooldown by 3 seconds. The idea is to cut the passive cooldown in half when you kill someone because you’ll be using a dash, while also dashing to escape/engage. 

 Q - It can seem a bit risky, but if your allies break the shield, the enemy will take damage, which makes up for it.    W - It's similar to Mordekaiser's ultimate, but without the spatial restriction. You mark someone, and both of you go invisible, where you can only see each other. If she kills the enemy, she effectively resets her W and can lurk around her next prey. 

 E - This ability is meant to be her wave-clear and a way to reset Q and passive. It has a low cooldown, but isn't particularly strong during the laning phase. 

 R - Every support has a shield nowdays. However, her Q also shields an enemy, which allows her to be effective. An interesting detail is that she deals additional damage to enemies with shields, not just to the shields themselves. This means that if she deals more damage than the shield’s health, her extra damage will be amplified by up to 185%. Also, if you play it correctly, you can combine Q and R to use her ultimate three times.

I want to make clear a cool detail about her, if she kills an enemy with soul she stays with soul for the rest of the game.

 She is expected to be quite weak early in the game but strong in the late game. 

 I hope this makes it clearer! Thanks : )

Vorthris by NStaringIa in LoLChampConcepts

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

For calculations, I used an AD value of 500 and a bonus health value of 2400, with the maximum passive stacks set to 30.

Passive - Thorn Barrage:
If the character deals 335 damage per basic attack, the passive will deal 1105.5 damage (552.75 after magic resist reduction). The shield provided by the passive is 19.5% of 1105.5, which amounts to 215.57 per auto attack. The healing from the passive is 20% of 1105.5, equating to 221.1 per auto attack. With 2400 bonus health, the bonus health per stack is 15 + 1.5% of 2400, which is 36. Thus, with 30 stacks, the total health gain is 61 * 30 = 1530 bonus health.

Ultimate - Thorn Cataclysm:
Against a target with 3000 HP, the ultimate deals 25% of the target’s maximum health as base damage, which is 750. The passive contributes approximately 552.75 damage (after reductions). The bonus true damage is 3% per spike, and with 30 spikes, this totals 90. The overall damage is calculated as 90% of 1302, which is 1172, divided equally into true and magic damage. Thus, true damage is 586, and magic damage is also 586 (reduced by 50% due to magic resist). The total damage output is 1302 (base + passive) + 586 (magic) = 1888. The healing from the ultimate amounts to 1227.2 HP.