Damage: 52 (+5.1 per lvl) ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~> lvl 18: 143.8 dmg"
!!??? LOL.
!!??? LOL.

http://www.mobafire.com/league-of-legends/build/duffs-336706
Come hang out when I'm streaming! http://www.twitch.tv/dufftime
lol at his AS
it's only 0.9
multiply and dmg per sec is = 129.4
while jax has
117.05 AD * 1.25 AS thus dmg per sec = 146.3
it's only 0.9
multiply and dmg per sec is = 129.4
while jax has
117.05 AD * 1.25 AS thus dmg per sec = 146.3
Trinity Force, GG.
215 bonus dmg per pro L0LLLL!
215 bonus dmg per pro L0LLLL!

http://www.mobafire.com/league-of-legends/build/duffs-336706
Come hang out when I'm streaming! http://www.twitch.tv/dufftime
DuffTime wrote:
Trinity Force, GG.
215 bonus dmg per pro L0LLLL!
That the reason he mainly scales with AS and bonus AS, thus requiring you to buy mainly AS and therefore you will get less AD from items, and eventually being probably the same as other champion of his type.
Trinity tank, GEEGEE

http://www.mobafire.com/league-of-legends/build/duffs-336706
Come hang out when I'm streaming! http://www.twitch.tv/dufftime
DuffTime wrote:
Trinity tank, GEEGEE
Way to expensive in comparison to the stat, you already lose money since AP goes wasted.
4070 gold is way to much multiply that by 5 or 6 and you would never get that amount in a normal game
But what about the idea in general??
Here's my feedback. Don't take me as being superior when I say exactly how to change something, remember these are all suggestions.
Passive: Change it. It's extremely difficult to gain even 2.5 attack speed, and if you do only because you're either fed or spending tons of money on almost all attack speed (meaning no defense, etc).
BUT, let's say you do get 3.0 attack speed. This means that if you continually attack a target, you're doing more DPS to them than a level 3 Crowstorm with 40 AP with JUST your base attack damage.
Also, while we're at it, can you point out to me where you explain the attack speed scaling? Can't seem to find it.
Q: Generally, I don't think spells should heal you unless it REALLY fits into your kit. However, if you do insist on the heal, make the percent lower and don't make it decay (so like 55%-60% heal from all targets hit)
BUT, If you removed the heal, I would lower the knock up decay, buff the passive (useless ATM) and lower the mana cost (pretty ridiculously high right now).
W: Passive is superstrong, active is superstrong. Nerf one or the other numbers wise, but anyways....
I would change the AS boost to a tiny amount for each attack hitting (right now it seems hard to hit 5 attacks unless they're standing still). Otherwise, I really can't judge it because IDK how fast the spell is. If it's like WW ult or HSS (which I'm assuming) then that should be fine, any faster and it's too much.
E: Lower snare at higher levels, raise cooldown, buff damage and make mana cost scale up.
R1: Lower the cooldown a bit.
R2: Way too complicated for LoL to ever use. This would **** over new players, it's SO CONFUSING. It would also promote button mashing for extra damage (with no real idea of WTF you were doing), stealing jungle creeps early on, and wouldn't be unique because of all that I have already mentioned - It would just be stupid.
I know you wanted to make the spell creative, but that's over the top. How would LoL make a description for that spell? How would anyone but a master at this champ know how to get what they wanted done DONE?
Passive: Change it. It's extremely difficult to gain even 2.5 attack speed, and if you do only because you're either fed or spending tons of money on almost all attack speed (meaning no defense, etc).
BUT, let's say you do get 3.0 attack speed. This means that if you continually attack a target, you're doing more DPS to them than a level 3 Crowstorm with 40 AP with JUST your base attack damage.
Also, while we're at it, can you point out to me where you explain the attack speed scaling? Can't seem to find it.
Q: Generally, I don't think spells should heal you unless it REALLY fits into your kit. However, if you do insist on the heal, make the percent lower and don't make it decay (so like 55%-60% heal from all targets hit)
BUT, If you removed the heal, I would lower the knock up decay, buff the passive (useless ATM) and lower the mana cost (pretty ridiculously high right now).
W: Passive is superstrong, active is superstrong. Nerf one or the other numbers wise, but anyways....
I would change the AS boost to a tiny amount for each attack hitting (right now it seems hard to hit 5 attacks unless they're standing still). Otherwise, I really can't judge it because IDK how fast the spell is. If it's like WW ult or HSS (which I'm assuming) then that should be fine, any faster and it's too much.
E: Lower snare at higher levels, raise cooldown, buff damage and make mana cost scale up.
R1: Lower the cooldown a bit.
R2: Way too complicated for LoL to ever use. This would **** over new players, it's SO CONFUSING. It would also promote button mashing for extra damage (with no real idea of WTF you were doing), stealing jungle creeps early on, and wouldn't be unique because of all that I have already mentioned - It would just be stupid.
I know you wanted to make the spell creative, but that's over the top. How would LoL make a description for that spell? How would anyone but a master at this champ know how to get what they wanted done DONE?
gwadzila wrote:
Here's my feedback. Don't take me as being superior when I say exactly how to change something, remember these are all suggestions.
Passive: Change it. It's extremely difficult to gain even 2.5 attack speed, and if you do only because you're either fed or spending tons of money on almost all attack speed (meaning no defense, etc).
BUT, let's say you do get 3.0 attack speed. This means that if you continually attack a target, you're doing more DPS to them than a level 3 Crowstorm with 40 AP with JUST your base attack damage.
Well if you get the right items it isn't that hard :p
First of all I would get a







And yes there are enough players who do this, buying a

With wit's end and banshee, you will already have 80 MR.
So I don't really see a problem there, but okay.

Maybe I should make his health a tad lower and his armor a tad lower, and than is just even squishier, meaning CC him and his done for.
Quoted:
Also, while we're at it, can you point out to me where you explain the attack speed scaling? Can't seem to find it.
Sorry didn't explain it since it seemed obvious.
Well here's the explanation, items give X% AS, this is counted as X/100 AS, meaning 60% AS is 0.6 AS.
All AS he receives from things other than his base AS is counted as bonus AS.
his maximum bonus AS thus is 2.1, meaning at max 80*bonus AS will give 168 bonus damage.
Quoted:
Q: Generally, I don't think spells should heal you unless it REALLY fits into your kit. However, if you do insist on the heal, make the percent lower and don't make it decay (so like 55%-60% heal from all targets hit)
BUT, If you removed the heal, I would lower the knock up decay, buff the passive (useless ATM) and lower the mana cost (pretty ridiculously high right now).
BUT, If you removed the heal, I would lower the knock up decay, buff the passive (useless ATM) and lower the mana cost (pretty ridiculously high right now).
would it be acceptable to do the following, double his passive boost (or is that to much, and is multiplying by 1.5 better)
thus:
Quoted:
Q Air turbo:
Shoots a blast of air from the back of the pads/shields on his arms propelling himself forward in a fast motion on his way snacking on his enemies and throwing them up in the ait for a brief period
Passive: 2/4/6/8/10% MS boost (constantly)
Active (skillshot): .. propels himself forward in a fast motion doing 90/120/150/180/210 (80* bonus AS) magic damage to the first enemy hit and 10% less damage per extra enemy hit with a minimum of 35%. Further throws the first enemy in the air for 1 second and for every extra enemy hit minus 0.1, with a minium of 0.3 sec.
And by snacking on his enemies heals for 60% of the damage done.
CD: 15/14/13/12/11 sec
Mana cost: 105/110/115/120/125 mana
Range: 650 (between 500 and 800 imo)
Shoots a blast of air from the back of the pads/shields on his arms propelling himself forward in a fast motion on his way snacking on his enemies and throwing them up in the ait for a brief period
Passive: 2/4/6/8/10% MS boost (constantly)
Active (skillshot): .. propels himself forward in a fast motion doing 90/120/150/180/210 (80* bonus AS) magic damage to the first enemy hit and 10% less damage per extra enemy hit with a minimum of 35%. Further throws the first enemy in the air for 1 second and for every extra enemy hit minus 0.1, with a minium of 0.3 sec.
And by snacking on his enemies heals for 60% of the damage done.
CD: 15/14/13/12/11 sec
Mana cost: 105/110/115/120/125 mana
Range: 650 (between 500 and 800 imo)
Quoted:
W: Passive is superstrong, active is superstrong. Nerf one or the other numbers wise, but anyways....
I would change the AS boost to a tiny amount for each attack hitting (right now it seems hard to hit 5 attacks unless they're standing still). Otherwise, I really can't judge it because IDK how fast the spell is. If it's like WW ult or HSS (which I'm assuming) then that should be fine, any faster and it's too much.
I would change the AS boost to a tiny amount for each attack hitting (right now it seems hard to hit 5 attacks unless they're standing still). Otherwise, I really can't judge it because IDK how fast the spell is. If it's like WW ult or HSS (which I'm assuming) then that should be fine, any faster and it's too much.
looking at

Quoted:
W Ventus gladio:
passive: ... attacks shred the enemy's armor and MR, every attack done reduces the armor and MR by 2/3/4/5/6 (+ 1 bonus AS). Can stack up to 5 times, stacks stay for 3.5 seconds
Active: you do 6 quick succesive attakcs in a cone in front of you, dealing 0.4AD + 60*bonus AS physical damage per attack. If 3 of those attacks hit an enemy champion you gain an AS boost for 5/6/7/8/9 sec, increasing your AS by 0.1/0.15/0.2/0.25/0.3 (also counting as bonus AS).
CD: 17 sec
Mana cost: 85
Range: 500
Angle: 50/55/60/65/70
passive: ... attacks shred the enemy's armor and MR, every attack done reduces the armor and MR by 2/3/4/5/6 (+ 1 bonus AS). Can stack up to 5 times, stacks stay for 3.5 seconds
Active: you do 6 quick succesive attakcs in a cone in front of you, dealing 0.4AD + 60*bonus AS physical damage per attack. If 3 of those attacks hit an enemy champion you gain an AS boost for 5/6/7/8/9 sec, increasing your AS by 0.1/0.15/0.2/0.25/0.3 (also counting as bonus AS).
CD: 17 sec
Mana cost: 85
Range: 500
Angle: 50/55/60/65/70
Quoted:
E: Lower snare at higher levels, raise cooldown, buff damage and make mana cost scale up.
You might be right,what about the next changes?
Quoted:
E Tail bash: ... uses his tail to smash the enemy down and holding him on the ground for a short period
You smash the target to the ground with your tail, dealing your attack damage +14/28/42/54/70 (+120 bonus AS) bonus damage and snaring the person for 1/1.375/1.75/2.125/2.5 seconds
CD: 11.5/11/10.5/10/9.5 sec
Mana cost: 75/80/85/90/95
Range: 250
You smash the target to the ground with your tail, dealing your attack damage +14/28/42/54/70 (+120 bonus AS) bonus damage and snaring the person for 1/1.375/1.75/2.125/2.5 seconds
CD: 11.5/11/10.5/10/9.5 sec
Mana cost: 75/80/85/90/95
Range: 250
Quoted:
R1: Lower the cooldown a bit.
Don't know about this, will think about it, maybe by 10 or 20 seconds.
Quoted:
R2: Way too complicated for LoL to ever use. This would **** over new players, it's SO CONFUSING. It would also promote button mashing for extra damage (with no real idea of WTF you were doing), stealing jungle creeps early on, and wouldn't be unique because of all that I have already mentioned - It would just be stupid.
I know you wanted to make the spell creative, but that's over the top. How would LoL make a description for that spell? How would anyone but a master at this champ know how to get what they wanted done DONE?
I know you wanted to make the spell creative, but that's over the top. How would LoL make a description for that spell? How would anyone but a master at this champ know how to get what they wanted done DONE?
It's not TOO complicated, but it's indeed very hard and complicated.
It's devided in 3 sub categories, Ranged based(starts with Q), Attack based(starts with W) and Utility based(starts with E). These are chosing so imo that they are logical, Q is a ranged based attack I think, W an attack based and E an utility based.
those are divided again in 2 subcategories as logical as possible imo.
As explained in the skill the First 2 attack determine the effects, with priority on the first one.
-Attack orientated: Q W (E Q), W is indeed attack based, this combo is meant as a gap closer for champions who are good at escaping
-Escape orientated: Q E (W Q), W is utility, if you wanna get away, it's much easier if your enemy is snared isn't it?
-Sustainability orientated: W Q (E W), Q only healing skill, so it seems obvious that Q gives you sustainability
-Extreme damage orientated: W E (Q W), E is a snare lokcing your enemy in so it can't escape your damage.
-Single target orientated: E Q (W E), This one, I know isn't very obvious, okay.
-Multiple target orientated: E W (Q E), W is a wide angle skill that can hit multiple enemies.
What you say over new players mught be true, but there are more champions that **** them over, by.ex cassopeia.
I'm trying to find a way to make this skill less complicated :p.
The big lap of text would be fun XD.
But I don't think it would be button smashing, Good lee sin players by example, already often use combo's, 1 of them QERWE, or QEWEQ, and those they aso often execute within 2 seconds.
Button smashing could actually kill you instead of savig you.
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Here are 2 images of what he/she should look like (i personally prefer the first one), Note this images are not mine I wish I was so good at drawing:
http://imageshack.us/f/85/wd1600.jpg/
http://dragonforce7.webs.com/lightning%20dragon%20summoning.jpg
The numbers presented here are NOT final and require public feedback for proper balancing.
However please give constructive feedback.
Any sugestions what so ever, even for creating a whole different ability, different numbers, others names, they are welcome, certainly if they are constructive.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Base stats and Tags:
Health : X out of 10
Attacks : X out of 10
Spells : X out of 10
Difficulty : X out of 10
Tags: Assasin, melee, DPS (and pssibly carry attribute)
Stats:
Health: 428 (+ 84 per lvl) ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~> lvl 18: 1940 HP
Damage: 52 (+5.1 per lvl) ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~> lvl 18: 138.7 dmg
Attack speed: 0.679 (+ 1.3% per lvl) ~~~~~~~~~~~~~~~~~~~~~~~~~~> lvl 18: 0.9 AS
Range: 125 melee ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~> lvl 18: 125 range
Armor: 16.5 (+3 per lvl) ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~> lvl 18: 70 Arm
Magic Resist: 30 (+0 per lvl) ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~> lvl 18: 30 MR
Health regen: X (+X per lvl) ~~~~~~~~> lvl 18: X HP/5
Mana regen: X (+X per lvl) ~~~~~~~~~~> lvl 18: X HP/5
Movement Speed: 310 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~> lvl 18: 310 MS
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Abilities:
Passive(innate) Sonic wind: As an Air/wind elemental therefore his AS is not capped at 2.5 but at 3.
Q Air turbo:
Shoots a blast of air from the back of the pads/shields on his arms propelling himself forward in a fast motion on his way snacking on his enemies and throwing them up in the ait for a brief period
Passive: 1/2/3/4/5% MS boost (constantly)
Active (skillshot): .. propels himself forward in a fast motion doing 90/120/150/180/210 (80* bonus AS) magic damage to the first enemy hit and 10% less damage per extra enemy hit with a minimum of 35%. Further throws the first enemy in the air for 1 second and for every extra enemy hit minus 0.1, with a minium of 0.3 sec.
And by snacking on his enemies heals for 75% for the first enemy hit and then minus 5% less per enemy hit with a minimum of 50%
CD: 15/14/13/12/11 sec
Mana cost: 130/135/140/145/150 mana
Range: 650 (between 500 and 800 imo)
W Ventus gladio:
passive: ... attacks shred the enemy's armor and MR, every attack done reduces the armor and MR by 3/4/5/6/7 (+ 1 bonus AS). Can stack up to 5 times, stacks stay for 3.5 seconds
Active: you do 6 quick succesive attakcs in a cone in front of you, dealing 0.45AD + 90*bonus AS physical damage per attack. If 5 of those attacks hit an enemy champion you gain an AS boost for 5/6/7/8/9 sec, increasing your AS by 0.1/0.15/0.2/0.25/0.3 (also counting as bonus AS).
CD: 17 sec
Mana cost: 85
Range: 500
Angle: 50/55/60/65/70
E Tail bash: ... uses his tail to smash the enemy down and holding him on the ground for a short period
You smash the target to the ground with your tail, dealing your base damage +14/28/42/54/70 (+120 bonus AS) bonus damage and snaring the person for 1/1.5/2/2.5/3 seconds
CD: 10/9.5/9/8.5/8 sec
Mana cost: 75
Range: 250
For R I got a few ideas, one making this a more simple, but less unique champion and one making it more unique but harder and complicated champion
R option 1 (simple):
Roar of the wind/air/sky dragon(oid):
... releases his roar, dealing damage to all enemies in a cone
Releasing the roar,channeling for 2 seconds, dealing 55/75/95 (+0.12 AD) per 0.4 (-0.1 bonus AS) seconds and slowing all enemies by 50/60/70% for 2.5 seconds.
CD: 150/120/90 sec
Mana cost:
Range: 550
Angle: 100
R option 2 (complicated):
Wind elemental's dragon(oid) flawless trnasition technique:
you can execute combo's in flawless motions, with 3 abilities their are 6 combinations possible.
every combination is decided by the first 2 abilities.
at lvl 1 you can do combo's existing of 2 abilities, at lvl 2 existing of 3 and at lvl and lvl existing of 4 (how this works I'll explain further on).
on lvl 1 you can get 3 stacks for duo combo's gaining a stacks every 15 seconds, at lvl 2 you can get also 2 stacks for triple combo's gaining a stack every 21.5 seconds and at lvl 3 you can get 1 stack for a quadruple combo gaining a stack every 41 seconds.
Also for killing an NEUTRAL creep/monster you gain 1 duo stack, for an assist 1 triple stack and for a kill 1 duo and 1 triple stack (or 1 quadruple but that seems OP to me).
As soon as you start a combo it will assume you'll use the highest combo avaible, if you don't want to use a quadruple combo (or triple) but instead a triple or duo, press R after you finished the combo, R can be pressed under all conditions. If you fail to finish a combo you're silenced for 2 seconds.(reasons could b you don't have eneough mana, thus you forget to press R in time, being CCed like silenced and forgetting to press R in time, etc)
keys(abilities) should be pressed(activated) within 0.5 seconds (could be a bit longer maybe 1 sec) of each other and all abilities accept the first are on smart cast.
(maybe 0.75 seconds is better, between 4th and 3th could could be 1.5 sec maybe)
for the quadruple combo your last ability will be same as your first. When you start a combo and succesfully press the first 3 keys then in the time you have to cast the last ability the first ability will be off CD.
the combo's are divided in the following assets:
Ranged based(starts with Q):
-Attack orientated: Q W (E Q)
Q, stays the same. W, every attack slows for 12% stacking up to 72%, stacks are refreshed upon new hit and stay for 2 seconds. E, if enemy is already slowed, than the target receives 0.2* percentage slowed as extra magic damge, also the the first 25% of the snare is a stun. 2nd Q, there's no damage redcution per extra enemy hit, and every enemy hit is not knocked up but psuhed out in front of you, and every enemy pushed along deals an extra 4% extra physical damage.
bonus effect/attack upon completing combo,
Duo: All enemies hit are snared for 1 sec
Triple: All enemies hit receive a tenacity(CC) increase of 25% for 2 sec and snared for 1 sec
Quadruple: All enemies hit are snared for 1.5 seconds and all debuffs are 35% more effective for 3 sec
-Escape orientated: Q E (W Q)
Q, stays the same. E, snares you oppent for .75 seconds longer. W, the angle is increased to 150 and every hit pushes an enemy back for 100 range. 2nd Q, range increased to 800 and knock up is 1.5 seconds on all enemies hit.
bonus effect/attack upon completing combo,
duo: CC effects are reduced by 50% for 1.5 seconds
triple: You have a shield for 1.5 sec that blocks 1 ability + the effect of duo
quadruple: You are invulnerable for 1.5 sec and the first CC(including suppression) is completely blocked and the rest of the CC's is reduced by 50%
Attack based(starts with W):
-Sustainability orientated: W Q (E W)
W, stays the same. Q, healing is increased to 100% and not reduced per extra enemy hit, it also does 15% extra damage of your bonus AD. E, it's ranged is increased to 500 and it does AoE damage in an area with a 200 range radius, giving you back 30% mana of the damage done. 2nd W, has 12% extra damage and has 12% spellvamp and restores 12% of the damage done as mana.
bonus effect/attack upon completing combo,
Duo: All enemies hit have a mark for 2.5 seconds, if you allies attack a marked enemy you heal for 7.5% of the damage done
Triple: All enemies hit have a mark for 4 seconds, if you allies attack a marked enemy you heal for 7.5% of the damage done and restores 2.5% mana for the damage done
Quadruple: All enemies hit have a mark for 6 seconds, if you allies attack a marked enemy you heal for 7.5% of the damage doneand restores 5% mana for the damage done
-Extreme damage orientated: W E (Q W)
W, stays the same. E, your base damage is multiplied by 1.2 for this attack. Q, the amount that you are healed for the enemy now receives the same amount of damage as magic damage, also damage reduction per enemy is only 5%. 2nd W, amount of attacks is doubled but done in the same time (essentially 2x damage).
bonus effect/attack upon completing combo,
Duo: Causes a vigorous wound reducing healing effects by 50% for 2 seconds
Triple: Causes a vigorous wound reducing healing effects by 50% for 3.5 seconds
Quadruple: Causes a vigorous wound reducing healing effects by 50% for 5 seconds
Utility based(start with E):
-Single target orientated: E Q (W E)
E, stays the same. Q, automatically hits the same target that was hit by E, and then stop, the enemy will be then stunned for 1.5 sec (instead of knock up which is virtuously the same). W, now also decreases the enemies attack speed by the 1.5 times the amount as it increases your for 4.5 seconds. 2nd E, Stuns for the first 75% of the snare time.
bonus effect/attack upon completing combo,
Duo: silences enemy for 3 seconds
Triple: silences enemy for 3 seconds and blinds for 2 seconds giving auto-attacks a 35% chance to miss
Quadruple: silences enemy for 5 seconds and blinds for 3.5 seconds giving auto-attacks a 40% chance to miss
-Multiple target orientated: E W (Q E)
E, stays the same. W, every hit slows by 8% stacking up to 48%, as well as silencing for 0.3 per hit up to a total of 1.8 seconds. Q, knock up time isn't reduced per enemy hit and is now 1.2 instead of 1 sec, also enemies ahave their armor and MR reduced by 12%. 2nd E, range is increased to 500 and now has AoE snare with a radius of 350 range.
bonus effect/attack upon completing combo,
Duo: all enemies hit are silenced enemy for 2 seconds
Triple: all enemies hit are silenced enemy for 2 seconds and blinded for 1.5 seconds giving auto-attacks a 30% chance to miss
Quadruple: all enemies hit are silenced enemy for 3.5 seconds and blinded for 2.5 seconds giving auto-attacks a 30% chance to miss
CD: CD of abilities and avaibility of stacks
Mana cost: mana cost of abilities
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Sounds:
Upon selection:
Also at random times:
When casting ult:
attacking or casting W: wind/air is sharper than steel
Joke 1:
Looks of the abilities:
Passsive:
Q:
W:
E:
R:
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Story (WIP):
Story is told from the point of the winddragon:
Stupid, stupid two-legged-walking-upright-round-ears, they are destroying this world, they robbed us from mothernature's-lifeforce (magic). Now we most walk on the ground like lesser being for we mighty dragons and dragonoids do not simply fly by flapping our wings like mere small-beast-two-featherwings-who-can-not-fly-properly(birds) but we use mothernature's-lifeforce to achieve the full potential of flying by either imbuing into our wing our body. While it just a few years ago when they already screwed up in Kalamanda, they need to learn their lesson. There's a reason why they once worshipped us as gods, we dragons are strong beyond imagination we do not only thrive upon mothernature's-lifeforce, but we also excel at all kinds of figthing styles for we invented the methods of combat. We will show them the true power of a dragon, I'm the master of the skies, master of the wind and air, I who's trained in the flawless-one-motion-motionless-combat-style (a combat style that thrives on combos, making his attacks, his fight seems liek it's only one continuous motion) will teach them their lesson. They will once again learn that we dragons are gods and should be worshipped or else be feared. They who want to use mothernature's-lifeforce should earn it and not take it by force cause it will never have the same value and in the end it will turn against them.
Me and my brothers and sisters will not rest untill balance is restored and mothernature's-lifeforce returns to their rightfull users.
.... to be continued