I'm thinking his passive should give him some sort of way to regenerate the lost HP or offer some damage resistance. Either that or giving more fury depending on the amount of damage received.
It seems like I'm taking a whole bunch of damage to get not-so-great effects from my skills.
It seems like I'm taking a whole bunch of damage to get not-so-great effects from my skills.
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Consider that your Q is a spammable true damage nuke that hits for 600 true damage on one target and 400 AoE true damage otherwise. Your W is a spammable 2 second AoE stun. That screams overpowered, especially on a tank. Build some CDR on this guy and he's dealing tons of damage while making it impossible for the enemy team to do anything in a team fight.





Jebus McAzn wrote:
Consider that your Q is a spammable true damage nuke that hits for 600 true damage on one target and 400 AoE true damage otherwise. Your W is a spammable 2 second AoE stun. That screams overpowered, especially on a tank. Build some CDR on this guy and he's dealing tons of damage while making it impossible for the enemy team to do anything in a team fight.
Okay, that part about the AoE Stun is OP, now that you mention it, IF he has the Fury/ult. If he doesn't it is not, I'm thinking that putting diminishing returns on the stun part might even that out.
And as for the damage, it is not 600 true damage, it is 200 physical for a single target and then 200 true damage caused over 5 seconds, and as for the AoE, the max it will do to all champs IS 400 true damage, all you need to do is have 3 people and it's down to 133.33 true damage to each. Since it has a scale though, stacking AD might be somewhat OP, thinking about diminishing returns on it too.
To be updated soon!
Lugignaf wrote:
I'm thinking his passive should give him some sort of way to regenerate the lost HP or offer some damage resistance. Either that or giving more fury depending on the amount of damage received.
It seems like I'm taking a whole bunch of damage to get not-so-great effects from my skills.
Hmm... not a bad idea, some extra health regen from his passive might be a good idea. Or giving an extra couple points of fury for every extra hundred or so damage would be decent as well. Or possibly both, I'll think about the numbers and update soon.
To be updated soon!
Jebus McAzn wrote:
A taunt would be worse than a stun because then you're generating Fury faster.
That was my thought, but the idea was the only way I could make sense of what he was saying (he's still new to LoL)
Thoughts about using Diminishing returns though?
To be updated soon!
Nyoike wrote:
Actually, if you think about it, keeping it the same would make it either OP or UP at one point in the game. If it were 20 seconds the entire game it'd be good early game, kinda OP mid, and way OP late game. Since you start to be attacked more and more as the game goes on and you can take it more as the game goes on. And if it were 10 seconds it'd be UP early game cuz you'd have to nearly die in order to get enough Fury to do something without losing it all.
It's bad design to make something worse as the champion levels up, though.
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Fury deteriorates at a rate of 1 point every 20/15/10 seconds (times change at 1/7/13 respectively)
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So the lifetime of Fury Points is decreased as you level up?
Makes a lot of sense. o_o
Actually, if you think about it, keeping it the same would make it either OP or UP at one point in the game. If it were 20 seconds the entire game it'd be good early game, kinda OP mid, and way OP late game. Since you start to be attacked more and more as the game goes on and you can take it more as the game goes on. And if it were 10 seconds it'd be UP early game cuz you'd have to nearly die in order to get enough Fury to do something without losing it all.