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(THE MOST ELABORATE, CUSTOM CHAMPION CONCEPT...

Creator: Nhan Fiction
April 19, 2013 4:24am
4 posts page 1 of 1 Forums » Theory Crafting & Ideation » (THE MOST ELABORATE, CUSTOM CHAMPION CONCEPT EVER!) Kiya, the Fervor of the...
Permalink | Quote | PM | +Rep | Commend by Nhan Fiction » April 19, 2013 4:24am | Report

Kiya, the Fervor of the Sands. (The post is on LoL Wiki).

A versatile, support-focused champion, Kiya is based on Egyptian themes like Nasus and Renekton. Gotta love dem cat characters. <3

I am going to be BOLD by saying that this is the most elaborate, custom champion concept out there among the LoL community. And I mean out of EVERYONE.

This champion concept includes, and is not limited to:

- Tons of original artwork.

- Original lore.

- Skin ideas (check out the "sexy mummy" idea at the bottom in particular that was drawn by the talented k1lleet.



- A very sophisticated champion kit for an evolving LoL (with a Version B as well).

- A clean and organized concept presentation.

- A complete voice set for the champion of more than 50 spoken lines, which was done by Imoristar.



Finally, I still have more elements planned for this concept. I am also always looking for further additions that are done by LoL's amazingly talented community.

Please check out Kiya and see for yourself.


THE MOST ELABORATE, CUSTOM CHAMPION CONCEPT EVER!

Are you feline fine?
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Permalink | Quote | PM | +Rep | Commend by Lugignaf » April 19, 2013 12:16pm | Report

Main kit criticism


As soon as you introduced the passive, I knew it would never be done in League. There's far too much to learn for people playing both as her, and against her.

Her W is counter-intuitive, if you're playing her as a support since you're supposed to not be attacking all the time. Or, you won't have an opportunity to. The move speed synchs nice with it though, since it does encourage you to poke and run, which is easy with the passive.

Q's damage needs to be tweaked, since the damage reduction doesn't seem to be applying to the AP ratio on it. Look at Buckshot on the wiki for a good example of what I'm talking about.

Last thing, the ult's free mana seems completely useless, as you won't even use all of it, due to decently long cooldowns, and the heal is completely pitiful. Monsoon heals for more in a second, and knocks back, while yours does little for the team. The slow and damage on the second cast of the ult is nice, but it doesn't need a mana cost.

If this were to be successful, you would have to have the orb color have a serious impact on the visuals for her. Otherwise, I would never know that when you're yellow, you have a heal debuff and a root as well as a defense aura.


Kit B criticism


Again, the passive is complex. The bonus vision range is actually very negligible. Especially on wards. Nobody takes Scout because of it. Also, I think it would be difficult tech-wise since you can't just give and take vision randomly on a .5 second cooldown. Also, the fact that it's giving free gold, on an item you can't get rid of, is universally good. Maybe shift the gold giving passive to the yellow orb, and tone either the MS boost, or change how the gold is given. Giving it a sort of Pickpocket like effect, passively, might work. Especially since you have to get 25 combined assists and kills to get the Pickpocket mastery for free.

A lifesteal and spellvamp aura is very underwhelming. It's not noticeable, for the most part, until endgame. And, because it's the most useful spell in lane, you're probably going to be maxing it first.

Q is fine as is. Wouldn't change a thing on it.

W, more problems since you're giving her a useless stat. AS is good on bruisers and ADC, not supports. When using it, it should consume the stacks. If it does already, it's not specified in the tooltip.

Moving on to the ult, we have the same problem with the free mana. Nobody wants it other than Ryze and Singed. Remove it and maybe replace it with health or some substantial auras. Mana+health regen maybe? Giving the team CC reduction is powerful though. Possibly too powerful. Double the stats reduced on the second cast of the ult, which shouldn't have a mana cost, and also double the time it takes for them to do anything. It's just more consistent ant it feels like it'll have more of an impact, faster.

Overall kit criticism


Take W1's passive, the MS increaser, and move it onto W2's passive. Replacing the AS increase and changing it to 1%/2%/3%/4%/5% per stack.

Take Yellow orb+Ankh in kit A and move it to kit B. This is overall better for the team.

Replace the mana gain on the ult with something like health, armor/mr or something else that is actually impactful when you use it instead of over it's duration. If you are intent on keeping the heal to allies and yourself, increase the numbers on it. Maybe .5%/1%/1.5% per second for health, and less for mana, in an aura of course. Remove the mana cost on the second ult cast. The only champ that has to spend mana on re-casts is Darius, and that's because it's cooldown technically gets reset for 12 seconds.

If kit B is more prevalent if it ever gets to like... production, you'd need to replace the vision passive on Blue with something more useful. Like the mana regen aura I suggested possibly?

Anyway, this is one of the most well done concepts I have seen in a while and only needs some balance tweaks, and not very large ones either. Damn good work. You get a thumbs up from me, which I don't do to concepts often.

Cheers. :)
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Edit: No but seriously, to many words.
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Permalink | Quote | PM | +Rep | Commend by Nhan Fiction » May 19, 2013 1:53am | Report
Lugignaf wrote:

Main kit criticism


As soon as you introduced the passive, I knew it would never be done in League. There's far too much to learn for people playing both as her, and against her.

Her W is counter-intuitive, if you're playing her as a support since you're supposed to not be attacking all the time. Or, you won't have an opportunity to. The move speed synchs nice with it though, since it does encourage you to poke and run, which is easy with the passive.

Q's damage needs to be tweaked, since the damage reduction doesn't seem to be applying to the AP ratio on it. Look at Buckshot on the wiki for a good example of what I'm talking about.

Last thing, the ult's free mana seems completely useless, as you won't even use all of it, due to decently long cooldowns, and the heal is completely pitiful. Monsoon heals for more in a second, and knocks back, while yours does little for the team. The slow and damage on the second cast of the ult is nice, but it doesn't need a mana cost.

If this were to be successful, you would have to have the orb color have a serious impact on the visuals for her. Otherwise, I would never know that when you're yellow, you have a heal debuff and a root as well as a defense aura.


Kit B criticism


Again, the passive is complex. The bonus vision range is actually very negligible. Especially on wards. Nobody takes Scout because of it. Also, I think it would be difficult tech-wise since you can't just give and take vision randomly on a .5 second cooldown. Also, the fact that it's giving free gold, on an item you can't get rid of, is universally good. Maybe shift the gold giving passive to the yellow orb, and tone either the MS boost, or change how the gold is given. Giving it a sort of Pickpocket like effect, passively, might work. Especially since you have to get 25 combined assists and kills to get the Pickpocket mastery for free.

A lifesteal and spellvamp aura is very underwhelming. It's not noticeable, for the most part, until endgame. And, because it's the most useful spell in lane, you're probably going to be maxing it first.

Q is fine as is. Wouldn't change a thing on it.

W, more problems since you're giving her a useless stat. AS is good on bruisers and ADC, not supports. When using it, it should consume the stacks. If it does already, it's not specified in the tooltip.

Moving on to the ult, we have the same problem with the free mana. Nobody wants it other than Ryze and Singed. Remove it and maybe replace it with health or some substantial auras. Mana+health regen maybe? Giving the team CC reduction is powerful though. Possibly too powerful. Double the stats reduced on the second cast of the ult, which shouldn't have a mana cost, and also double the time it takes for them to do anything. It's just more consistent ant it feels like it'll have more of an impact, faster.

Overall kit criticism


Take W1's passive, the MS increaser, and move it onto W2's passive. Replacing the AS increase and changing it to 1%/2%/3%/4%/5% per stack.

Take Yellow orb+Ankh in kit A and move it to kit B. This is overall better for the team.

Replace the mana gain on the ult with something like health, armor/mr or something else that is actually impactful when you use it instead of over it's duration. If you are intent on keeping the heal to allies and yourself, increase the numbers on it. Maybe .5%/1%/1.5% per second for health, and less for mana, in an aura of course. Remove the mana cost on the second ult cast. The only champ that has to spend mana on re-casts is Darius, and that's because it's cooldown technically gets reset for 12 seconds.

If kit B is more prevalent if it ever gets to like... production, you'd need to replace the vision passive on Blue with something more useful. Like the mana regen aura I suggested possibly?

Anyway, this is one of the most well done concepts I have seen in a while and only needs some balance tweaks, and not very large ones either. Damn good work. You get a thumbs up from me, which I don't do to concepts often.

Cheers. :)


I replied to your points on LoL Wiki.
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