Hmm.. If E costs no mana then it is way too powerful for early game.
I think the ulti should be explained better. If River is stunned or killed will his ally also be?
Sharing damage, heal and CC could be another possibility. For example, if one is stunned for 2 seconds then both are stunned for 1 second instead. If you heal one for 200 then both are healed for 100.
The ultimate should also do damage to his enemy if he tries to leave the 500 range area. The cooldown should be around 100 seconds and the duration on friendly cast 5 seconds.
Just got an idea for torment. What if it could be cast on an ally to boost his speed and damage while taunting him?
I think he needs more damaging skills. At least one damage skill is necessary.
I think the ulti should be explained better. If River is stunned or killed will his ally also be?
Sharing damage, heal and CC could be another possibility. For example, if one is stunned for 2 seconds then both are stunned for 1 second instead. If you heal one for 200 then both are healed for 100.
The ultimate should also do damage to his enemy if he tries to leave the 500 range area. The cooldown should be around 100 seconds and the duration on friendly cast 5 seconds.
Just got an idea for torment. What if it could be cast on an ally to boost his speed and damage while taunting him?
I think he needs more damaging skills. At least one damage skill is necessary.
I don't think you should have changed Q. Q was fine, now you can only do damage by sacrificing your heal.
Your ultimate is both useless and OP. E is completely overpowered. W is underpowered. Q just doesn't make much sense as no one in their right mind would ever use it as an offensive spell.
Also, creating a support champion that does not use mana nor needs AP is a very weird idea.
Your ultimate is both useless and OP. E is completely overpowered. W is underpowered. Q just doesn't make much sense as no one in their right mind would ever use it as an offensive spell.
Also, creating a support champion that does not use mana nor needs AP is a very weird idea.
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Passive: Should probably specify the duration of the shield
Q: I think it'd be kind of interesting if you lowered the heal amount in exchange for more LS/SV. As is, it kinda feels tacked on and inconsequential. Question: Can the amount healed from the bonus LS/SV be converted into a shield as well?
W: This skill... is freaking cool. New CC called berserk. lol.
E: 490( + more if they get hit) HP heal over 7 seconds is kinda OP no matter how I look at it. You should just set the heal to a flat amount or the healing time to a flat amount, so it would be kind of like the opposite of Trist's explosive shot.
R: This is also a really cool skill. Seems kind of OP, but oh well. I guess that's the price of coolness.