I got a few reasons why nobody is responding to your champion Idea:
So, these were my main concerns. After all, just telling you to tweak some numbers won't make this a champion, it needs a general rework. Keep the lore if you like it, and keep the core of the ability you like the most, then redo all the rest.
If you want some kind of orientation, you might have a look at my champion Idea blog (link is in my sub) to see how you could present your champs in a nice-to-read way.
Greetings, Isolanporzellator.
My Personal Rework Thought
- Just as with guides - nobody wants to read walls of text. This comment is a wall of text itself, but I don't need anyone to read it, so its ok.
- You don't have to invent things that are completely new. Just giving your champion an ability because there is no such ability in the game doesn't mean the game needs such an ability. I mean, what is the sense in an ultimate that scales on the amount of items you buy? Attack Speed has a cap, btw. What is the sense in having three of your abilities cost % of your max mana? There are just some basic things that all champions have in common, simply because these things are needed to make it a champion. It isn't "copied" from other champs if you take some basic skill (e.g. short range AoE farm skill) and work out one unique aspect of it (e.g. give it a sustain mechanic, give it some slow, give it resistance shred, whatever)
- Think about your champion idea carefully before you post it here. Imagine your post was a Champion Spotlight from Riot and what you would think about it. Imagine this champion ingame. What would he do in the laningphase? What would he do in teamfights? For this example you should be wondering why all his abilities have so long cooldowns but his ult hasn't. How could he even poke or farm in lane when all his abilities have 30 second cooldown? Wouldn't you constantly push with your passive? Isn't 8 intargetable seconds just op, even if its only for ranged? Isn't this also kinda unbalanced, as it would make her extremely matchup dependant? Can't she just be kited forever because he has neither CC nor dashes?
So, these were my main concerns. After all, just telling you to tweak some numbers won't make this a champion, it needs a general rework. Keep the lore if you like it, and keep the core of the ability you like the most, then redo all the rest.
If you want some kind of orientation, you might have a look at my champion Idea blog (link is in my sub) to see how you could present your champs in a nice-to-read way.
Greetings, Isolanporzellator.

We're getting closer. However, I'm still uncomfortable with the passive. Reason is because it would be just like guys building
Sword of the Occult or
Mejai's Soulstealer, means can be totally broken when you are ahead, and is close to useless when you are behind, and enables enemies to take a lot of your potential just by shutting you down once. If you want to keep Lifesteal and AS/MS gain - How about giving her a bonus of 10% to all these three for 5 seconds whenever you cast an ability, which can stack up to 40% if you cast all 4?
For the Q: I hate luck. It's just too random. People should not lose because of bad luck, and not win because they were lucky with their one crit rune. That's why I don't like the Q's dodge chance. Give your champ 50% tenacity, slow reduction and damage reduction while spinning and it is just like "half intargetable" and therefor not OP.
For the E: I think something ranged wouldn't be bad for her kit.
For the R: Probably the Q enhance should be a little bit stronger or it won't really feel like an ultimate.


For the Q: I hate luck. It's just too random. People should not lose because of bad luck, and not win because they were lucky with their one crit rune. That's why I don't like the Q's dodge chance. Give your champ 50% tenacity, slow reduction and damage reduction while spinning and it is just like "half intargetable" and therefor not OP.
For the E: I think something ranged wouldn't be bad for her kit.
For the R: Probably the Q enhance should be a little bit stronger or it won't really feel like an ultimate.
the dodging by chance isn't something you should rely on, it's yust so you don't have to use your spinning when you don't want to too often...
also the dodge chances will neither affect abilities that don't need a target selected nor abilities that are cast on especially marked enemies as the mark usually is meant to be a help for aiming
as for the deflecting while spinning: the duration is pretty low, just wait till she isn't spinning anymore...
range will be included, yes
also the dodge chances will neither affect abilities that don't need a target selected nor abilities that are cast on especially marked enemies as the mark usually is meant to be a help for aiming
as for the deflecting while spinning: the duration is pretty low, just wait till she isn't spinning anymore...
range will be included, yes
EDIT: changed passive from "damage dealt since your last death" to "damage dealt since your penultimate death" to make her less vulnerable to a shutdown.
in fact, youd have to die without dealing any damage to comletely loose the buff, while she wouldnt be weakened at all iff she dies after dealing 8000 or more dmg.
in fact, youd have to die without dealing any damage to comletely loose the buff, while she wouldnt be weakened at all iff she dies after dealing 8000 or more dmg.
I believe Isolanporzellator's rework is slightly more usable but some of it seems a little odd. None of her abilities being affected by cc although they seem to be channeled until they end? That seems a little unbalanced. The Q was a nice change. Also like the W. Both interesting ability ideas for a champion. Then there's E. How frequently do these crows come out to blind? They also seem a little TOO similiar to Swain's ultimate. And although it isn't a very long time period, +60% movespeed coupled with invulnerability to ranged attacks seems a little unbalanced. If the times on both were shortened or one were to be removed I think it would be more viable. The ultimate is quite interesting and I love the concept of it. Although the idea of the entirety of the ultimate going off because of death seems both wrong and intriguing. It's slightly remeniscent of karthus' passive with a little more oomph. It would a little more thought into a team fight. I think that's actually a pretty good ultimate. My one problem is the E, I think that needs some augmenting.
i dont see where non of her abilities are affected by cc as only her Q will continue after stunns etc weare off, her W only frees her from cc that is already affecting her.
E is mainly for ranged damage output but i dont really understand why you think its similar to swains ult (propably because i never played him). what i had in mind was more like rumbles ult (with escape holes if you want to use it at a high range).
as for the ult going to waste because of death: thats only if you activate the ult without casting an enhanced ability. well with her current ability to escape heavy cc i think one would either have to play too risky, or be up against some hard opponents for that to happen.
however there is still that random buff to give, so maybe i should give her some sustain with that to make her live long enough to display all her abilities after hitting R.
E is mainly for ranged damage output but i dont really understand why you think its similar to swains ult (propably because i never played him). what i had in mind was more like rumbles ult (with escape holes if you want to use it at a high range).
as for the ult going to waste because of death: thats only if you activate the ult without casting an enhanced ability. well with her current ability to escape heavy cc i think one would either have to play too risky, or be up against some hard opponents for that to happen.
however there is still that random buff to give, so maybe i should give her some sustain with that to make her live long enough to display all her abilities after hitting R.
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lore:
see original post
recent reworked version
PASSIVE: Enthusiasm
Dancing goddess gains 0,25 percent livesteel and 0,25 movement- and attackspeed for every 100 damage she has dealt since her penultimate death (maximum after 8000 damage).
Q:
cost:
cooldown:
the dancing goddess starts dancing towards the cursor, continuosly gaining movementspeed (maxing at +60 after 4 seconds). the dance stops after 4 seconds, or when she reaches the cursor. enemies in her path are slightly damaged. The Dance pauses when beeing stunned, rooted or silenced and continues once those unpleasant effects vanish.
while dancing, there is a 10 percent chance to dodge an incoming attack or enemy ability
W:
the dancing Goddess spinns really fast for 1 second, knocking back near enemies and freeing herself from stuns, slows and beeing rooted. while spinning tere is a 50 percent chance to deflect an incoming enemy attack or ability. if used while another ability is aktive, the other ability continues normally after the spinning
E: Dance of swords
throws her six swords through the air. they come down in a regular pattern alongside a straight line.
each sword deals halve her ability power as magic damage in a small area around it. if an enemie is struck direcktly by one of the swords, they are stunned for 0,5 seconds.
R: three faced divinity
+ random buff that i (or you guys) feel she needs for short time
the next ability the dancing goddess launches will have additional effects:
Q: hit enemies are slowed for 30 percent for two seconds, having 10 percent reduced armor and magic resistance during that time
W: additionally unleashes a wave of fire, that does heavy aoe and burns the enemies for short time
E: you gain +10 Movement speed for 2 seconds, iff you reach the position of a sword during that time you gain additional +15 movement speed for three seconds. reaching the next swords during that time increases theduration off the movement buff by three seconds each. iff you auto attack an enemy during that time you deal additional 75 true damage for each sword you passed. hitting an enemy ends the ability and the movement buff.