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    Gadna, the Unbreakable Will "Updated"

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    Kassadin

    Posts : 31
    Join date : 2013-02-26
    Age : 25
    Location : The Void

    Gadna, the Unbreakable Will "Updated"

    Post by Kassadin on Sun Apr 28, 2013 8:16 pm

    Roles: AP support tank

    Appearance: White / silver-ish hair, allways having a calm expresion. Heavy white armor. Huge grey / white V shaped shield with several rune markings. (to symbolize it being magic). White glowing shortsword.

    Lore: Gadna was a young knight from a small Ionian village who wanted nothing more then to defend his home village if the need ever arrived. So he asked his father Rylon to enroll him in the academy to help defend the village if ever invaded. The world seemed peaceful, Never needing a real defensive line due to the lack of trouble from the outside world on this village. Gadna was training with his father for over two years in the academy, several years later, Rylon spotted several Noxian ships sailing to the village just off the coast, Rylon told Gadna "get to cover, you are not ready for this type of danger!".

    Gadna ran inside the academy's armory at the request of his father. Gadna could only imagine what his father was going through at that moment, He wanted to help, but knew it was a bad idea to risk his life fighting off Noxian forces of that scale. After several hours of hiding in the armory, it got silent outside. Gadna thought the coast was clear so he headed outside, only to find his father dead at the generals feet. Gadna was overwhelmed with depresion at this event, he had only one option, avenge his father's death. Gadna chalenged the general to a duel to the death, but the general refused. He just said
    "If your father was no match for me, Then what makes you think you will? anyways, I've caused enough damage here, enjoy your ruined home".

    Gadna went through several hard years of training with his father's armor and shield in hopes of getting skilled enough to take down that general one day. After those many years of training, Gadna joined the league of legends in hopes of finding that general who killed his father, and to avenge his death.

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    Base stats:
    HP: 564 (+ 109 per level)
    Mana: 420 (+52 per level)
    AD: 45 (+2.1 per level)
    Armor: 25 (+2 per level)
    MR: 30 (+1.25 per level)
    MS: 330

    Abilities.

    Passive: Unbroken Resolve: Gadna takes 4% reduced damage for every 10% of his max health he has missing.

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    Q: Barricade of Ages: Gadna readys his shield and blocks the next 3 attacks thrown on him. Gadna then stuns the target who hit him last for 1.5 seconds and deals damage equal to 35% of the 3 attacks blocked. Cooldown starts upon blocking the 3 hits.
    15 / 13 / 11 / 8 / 5 second cooldown
    60 / 70 / 80 / 90 / 100 mana cost

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    W: Protectorates Rune: Gadna places a defensive rune for 4 seconds on an allied champion that will redirect 35% of all damage they take to Gadna.
    21 / 19 / 17 / 15 / 13 second cooldown
    50 / 60 / 70 / 80 / 90 mana cost

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    E: Guardian Strike: Gadna leaps to a nearby target location unleashing a shockwave of light that deals 60 / 80 / 100 / 120 / 140 magic (60% AP) damage split between all enemey champions in the area, upon landing Gadna shines his shield forward and blinds all enemy champions infront of him for 1.5 seconds
    21 / 18 / 15 / 12 / 9 second cooldown
    80 mana cost


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    R: Aegis of Defense: Gadna grants 35 / 60 / 85 armor and magic resist to all allied champions for 5 seconds.

    Passive: Gadna reduces the magic resist of enemy champions near him by 10 / 15 / 20. This reduction is doubled for 4 seoncds when an enemy champion strikes an ally marked with Protectorates Rune.
    90 / 75 / 60 second cooldown
    120 / 140 / 160 mana cost


    Last edited by Kassadin on Wed Jul 31, 2013 10:52 pm; edited 1 time in total
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    Meherok

    Posts : 54
    Join date : 2013-05-28
    Age : 23
    Location : United States

    Re: Gadna, the Unbreakable Will "Updated"

    Post by Meherok on Thu May 30, 2013 3:55 pm

    Alright, should be fairly straight forward. Not gonna beat around the bush, this particular champ has some serious balance issues. Good ideas with a good kit, but the numbers are pretty extreme when you look and compare them to other champions and where he'd fit in the meta.

    First things first is the stats.
    HP: 646 (+ 109 per level)
    This is both the highest starting health, (by 151,) and the highest scaling, (only by 1, but coupled with the insane starting health.) Every other champ would need a Ruby Crystal just to be even with your health, and then almost all of them would be quickly outscaled. Simply put, way too high for starting health, and Alistar, (the tank with the highest scaling,) still only has 102, so the scaling is probably more than necessary too, but could be left alone.

    Mana: 420 (+52 per level)
    Again, way too high of a starting stat. You have 115 more mana than any other champ at the beginning. Even if your scaling isn't that high, it takes almost every other champ at least 2-3 levels to even have your starting mana.

    AP: 54 (+3 per level)
    Unless there's a specific mechanical/thematic reason that your champion starts with AP, (much less gains it per level,) you shouldn't have any to start from anything besides runes/masteries. Not a single champion yet starts with AP, and that's somewhat the point of AP is to be something you need to obtain to increase the strength of your abilities. This champ lacks a reason to actually be getting this boost this early, and that's not even considering how large of a boost it is.

    MR: 30 (+2 per level)
    All champions that actually start with MR only receive a +1.25 bonus per level. Unless you have a specific reason he gains more per level, it's best to avoid changing the formula. Otherwise he's just gaining nearly double the MR of normal champs without any real merrit, and that can make a bit of an impact based on who he's fighting.

    MS: 320
    This is incredibly low base movement. No champion has this low of movement, (the minimal being 325,) particularly tanks, who need to be able to get where they're going at least as well as the average Joe, if not better. Most tanks, (8 of the tank-viable champions,) have the average movement speed of 335, with only 2 tanks having less. So as a champion, this needs to be increased, and as a tank, it's a good idea to have it at least 335, if not higher.


    Now that that's out of the way, abilities ho!

    Passive: Unbroken Resolve: Gadna takes 5% reduced damage for every 10% of his max health he has missing.
    This is a good passive for a tank. Particularly because at those moments where you're low, everyone thinks "oh, we'll just get rid of them real quick," when it's actually making you deceptively tankier. However, I do fear that 5% per 10% may be a little bit much with how much defense you're liable to get from items too. I'd suggest moving this down to 3-4% instead of 5, but it's really hard to tell how actually effective it is without being able to play test.

    Q: Barricade of Ages: Gadna readys his shield and blocks the next 3 attacks thrown on him. Gadna then stuns the target who hit him last for 1.5 seconds and deals damage equal to 35% of the 3 attacks blocked.
    15 / 13 / 11 / 8 / 5 second cooldown
    60 / 75 / 90 / 105 / 120 mana cost
    A big problem with this one is that while it's a solid tanking device, it's also way too spammable. a 1.5 second stun on a 5 second cooldown, means that you only need 3.5 seconds before that target is restunned. It allows way too much lockdown potential, even if it is a little unreliable who you're stunning in a teamfight.

    Secondly, is it blocking 3 attacks, then going on cooldown after all attacks are blocked, or does it immediately go on cooldown after activation? Because if you're blocking 3 attacks every 5 seconds, that's a lot of reduction on someone who already has a lot of reduction from their passive. If the cooldown is also instant upon activation, they're also getting in 3 attacks while the timer is ticking down, meaning it's effectively lower than a 5 second cooldown to block 3 attacks with. This is especially problematic if you mean skills/spells by "attacks" and not just autos, which should be clarified better which of the two you mean, or both, if so.

    The cooldown at lower levels just needs to not be quite so low for all of the combined elements. I wouldn't drop it anywhere below that 11 on the 3rd rank. Higher ranks are perfectly fine though. On top of this, the mana scaling is unecessarily high, especially if you were to keep it on a 5 second cooldown. It turns from your clutch tanking skill/CC into a uncounterable CC lock ability that soaks up all your mana, preventing you from doing your job long term, but making you insanely strong early. I would suggest not increasing the mana by more than 10 a rank.


    W: Protectorates Rune: Gadna places a defensive rune for 4 seconds on an allied champion that will redirect 35% of all damage they take to Gadna.
    21 / 19 / 17 / 15 / 13 second cooldown
    50 / 70 / 90 / 110 / 130 mana cost
    This looks pretty good, aside from the horrendous late game mana consumption. Again, the scaling on this could do with going down a good chunk. Mana should increase, but should becoem more efficient as time goes on, (with exceptions,) only going up enough to make it not overly efficient.

    On a more positive note, I really, really like skills like these. They allow the tank the chance to do their job even if the enemy isn't focusing them, allowing them to support, if nothing else, instead of just being a useless hunk of meat. Definitely a good addition to this champ.


    E: Guardian Strike: Gadna leaps to a nearby target location unleashing a shockwave of light that deals 60 / 80 / 100 / 120 / 140 magic (30% AP) damage split between all enemey champions in the area, upon landing Gadna shines his shield forward and blinds all enemy champions infront of him for 1.5 seconds
    21 / 18 / 15 / 12 / 9 second cooldown
    80 / 90 / 100 / 110 / 120 mana cost
    Hard to really say how powerful this skill is without a specified range, so that's a vital bit of information you're gonna need to add. From what I can tell though, it might need a little bit of a buff to its damage. Tanks usually have a little above average base damage to help them be innately threatening while still building tanky, but low AP scaling so that they can't becoming impervious burst mages/APC's. So I'd just suggest buffing this to give him a little more damage as his initiation skill. Maybe 40 damage a rank, rather than 20?

    The cooldown early seems a little too long. Imagine a laning situation, for example. The average fight will last about 5-10 seconds, sometimes dragging a little longer. If you had an early fight in your lane and you begin to win, the enemy will likely be able to escape if you've used your whole combo, because you won't even have close to a chance for it to be back up again in time for you to chase them down. A good example here would be Leona's E. It has a 13 second cooldown at first rank. This means that if she keeps the fight going on just a little while longer than normal, (which she is capable of because of her CC,) then she'll be able to use her dash that one extra time to possibly secure a kill. At 21 seconds, it's too long to even have a remote likeliness of being usable again within this time frame, and that's what your early cooldowns need to be centered around is for that laning phase where you want to secure kills.

    Again, the mana may be a little high, but that's debatable. Just pointing out you could probably get away with decreasing it, or even making it static, if you so wished it.


    R: Aegis of Defense: Gadna grants 35 / 60 / 85 armor and magic resist to all allied champions for 5 seconds.
    Passive: Gadna reduces the magic resist of enemy champions near him by 10 / 15 / 20. This reduction is doubled when an enemy champion strikes an ally marked with Protectorates Rune.
    90 / 75 / 60 second cooldown
    120 / 140 / 160 mana cost
    I can't find anything particularly wrong with this skill; It's pretty well set up and simple and that addition of its passive with his W is a good complement to the skill. The only possible issues there might be is:
    1. The amount of Armor/MR it gives, but I don't know enough to be able to say if it's too strong for an ult and it would probably require a playtest to be sure.
    2. The cooldown might be a little low for the amount of power it gives, but again, I don't know enough about how powerful it would actually be in game and the cooldown could very well be in line with its power.
    3. One thing to consider is the value of "hidden strength." This is skills like Trundle's ult, where you don't really get that impactful feel from it, even though from a realistic standpoint, it's probably overpowered. They just don't feel like they give the "Oomph!" that they actually do, and therefore become under appreciated. So if you're gonna give him an aura effect, (which are some of the most prominent hidden strength effects,) you'd want a very spectacular visual/auditory component to it. Maybe even a visual timer of some kind over the champions to emphasize to the psyche of the players that "Hey, you get this massive boost, but it's going fast, so you better use it while you can!" Little things like that make a big difference in the actual game.

    That last one isn't so much a problem for you unless the champ actually makes it in game, but it's something to consider on that off chance Riot, (or maybe even some other MOBA dev,) really loves your idea. It's a good thing to keep in mind when designing a champ to think about how you want the skills to look/feel to the players.

    Aside from those three things, there is a couple things you need to have listed for it though, for the sake of the players:
    1. Radius of the passive effect.
    2. Rather his active affects just his allies, or both him and his allies. Most buff auras affect both the source champion and their allies, but some don't, and it's good to specify.

    Summary
    All in all, a good form for a tank. The numbers just need some tweaks, but the base concepts and whatnot are all perfectly in line. Tanks that are deceptively tanky are some of the best, because they'll never know what went wrong as they foolishly decided to focus you instead of the carry, just cause of your health. While it may put a little burden of knowledge on the enemy to know you passive, the same can be said for every champ they will fight, and no one knows those things off the bat unless they go out of their way to look it up.

    Now that I think about it, a strong visual for his passive to give off the idea that he's getting tankier might be a good idea, as long as it's not over the top and makes people running scared if they don't know what's going on. xD Just something that informs them, but still lets you play with their heads.

    Anyway, hope this was helpful and I gave clear enough reasons on my thought process behind each comment. GOOD DAY, SIR!

      Current date/time is Wed Sep 20, 2017 10:54 am