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Since we have an OP Q + R combo by itself, now we'd need the least amount of CC possible.
Trojan's suggestion has too much damage.
Jebus' suggestion + that ultimate would reduce way too much armor/MR.
I guess there's no favorable option this time =P
Trojan's suggestion has too much damage.
Jebus' suggestion + that ultimate would reduce way too much armor/MR.
I guess there's no favorable option this time =P
TehGus wrote:
At Level 5, it deals 520 damage at a 1:1.8 ratio.
Actually, if the person stays in as long as possible and breaks the leash, the last tick won't go off. Therefore it's more like 445 damage on a 1.6 ratio.
I don't think this is too much of a problem; for instance, as long as you're not dumb you'll either take the ticks or break it quickly. For instance, maokai's

In this case, I'd be willing to reduce the AP ratio (to a .6 ratio on the tether break) and the leash-break base damage, but I don't think it's as OP as it looks.
Potential damage; 520 potential damage for one skill is too much anyway.
If you asked me to balance your numbers, I'd do this:
CAC1 tethers enemy champion to the ground at CAC1's feet for (2 / 2 / 3 / 3 / 4) seconds and takes (15 / 25 / 35 / 45 / 55) (+ .15 per AP) magic damage each second. If enemy champion leaves the range of the tether, the enemy is slowed by (40 / 45 / 50 / 55 / 60)% for 4 seconds and takes (60 / 100 / 140 / 180 / 220) (+ 5 per AP) damage.
The potential damage becomes 90/150/245/315/440, with a 1.1:1 ratio at level 5.
We do need to nerf the other skills if this happens, though.
If you asked me to balance your numbers, I'd do this:
CAC1 tethers enemy champion to the ground at CAC1's feet for (2 / 2 / 3 / 3 / 4) seconds and takes (15 / 25 / 35 / 45 / 55) (+ .15 per AP) magic damage each second. If enemy champion leaves the range of the tether, the enemy is slowed by (40 / 45 / 50 / 55 / 60)% for 4 seconds and takes (60 / 100 / 140 / 180 / 220) (+ 5 per AP) damage.
The potential damage becomes 90/150/245/315/440, with a 1.1:1 ratio at level 5.
We do need to nerf the other skills if this happens, though.
Trojan's suggestion makes it way viable to play AP with this champ, which was not the initiate thought, but of course, making it possible or even viable might not be that bad, but just consider the get-away power of this skill in Trojan's suggestion:
60% slow?! 100% AP ratio?!
I'm just saying; Put tether on inc physical melee dps; Flash away; You're completely safe, and team will have an easy kill. No melee dps can do anything with a 4 second 60% slow.
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In Jebus' case, I find it that it seems to me a bit underpowered, as you have made it a skillshot. What's more: The tether only lasts for 2 seconds? That almost forces you to turn around while chasing someone just to tick the tether in time. I think something like 4 seconds seems more reasonable, especially since it is a skillshot. With a 2 second tether, you pretty much are forced to put it on the enemy predicting the flash, or it's almost useless, as you have to either stand still, or turn around to slow the enemy. This may of course give your team a kill, but as a debuff'er: shouldn't you be in on the action as well?
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Finally, Gus' suggestion seems a tad too strong. A 2 second stun is quite wild, and will make it too worthwhile to actually do what I described above: Tethering an enemy, and then turning around and running from them, only to stun them.
Lé Decísión:
In the end, I think I'm going to go with Trojan995's suggestion, simply because it shouldn't leave the enemy unharmed just staying close to you. I choose this one, however with hope of nerfing the number quite a bit.
so again, my choice for the Bold Vote:
Trojan995
60% slow?! 100% AP ratio?!
I'm just saying; Put tether on inc physical melee dps; Flash away; You're completely safe, and team will have an easy kill. No melee dps can do anything with a 4 second 60% slow.
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In Jebus' case, I find it that it seems to me a bit underpowered, as you have made it a skillshot. What's more: The tether only lasts for 2 seconds? That almost forces you to turn around while chasing someone just to tick the tether in time. I think something like 4 seconds seems more reasonable, especially since it is a skillshot. With a 2 second tether, you pretty much are forced to put it on the enemy predicting the flash, or it's almost useless, as you have to either stand still, or turn around to slow the enemy. This may of course give your team a kill, but as a debuff'er: shouldn't you be in on the action as well?
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Finally, Gus' suggestion seems a tad too strong. A 2 second stun is quite wild, and will make it too worthwhile to actually do what I described above: Tethering an enemy, and then turning around and running from them, only to stun them.
Lé Decísión:
In the end, I think I'm going to go with Trojan995's suggestion, simply because it shouldn't leave the enemy unharmed just staying close to you. I choose this one, however with hope of nerfing the number quite a bit.
so again, my choice for the Bold Vote:
Trojan995
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I am going to go with Jebus's W.
The ultimate already has a potential 10 second silence to one champion with a 2 second silence to another champion, and a .5 second silence to a third champion, OR a 12.5 second silence on ONE champion, that's almost a whole teamfight without being able to use a skill, or a full 1v1 without being able to use one, so we need the most underpowered skill here, a 50% slow, and a 2 second tether. The champion is already overpowered with a silence that also reduces armor and mr, although, jebus' suggestion can do without the extra armor/mr reduction...
The ultimate already has a potential 10 second silence to one champion with a 2 second silence to another champion, and a .5 second silence to a third champion, OR a 12.5 second silence on ONE champion, that's almost a whole teamfight without being able to use a skill, or a full 1v1 without being able to use one, so we need the most underpowered skill here, a 50% slow, and a 2 second tether. The champion is already overpowered with a silence that also reduces armor and mr, although, jebus' suggestion can do without the extra armor/mr reduction...
This will be a Bold Vote poll.
When voting, keep in mind our original concept and our total skillset.
The template for our skills is:
Passive: CAC1 gains a speed boost after the extent of an enemy crowd control spell is worn off.
Q: Passive: CAC1 deals extra damage and silences the enemy every (x)th attack, .
Active: CAC1 launches a projectile that deals damage and silences the enemy.
W: CAC1 tethers enemy champion. If enemy champion leaves the range of the tether, the enemy is slowed (significantly) and (other CC?).
E: CAC1 inflicts damage over time and a debuff upon the enemy for (medium-long) duration. If the enemy is healed within the extent of the debuff, 50% of the heal is instead given to CAC1.
R: CAC1 damages and fears (or some type of CC) target enemy for (very short) duration. If, after the duration of the fear, (x) amount of enemy champions are nearby target enemy, the fear is renewed. Max (x) seconds. Additionally, every tick that the fear is renewed, CAC1 gains bonus attack damage (attack speed, maybe?) for (longer than the CC duration) seconds.
Our Q skill is:
Active: CAC1 fires a projectile that deals (65/100/135/170/215) (+1 per bonus attack damage) physical damage and silences for (1.5/1.5/1.5/2/2) seconds.
Range: 600
Cooldown: (22/18/14/10/8)
Our R skill is:
Here are your submissions:
W: CAC1 tethers the target enemy champion. If the enemy champion leaves the range of the tether in the next 3 seconds, it takes 80/120/160/200/240 (+0.7:AP) damage and is stunned for 1/1.25/1.5/1.75/2 second(s).
CAC1 tethers enemy champion to the ground at CAC1's feet for (2 / 2.5 / 3 / 3.5 / 4) seconds and takes (35 / 45 / 55 / 65 / 75) (+ .2 per AP) magic damage each second. If enemy champion leaves the range of the tether, the enemy is slowed by (20 / 30 / 40 / 50 / 60)% for 4 seconds and takes (60 / 120 / 160 / 190 / 220) (+ 1 per AP) damage.
Range of activation: 650
Range of tether: 800
Cooldown: 18
Reasoning: These numbers make it kind of a mind-game for the enemy. They can either sit within the tether, remain un-CC'ed, and take periodic damage, or they can instantly snap the tether, get away while slowed and take burst damage. Snapping the tether way-late will make the enemy take both periodic and burst damage, which can add up to be a LOT. This makes the enemy stay and fight or GTFO quickly, but not both. I put good AP ratios because this can't really be abused by stacking AP, so why not gain benefit from what little AP one could possibly have, such as from a Trinity Force . The cooldown would be high so that it wouldn't really be viable to be used more than once in a fight.
Skillshot range: 700
Tether range: 800
Mana cost: 60/70/80/90/100
Cooldown: 17/15/13/11/9