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Rework & New Champions/Items/Runes Concepts

Creator: Silverman43 June 8, 2019 1:00pm
Which Champion is most in need of a rework?
Silverman43
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Hello there,

Im Silverman43, guide writer here and I love theorycrafting.
The first champion I played when I first started LoL was Malphite. I still love him, but seeing his current state makes me feel bad. At the time of writing are they testing a small update for him on PBE. Im happy that he is getting it, but I think it won't solve Malphite's issues of being kinda boring for the current standards, there not really being a reason to pick him (His ult is good in teamfights, but besides that is he useless) and he doesn't fulfil the thematic of living mountain.

That is the reason why I created a rework concept for him. The plan was to update his kit to modern standards, adding some extra depth and satisfaction to his kit. I also wanted to give him some more Hard-CC, giving him more tools to peel or engage. With this rework, a full visual update should be required too, but sadly my own drawing skills aren't that great so Ill just keep to the design part. Well, here is my concept!

Passive: Mountain's Might
Malphite deals 10% of his Armor as bonus Damage on-hit. Additonaly, Malphite grows in size the more armor he gets, thus increasing the impact range of Unstoppable Force and Seismic Slam.

Q: Rock Slide
Malphite slides a rock towards the target direction, dealing damage to all enemies the projectile hits and leaving a Rock at max range. Each enemy killed by Rock Slide spawns additonnal Rocks.

Rocks stay for 5/5/10/10/15 seconds and slow enemies who walk over it by 10%/15%/20%/25%/30%. Enemies knocked onto Rocks are stunned for 1s, making the Rock break and despawn.

W: Granite Shield
Malphite draws the power of the earth, shielding himself for 10% of his Max HP, increased by 1% for each nearby Rock.
When the Shield expires, Malphite gains 30% Movement speed for 3s.

Malphite's armor is passively increased by 10%/15%/20%/25%/30% and his Magic Resist by half that amount.

E: Seismic Slam
Malphite slams the ground, causing a shockwave that makes stone pillars erupt from the ground in a circle around Malphite, dealing damage and knocking enemies into the air and away from him.

R: Unstoppable Force
Malphite Charges to a target location, dealing damage to enemies at the area of impact and knocking them into the air and away from Malphite.

Please share your Thoughts/Ideas/Concepts below!
Thanks to @ Jovy for the signature!
Fruxo
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One of the champions I really would like to see reworked is Shyvana, haven't seen her played all that much which sucks. Her kit is alsy pretty lame and kinda boring, I think personally if Riot does make a rework on her, she could idk finally become a dragon like she's supposed to be, and not what she's currently.
Thanks to Jovy for the sig!
Silverman43
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I really agree with Shyvana. She is a champion I love, but her kit is just boring right now. I even voted for her in the champion update voting. I might come up with a concept in the near future.
Thanks to @ Jovy for the signature!
qasddsa
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Idea for a new mana-based champ:

Passive - every 600 bonus max mana gives you the option to upgrade one of your abilities including your ultimate. Takedowns reduce the threshold by 20 and resets to 600 per upgrade. (Overcapping mana on one upgrade goes over to the next upgrade.)

A1 (skillshot) - deals x + x% of your current mana + x% AD as physical damage to the first enemy hit and slow by x% for x seconds.

A2 - every 5 attacks (does not have to be on the same target) deal x + x% of your enemy's current mana as physical damage and steal x mana. Enemies cannot be reduced below 20-10% max mana and minions/non-epic monsters will not restore mana.

A3 - Passive (mana shield): Your current mana mitigates x-y (or x%) damage taken, reducing your mana by the same amount.

A3 - Active: mark an enemy for x seconds. auto attacking the enemy 5 times will consume the mark and deal x bonus physical damage increased by the enemy's missing mana. If the enemy has less than 5-25% mana, then the bonus damage will critically strike for x% more damage.

Ult (self targeted): abilities cost no mana and have reduced cooldowns for x seconds. At the end of x seconds, restore x% of your missing mana.

Upgrades:
A1 Upgrade: If it hits an enemy champion, gain the ability to recast a stronger version that deals 2 times the damage and stuns for x secs.
A2 Upgrade: Reduce the amount of hits needed to 3.
A3 Passive Upgrade: Store the damage mitigated by mana. After storing x damage, gain a shield based on x% of stored damage that decays over time after x seconds.
Ult Upgrade: increase the duration by x seconds, store the amount of mana you would have used and the amount of stolen mana - gain the ability to recast (at any time) to launch a projectile that uses all stored mana + 50%/75%/100% of your current mana pool to deal physical damage to all enemies caught in the projectile's AoE.
Silverman43
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Hey qasddsa, looks like an interesting concept. Feels kinda like an AD ryze. Would be nice to see some more users for items like Muramana. The upgraded ult looks really cool and is actually kinda similar for what I have planned for a concept Ill probably share soon.
Thanks to @ Jovy for the signature!
Silverman43
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Here a concept + discussion I made and posted on Boards and Reddit. I'm posting it here too as many people from those sources offer feedback without having read the post at all or without any arguments. This one's about my Tree man as many here already know of my opinion about his current state.

Maokai is currently one of the least played champions. This has been the case for a long time now and as someone who mained Maokai for a long time, he isn't really weak compared to other tanks, but he needs some gameplay changes to make him ever worth to play over any other tank.

With his mini-rework in the tank update, Maokai's unique warden-like ult got replaced by a standard tank engage that is similar to many other ultimates. And if you don't think it is meant to engage: the root duration scales from 0.6 s to 2.4 s. That means it is meant to be cast from long range. Problem is, it is slow, so a straigth engage is super easy to dodge. Hit one frontliner and the other enemies can just stay behind him. Flanks work, but feels contradictory. As a tank you usually want to stay with your team. And Maokai is't Shen who can rejoin his team in an instant. To conclude: while being harder to hit than Malphite, Nautilus or Braum ult, Nature's Grasp isn't as rewarding and doesn't feel satisfying IMO.

His natural tankyness is lacking compared to other tanks. Maokai relies on his passive to be tanky except for simply building tank items. Other tanks got damage reduction, shields or free stats. Maokai got healing that requires him to be in auto attack range of enemies (and many meta toplaners like Renekton or Darius can abuse that hard) and it gets hard countered by grievous wounds, something that is easily acquired. Many mages have Morellonomicon as core item and Executioner's Calling only cost 800 gold. Tanks are also supposed to counter burst, but if Maokai is't able to auto attack, he has no way to deal with burst. The only time Maokai can fully use his passive is in sustained fights against other tanks or low mobility bruisers. And yes, in the right situations it can feel frustrating to play against. But in other situations it's garbage. Right now it's too much all or nothing.

Finally, some extra skill expression would be welcome to make him more fun and rewarding to play.

Here is my suggestion for a possible rework. It's a concept I further improved after getting some feedback here.

Passive: Water of Life
Each second Maokai fills his Water of Life bar with 1. Hitting an enemy champion with an ability or getting hit by an enemy ability grants 15 water of life. Hitting large or epic monsters grants 10 water of life while hitting minions or small monsters grant 5. Upon reaching 100, Maokai heals for a % of his max HP.

Numbers can be changed, but the idea is to remove the necessity to auto attack to use his passive while reducing it's power a little. In addition, you'll be rewarded for hitting abilities instead of just spamming abilities to lower the cooldown.

Q: Bramble Smash
Stays the same.

W: Twisted Advance
Maokai dashes in the target direction while being unstoppable, damaging and rooting the first 2 enemies hit for 1.25s. Upon hitting at least one enemy with Twisted Advance, its cooldown is lowered by 50%.

Making Twisted Advance a skillshot would make it less frustrating to play against, while making it feel more satisfying. In return, he loses the untargetability (while still being unstoppable) and the cooldown is around double the original cooldown to make him not too safe early while having a great mid-late game. (Looking at you Vladimir.)

E: Sapling Toss
Stays largely the same, with some smaller changes.
Now has 2 charges, with 2s between casts. Maokai gains 1 sapling every 11s.
Nearby stationary saplings get enraged by attacking an enemy champion and will start running in the direction of that champion for 2.5s, seeking out a target before exploding.

Not many changes here, just some more tools to setup ambushes and be more creative than just "please walk into the bush".

R: Nature's Vengeance
Maokai slows himself by 50% while creating a vortex around him that reduces the damage from spellcasts originating from enemy champions currently in the zone by 15%. After 7s or upon recasting the ability, the vortex explodes, dealing AoE damage scaling with the amount of damage absorbed during Nature's Vengeance.

My personal wish would be a new ultimate closer to his old ultimate, although a tweaked Nature's Grasp would do as well. In this version, his ult doesn't offer the OP team wide damage reduction, but instead it reduces damage from enemy spellcasts that are in the zone, living up to his fantasy of a spell eating tank while also making the CC of the rest of his kit serve a clear goal. Dive the backline, stick to a high damage caster, ult and lock him in it.

This is just a concept, so it's far from perfect. Feel free to give any feedback, as long as it is constructive please.

Thanks for reading.
Thanks to @ Jovy for the signature!
Fruxo
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Riot should make Silverman43 the one in charge of maokai's rework, this looks like something fun, could actually remove his old boring playstyle of just going onto targets, q'ing them away and leaving. :p
Thanks to Jovy for the sig!
Silverman43
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Fruxo wrote:
Riot should make Silverman43 the one in charge of maokai's rework, this looks like something fun, could actually remove his old boring playstyle of just going onto targets, q'ing them away and leaving. :p


Lmao would love to do that :p. Not all feedback has been positive though. (Salty Boards/Reddit users not even trying to understand the concept while just whining about team wide damage reduction even though my concept includes a completely different mechanic. xD)
Thanks to @ Jovy for the signature!

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