2012-06-12, 12:57 PM
(This post was last modified: 2012-06-12, 09:25 PM by LiquidSwing.)
^BTW I really like Beholden interacts with the rest of the kit. The only thing I would be worried about is pre-BB DrK syndrome, having trouble keeping berserk active. You might want to include some sort of passive healing that doesnt go over the threshold to keep it easier to maintain.^
Phoenix Wright Wrote:Okay, there's Aran. inb4 I messed up the spoiler by accident
Spoiler
From what I can see, "Aran" would be a duelist champion of sorts - very good at 1v1s with other melee or AD based champions. The combo resource system is pretty cool, but with the numbers you listed it would fill up far too slowly - I think it makes more sense to cap it at 10 instead of 50 and reduce the Combo costs accordingly.
Q:The health regeneration steal on Snow Charge wouldn't be particularly useful unless it lasted an extremely long time. Stealing 15 HP5 off some guy for a few seconds isn't going to do you much good.
W:There would probably need to be a cooldown of sorts on the passive AS% slow, as well as a duration reduction, otherwise it would just be too damn good. For anyone who relies on auto attacks, it would reduce their total damage output by x%.
As for the active, consuming your entire resource bar to gain a slow on Cleaving Swing feels like a bit much. Given a max combo of 10, I think a cost of 3/5/7 makes more sense.
E: The delayed damage effect is neat. Do you mean for this to be a skillshot or a targeted spell?
R: The 30% damage boost to Cleaving Swing is probably a bit too high. Do you mean for the hailstorm to be centered around Aran, or do you cast it on a targeted location?
Spoiler
Ya I envisioned him to be a really good duelist. My overall view for aran is this tanky AD caster guy, like Riven. He wants to get up in pomegranate, turn on his ult, and cleave the ever living pineapple out of everything (like real aran in ms does).
I feel the combo system from MS to LoL could translate quite easily. Q hits everything, so if youre hitting a creep wave (6 minions without a cannon), youre generating 18 combo per Cleaving Swing cycle. The damage at low lvls wouldnt be enough to kill them, so with a few auto attacks in between, you can get 50 combo in the span of about 20 or 30 seconds.
Q; The health regen thing sounded cool on paper to me, because no one else does it. Im not super attached to it, so Id have no problem seeing it changed. I had thrown ideas around of making the third strike crit or slow. Im trying to make Swing as different from Broken Wings as possible, so a knock up or stun for third strike is out of the question.
W; I can see your concerns for the passive attack speed reduction. However, it really would not be a problem if left at a low percentage. If I was to make numbers for it right now, Id probably have rank 1 passive be 5% reduction, and go up by 5% per level, ending at 25%. Keep in mind, the effect only triggers when he is hit. Malphite and Lee Sin have active atk speed reduction, malphites being 30% at r1 and 50% at r5, lee sins is 30% at r1 and 60% at r5. Aran also has 0 defense aside from passive armor, so the "mini frozen heart" he gets is literally the only defensive thing he gets. He doesnt have a shield like Lee Sin, Riven, Jarvan or Udyr, and aran has 0 mobility and gap closing. I am very aware of how potent atk speed reduction is, especially passive. I feel it would mostly just be finding a nice sweet spot with numbers.
As far as the active, the slow is really good. Its an aoe slow that hits all things, but unlike skarner who has the forward range of a ladybug, Aran would hvae a very big auto attack range, because his PA is just so long. I want the player to feel powerful when he pops his W for 50+ combo, thats why I made the third effect cost so much. Putting a slow on Cleaving Strikes is something aran needs, but im not sure if it fits an awesome feeling.
E; Ya, its a skill shot. You aim the reticule, and shoot. Think of Sivir's Boomerang Blade, that distance and width. I had trouble fitting all the combo finishers in, so I liked the idea of fitting Combo Smash/Fenrir in with Judgement
R; The way this works is like this. You know crowstorm? The AoE radius and damage? Tempest is exactly like that. You just summon your storm, and go to town.
Also, for aran's kit I really wanted to emphasize Cleaving Strike. In MS, the animations are pretty and cool, and it does alot of damage. Aran is really all about Cleaving Swing and I wanted to make it about that. Auto attacks for aran are only good for sustaining combo between Cleaving Swings and dueling. I do not want cleaving swing to fall off at all during late game, and when I see Riven's Broken Wings I can't help but feel that would happen with Cleaving Swing. So to keep it relevant, it does more damage to champions.
Overall for aran I really need him to stay focused on his Cleaving Strike. E would mostly be used for team fighting or trying to finish off running players. I put no cooldown on his E because he has no gap closers, so having a ranged Nuke is good for him, and since it consumes combo youre gimping your mobility further by using it. The combo and spending combo itself acts as a cooldown of sorts. My biggest concerns for him are that having now gap closers and no consistent slows will tear him up, especially because his Q does not move him forward like Riven's. He also has no escapes, and no CC.
How would you change his kit to address the problems? :S Keeping with the aran theme, of course.
I feel the combo system from MS to LoL could translate quite easily. Q hits everything, so if youre hitting a creep wave (6 minions without a cannon), youre generating 18 combo per Cleaving Swing cycle. The damage at low lvls wouldnt be enough to kill them, so with a few auto attacks in between, you can get 50 combo in the span of about 20 or 30 seconds.
Q; The health regen thing sounded cool on paper to me, because no one else does it. Im not super attached to it, so Id have no problem seeing it changed. I had thrown ideas around of making the third strike crit or slow. Im trying to make Swing as different from Broken Wings as possible, so a knock up or stun for third strike is out of the question.
W; I can see your concerns for the passive attack speed reduction. However, it really would not be a problem if left at a low percentage. If I was to make numbers for it right now, Id probably have rank 1 passive be 5% reduction, and go up by 5% per level, ending at 25%. Keep in mind, the effect only triggers when he is hit. Malphite and Lee Sin have active atk speed reduction, malphites being 30% at r1 and 50% at r5, lee sins is 30% at r1 and 60% at r5. Aran also has 0 defense aside from passive armor, so the "mini frozen heart" he gets is literally the only defensive thing he gets. He doesnt have a shield like Lee Sin, Riven, Jarvan or Udyr, and aran has 0 mobility and gap closing. I am very aware of how potent atk speed reduction is, especially passive. I feel it would mostly just be finding a nice sweet spot with numbers.
As far as the active, the slow is really good. Its an aoe slow that hits all things, but unlike skarner who has the forward range of a ladybug, Aran would hvae a very big auto attack range, because his PA is just so long. I want the player to feel powerful when he pops his W for 50+ combo, thats why I made the third effect cost so much. Putting a slow on Cleaving Strikes is something aran needs, but im not sure if it fits an awesome feeling.
E; Ya, its a skill shot. You aim the reticule, and shoot. Think of Sivir's Boomerang Blade, that distance and width. I had trouble fitting all the combo finishers in, so I liked the idea of fitting Combo Smash/Fenrir in with Judgement
R; The way this works is like this. You know crowstorm? The AoE radius and damage? Tempest is exactly like that. You just summon your storm, and go to town.
Also, for aran's kit I really wanted to emphasize Cleaving Strike. In MS, the animations are pretty and cool, and it does alot of damage. Aran is really all about Cleaving Swing and I wanted to make it about that. Auto attacks for aran are only good for sustaining combo between Cleaving Swings and dueling. I do not want cleaving swing to fall off at all during late game, and when I see Riven's Broken Wings I can't help but feel that would happen with Cleaving Swing. So to keep it relevant, it does more damage to champions.
Overall for aran I really need him to stay focused on his Cleaving Strike. E would mostly be used for team fighting or trying to finish off running players. I put no cooldown on his E because he has no gap closers, so having a ranged Nuke is good for him, and since it consumes combo youre gimping your mobility further by using it. The combo and spending combo itself acts as a cooldown of sorts. My biggest concerns for him are that having now gap closers and no consistent slows will tear him up, especially because his Q does not move him forward like Riven's. He also has no escapes, and no CC.
How would you change his kit to address the problems? :S Keeping with the aran theme, of course.

