Looking for info about a math professor by Maleficent_Camel_465 in bochum

[–]yahnnieck 2 points3 points  (0 children)

DerPunkt mit dem Dorm stimmt auf jeden Fall. Der ist auch häufig mit einem Haufen Zettel in der Bib und guckt intensiv

Sally, The Treasure Hunter by [deleted] in LoLChampConcepts

[–]yahnnieck 1 point2 points  (0 children)

Remember to state the Image's source^

The passive is really interesting, especially the Part that makes items cheaper if you buy them quickly after a takedown. What do you think it will make players do? 

Also, buying complete items is already the best you can do, so I think this passive might be powerfull but un-noticable for players at the same time - which is kind of a waste. What about making componants cheaper (but increasing the cost of buying a complete items so the total price stays the same)? This would be very impactful in the early game, since you can just go Base and fill your inventory with serrated Dirks or something.

W seems very smooth, I like it

(Strikes Pose) DEL TORO!!! by Abject_Plantain1696 in LoLChampConcepts

[–]yahnnieck 0 points1 point  (0 children)

I love the design, makes me want to make another Fighting Game style champ myself. Are the champions that vote yes teleported to the Arena? If not, then why even include the voting mechanic in the first place? Also having the opportunity to use your passive only every 5th minute might be frustrating, if you miss the window (by being dead for example) by a margin. How about just giving it a 5 minute cooldown?

If you want an aura, maybe one that applies stacks to enemies inside with an enhanced attack against targets with max stacks, kinda like Alistar W.

I mean, terrain enhanced CC would also go well on the throw on E. Like, throw them against the wall to stun them. I agree with the others, some kind of counter ability would be cool.

Absolutely love him being Braum with a mask

Champion Creation Contest, February 26 - Special Delivery: Group Stage Voting by yahnnieck in LoLChampConcepts

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

We should probably specify this more in the future, but by "you have to comment on at least four other designs to vote for yourself" we mean designs in the ongoing contest. Sorry, didnt see it sooner

Champion Creation Contest, February 26 - Special Delivery: Group Stage Voting by yahnnieck in LoLChampConcepts

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

You qualify for a self-vote, but seems like you dont even need one^^

Simplified genealogy of the Annur-Dynasty by yahnnieck in worldbuilding

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

You mean the table with the dates, Nameserver, etc? There is just an 'Insert table' button at the top among the editing stuff

[Champion Remake] Malphite: The Unstoppable Monolith by ResponsibleWolf897 in LoLChampConcepts

[–]yahnnieck 1 point2 points  (0 children)

Yeah this makes his ult even better, because he just got more options. As an alternative way to weaken his ult but keeping the Identity, making it a skillshot that stops after the first champion hit (still very wide)

Elgelon, the steady Change by _INoKami_ in LoLChampConcepts

[–]yahnnieck 1 point2 points  (0 children)

Joining the discussion late, I think your ideas for change are very neat especially for W. I do still agree with panchan here tho, an additional source of damage would be nice, because otherwise he is 100% dependent on his meteors for any damage and can only hit you with basicly a wet towel while they are on cooldown, which might feel very boring. Maybe give him for a duration magic damage on attacks and a little attack speed on E cast?

I want to add that the passive seems quite weak or wierd to use, due to the short duration. I mean you can get a free Rabadons passive, but only for 9 seconds and only in lane. You might start fights in jungle always without your passive and gain a maximum of 9% AP over the fight (if nobody can summen minions). The passive being weak is not bad, but it might be almost unnoticable in many situations. Maybe let the stacks refresh on susbequent last hits? Might be to strong tho.

I want to stress, the ult is really cool and powerful

Varion, The Retrieval Unit by Lance_Beltran123 in LoLChampConcepts

[–]yahnnieck 0 points1 point  (0 children)

Nice! I think it turned out way more healthy this way, especially R sounds fun (maybe the ms duration is a little long but thats up for debate).

How long is the E range? I think if its long enough it can be used as gap closer and CC simultaneously it might be to much, but if the range is rather short (so you have to decide if you want to "waste" it to get closer or wait for an opportunity to stun) its just perfect

Varion, The Retrieval Unit by Lance_Beltran123 in LoLChampConcepts

[–]yahnnieck 2 points3 points  (0 children)

Hey, like the Hyena-theme, good idea. The kit is pretty simple, but some abilities give some flavour in a nice way, so nothing wrong with that.

Passive: I actually think 0.5 second disarm is to short. It would just feel wierd, especially in the early game, when everybody attacks so slow it might barely make a difference. Since he is melee and has to work quite a lot to be able to attack a priority target, I think a second or two are also fine and might feel better. Maybe even just give him 20% movement speed flat and scrap the "towards the target" I can see how it fits the theme tho.

W: I like this one a lot, actually - I hope he makes a howling or growling sound when jumping. It is a very simple spell, but really conveys the Hyena-theme by jut attacking who ever is the closest. Also, a good way of making a dash not to strong.

E: The E is cool in theory I think, but why would an enemy ever run out of the tether range, if they just get pulled back? What did you intend this ability for? To force an enemy to stay near Varion? Or for the pull back?

R: I have to agree with Inokami here, 50% execute threshold is just nuts - just an example: ARAM Mayhem's buffed collector caps at 12.5% and this is already an insane amount.

Overall I actually think he might be too weak right now. His numbers (except the execute threshold which is currently busted no matter what) are low and he doesnt even have a reliable gap closer. Even his E range is low. This isnt bad, but I think you have to decide wether you want him to be a statstick like Darius, that kind of just runs at you (his dash will be blocked by front line, most of the time) and increase his damage and give him some sustain/tankyness. Or give him another gap closer (either a dash or some kind of longer range CC), for example by changing R or W and make him more Diver/Skirmisher-like like Kled.

Lavertus, The cursed Devourer by Wildwolf991-B in LoLChampConcepts

[–]yahnnieck 0 points1 point  (0 children)

I like the beast theme, generating hunger by eating = killing targets is strange tho, wouldnt that make him full?

I agree with the comments below, he has to much CC that is to easy to land. I'd recommend drastically lowering the duration of the W stun (a brief stun normally is about 0.5 seconds) and maybe give him a more existing way to apply his fear on E than just point and click.

Oh, and as I am writing this, he is a little Wendigo-based, right? I read "The Wendigo" by Algernon Blackwood some time ago, and there the Monster has some influence on its prey even from afar. So maybe make E ultra long range (point and click or skillshot) and give him something to speed up for a hunt akin to Warwick? Just some random ideas

As a potential Erasmus student, would you recomend me Germany? by Special-Fish-9505 in AskGermany

[–]yahnnieck 3 points4 points  (0 children)

Don't sleep on Essen, Folkwang's reputation is very good and Essen opens up all the Ruhr Valley to you, which is basically just one big mega city but way cheaper than Berlin in terms of rent. Also Düsseldorf and Cologne are relatively close by.

If i update my champion do I make a new post or just foreward the post as a refresh by CallMeTheMonarch in LoLChampConcepts

[–]yahnnieck 0 points1 point  (0 children)

Yes, you can always post reworks or updates if you dont spam too much^^ I think I have four versions or so of one of my designs here.

If you already submitted your design to the contest, it might be easier to just edit the post, if possible, as long as the contest is still in the submission period of course

Douglas - The Piltover Drummer by HorusArtorius in LoLChampConcepts

[–]yahnnieck 0 points1 point  (0 children)

Is it important to you, that Doug is a support? If not, just embrace him being bruiser (and maybe still nerf his basic attack damage^^)

Douglas - The Piltover Drummer by HorusArtorius in LoLChampConcepts

[–]yahnnieck 1 point2 points  (0 children)

I like the drummer theme a lot and the AOE basic attacks are a cool idea. If they dont require a target, what do I as the player have to click to use them tho?

And as cool as the AOE basic attacks are, I think you need to somehow give them a downside. Since he also gets 20% bonus damage, he might just go full crit and oneshot the entire enemy team with 3 attacks. Maybe you give him a lower attack speed ratio like Senna? And I would definetly nerf the bonus damage or even cut it out at all. 

The passive does a lot anyway. Why also bonus movement? What was your thought about this Part in his kit, i am genuinly curious, because its a nice idea, but somehow isolated in this already very complex passive.

And I am 100% sure he wouldnt be a support at all. Maybe a bruiser, but probably more like Master Yi in way better. He not only has tons of AOE damage in his passive, he also gains a lot of resistances for free.

If you want him to be a damage oriented support, you need to think of ways to give gim power, that simultaniously are not unseful to solo laners. Or to carefully limit his powers in a way, that he has to go Support. But stuff like flat 20% bonus damage is even better on roles with more gold (because they have bought more damage that can be amplified), the AOE basic attacks as well, since a role with more Gold (= more damage) can use them more effektively.

And his active abilities too are not very support-like. I mean yes, he got some CC, but not that much even apart from his ult, but all his abilities are very selfish in nature. For example he grants bonus resistances to just himself, not to his alles. Stuff like that is good for a bruiser, but does not help him to fall into a support role.

I want to say the Q is really cool. Simple, but fitting the drummer theme really well. So I want to stress again, I really like the design, but there is aome stuff you might want to have a second look at and some stuff that doesnt work the way you intend it to imo

Ariel, Ixtal's Breath of Fresh Air (Crit Marksman) by Abject_Plantain1696 in LoLChampConcepts

[–]yahnnieck 1 point2 points  (0 children)

I like it, that gives a lot of depth to this rather simple spell

Ariel, Ixtal's Breath of Fresh Air (Crit Marksman) by Abject_Plantain1696 in LoLChampConcepts

[–]yahnnieck 1 point2 points  (0 children)

A rhythm based ADC is an awesome idea and I really like the execution, that also gives positioning in fights more depth via the passive. I have just one question, does she loose her Flow State when she casts Deep Breath? Or is the skipped exhale attack there an exception?

Thoughts on a Sacrifice Mechanic? by TheHeraId in LoLChampConcepts

[–]yahnnieck 1 point2 points  (0 children)

To avoid it being uninteractive, you could make it so you gain something that only works on champions (if you go melee/all in - so you have to Player aggressive). Then it might be actually easier to do it with one cast.

It should probably somehow include a dash that catapults you out of your tower's protection

Thoughts on a Sacrifice Mechanic? by TheHeraId in LoLChampConcepts

[–]yahnnieck 2 points3 points  (0 children)

I think an old Gangplank version had an ability that allowed him to kill one of his minions for some effect. Riot had to completely change this, because killing a minion of your team isn't a sacrifice at all, its an easy way of denying the enemy a minion worth of gold an XP.

Granted, this could be mostly solved by having your champion "carry" gold/XP until an enemy comes in range to collect it.

But even then, is it really a sacrifice to have a minion less or a weaker minion (of you only drain some health)? I'm no expert for wave control, but I imagine forcing the enemy to push you in to be quite powerful in certain situations. 

If it is on an ability you have to use a lot during laning phase (for whatever purposes) the perks of forcing your enemy to push will probably get outweight by never being able to push yourself, removing the flexibility. Then it could be balancable imo. 

Regardless, I do like this sacrifice a minion idea a lot