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    Cilla, the Psyche

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    Zarkof

    Posts : 64
    Join date : 2013-02-15
    Age : 27
    Location : New Hampshire

    Cilla, the Psyche

    Post by Zarkof on Mon Feb 18, 2013 10:05 pm

    Another concept copied over from the LoL forums:

    not to be confused with psychic, psyche is the concept of "self": the mind, conscious and unconscious.

    I understand this champion flirts with the design anti-patterns of False Choice and Anti-Fun, but I feel that, properly balanced, these concepts won't go over the line.


    Introduction:
    Cilla is an AP Nuker that brings control with intelligent play.

    Story:
    Cilla was born in Noxus. Her parents could tell she was very clever, even while she was a child. She was intelligent and loved writing, keeping a diary and writing down her thoughts on everything from nature to people. She was kind-hearted and caring, but the environment in which she grew up was not. She saw things a different way than the rest. She became infamous throughout her community for they saw these traits as weakness.

    She endured many hardships in her life. She lost her parents at a young age and was abused by her crotchety guardians. Throughout her adolescence, she was manipulated and betrayed by her "friends". After 18 years of torturous mental and physical pain, she had just about had enough when a strange visitor came to her dwelling one night. He had heard of her reputation and saw something unique in her. He asked her about many things. As a result of this conversation, the stranger realized that this girl had a powerful mind and wanted to help her unlock its true potential. He offered a solution for her to be free from her physical suffering in order to release the true potential of her mind. She agreed; what did she have to lose?

    As it turns out, the stranger was a summoner in the League of Legends. He proposed a separation of mind and body, binding her soul and mind to spiritual energies. They performed a powerful summoning ritual which drew the energy of her mind and soul out of her body and into a mass of spiritual energy. What emerged was a ghostly figure of the woman she once was. She no longer had feelings, no longer felt pain, and was not limited by the abuse her body would take. In essence, she had transcended humanity and had become a pure embodiment of the mind. She discovered that she could directly communicate with the psyches of humans, able to learn or manipulate them; However, she only used this power to better understand the people she encountered. She only sought knowledge and experience.

    She joined the League of Legends as an experiment to understand more about its Champions.

    Base Stats:
    Health: 390 (+80) - 1830 @18
    Mana: 260 (+59) - 1322 @18
    Attack: 51 (+2.8) - 101.4 @18
    Attack Speed: 0.620 (+2.2%) - 0.866 @18
    Armor: 12 (+3) - 66 @18
    Magic Resist: 30 (+0)
    Movement Speed: 340
    Range: 550

    Skills:

    Passive: Insight - Cilla perceives the weaknesses in her enemies' minds over time, allowing her to deal more damage the longer she has been around them. For every 15 seconds Cilla stays within sight range of an enemy champion, she will permanently deal 1% more damage to them up to a cap of 5/7.5/10% increased at levels 7 and 13. Kills and assists on a champion will apply 2.5% to this passive (still obeying the cap).

    notes: If this works then it works. I had hoped for something more innovative out of myself but can't think of anything better.

    Q: Neurosis

    Range: 650
    Mana cost: 60/75/90/105/120
    Cooldown: 10 seconds

    Cilla afflicts a target unit, dealing 70/110/150/190/230 (+60% AP) magic damage and inflicting them with Neurosis for 4/3.5/3/2.5/2 seconds. If the target does not deal 150/175/200/225/250 damage before the duration ends, they take up to 35/55/75/95/105 (+30% AP) magic damage. Damage is based on the percentage of damage they did not deal (at rank 1: If they had 90 damage left on the debuff, that is 60% and they'd take 60% of 35, which is 21), they are feared for up to 1.5 seconds (1 second base increased by the half the % remaining on the debuff) and nearby units are also afflicted by Neurosis, receiving the same initial damage and debuff (400 range jump). Neurosis can only affect each unit once per cooldown.

    The theme of this spell is that the champion is inflicted with mental conflict between their id and super-ego and must focus their resolve or suffer the effects of a mental breakdown.

    notes: I am aware this brings up an issue with the "burden of knowledge" design concept and am unable to think of any ways to deal with that, but I'd like to keep the idea. I am open to suggestions on how to help new players understand what this does.

    The only thing I can think of is a very visible particle effect (like malefic visions) and a visible bar above their health bar that indicates the amount left on the debuff.

    W: Psychosis - marked for name change.

    Range: 600
    Mana Cost: 70/90/110/130/150
    Cooldown: 18/17/16/15/14 seconds

    Cilla deals 60/100/140/180/220 (+65% AP) magic damage to target unit. The target also pulses every second for 3 seconds, dealing 15/24/33/41/50 (+15% AP) damage to their allies within 400 range per pulse. (the original target does not take damage from the pulse). If target unit suffers from Neurosis when this spell is cast, this instantly spreads Neurosis to nearby units.

    Psychosis is harmful to the victim and confuses them, hurting their friends in essence

    notes: I wanted a more reliable AoE spell and some way to make Neurosis spread more consistently if you don't have the opportunity to put it on a low damage target like a support or tank. Note that this will not reset the effective CD on Neurosis so you can't spread it back to a target that it just spread from. Like, If you cast neurosis on champ A and it spread to champ B, casting Psychosis on champ B will not spread it back to champ A.


    E: Persona

    Range: 750
    Mana Cost: 60/75/90/105/120
    Cooldown: 15

    Cilla makes manifest the persona of the target champion, summoning a spectral copy of that champion at his or her location that remains there for 3 seconds and tethers the champion to it (400 range). If the target breaks the tether they are stunned for 1.5 seconds. If the target doesn't break the tether by the time the effect ends, they take 80/125/170/215/260 (+60% AP) magic damage.

    The persona is your social face, your mask. You can't run away from it and must learn to accept it.

    notes: Needed this to be a more reliable stun or damage, and have it be more of a choice on the enemy.


    R: Empathy

    Range: 650
    Mana Cost: 100/150/200
    Cooldown: 100/85/70 seconds

    Cilla manipulates the mind of target enemy champion, causing it to feel the pain of his or her allies (your enemies). Cilla creates neural links between the target champion and its allied champions within 600 range for 3 seconds, causing 100/200/300 (+80% AP) magic damage to the original target. Each individual link's strength diminishes based on the number of champions linked to the target. The effect of the link causes the original target to also take 20% (+4% per 100 AP) (divided by the number of links created) (minimum 5% +1% per 100 AP) of the (unmitigated) damage dealt to linked champions. Each link has a tether range of 750 units. When a link breaks (from champion death or distance) both champions will suffer 50/100/150 (+40% AP) magic damage (divided by the number of links created) (minimum 12.5/25/37.5 +10% AP).

    Alternatively, if there are no enemy champions within range of the target, this effect deals an additional 100/200/300 (+80% AP) magic damage after 1 second.

    Empathy is more powerful than sympathy in that you have actually experienced their pain for yourself. - If you are isolated from the feelings of others, you will not survive.

    notes: Reworked to be a single target nuke that has AoE synergy and also can perform equally as well on isolated targets.

    If you link 4 champions to the target, the links will have minimum strength at 5% each and 12.5/25/37.5 damage on breaking
    If you link 3 champions to the target, the links will have a strength of 6.66% each and deal 16.5/33.5/50 damage on breaking
    If you link 2 champions to the target, the links will have a strength of 10% each and deal 25/50/75 damage on breaking
    If you link 1 champion to the target, the link will have maximum strength at 20% and deal 50/100/150 damage on breaking
    If you don't link a champion to the target, the target takes 100/200/300 additional damage after 1 second and is then snared for 1.5 seconds

    The total damage able to be done by broken links never changes, it just might get split up among multiple champions.

    Links will not deal damage if the effect ends without the players breaking a link.

    Appearance:
    Cilla appears as a blue-ish spectral figure of a woman with shoulder length hair brushed behind her ears, and long robes. Read: Blue Ghost Woman

    Auto attack animation has her "focusing" then sending out an energy pulse from her head (like brain waves)

    Voice:
    She has an airy and supernatual quality to her voice, sort of like Sona's as they are both effectively telepathic communication, but emotionless.

    Selection:
    We shall observe.

    Movement:
    I see.
    I do not suffer.
    An amassing of experience.
    Pure existence.
    Objectively.

    Attacking:
    Testing.

    Taunt:
    Your emotions make you weak.
    You waste time on desire.

    Joke:
    I know what you are thinking. Shall I let everyone else know?

    Dance:
    (something emotionless, but not robotic)

    Laugh:
    There is no laugh since she doesn't feel emotions.

    Death:
    (Only the sound of her essence dissipating can be heard)


    Some things I might question are the spreading capabilities of her Q and its interaction with W. I feel like Q is doing too much, having a new mechanic, increasing damage, CC, and the ability to spread on its own. Its punishing factors should probably only come from the increased damage and CC, not the spread. A spreading effect should be a reward on the player playing the champion, not a punishment for the enemy. Let me know how you feel on that aspect. I would probably just limit it to spreading with W since that would make W more unique instead of just a filler spell. Its purpose would be to spread Q and also provide some AoE. I would probably reduce its cooldown to match Q's, or have it lower.

    Edits log:
    1. Made post
    2. Reworked passive and changed ultimate name
    3. Complete overhaul. Reworked Persona to be more reliable, replaced Mind Link with new spell Empathy (R), changed Neurosis to affect minions, replaced Dream with Psychosis (W)
    4. Edited wording for clarity
    5. Added in quotes.
    6. nerfed ulti
    7. Reworked ulti for single target capabilities as well as AoE.
    8. Made some clarifications (hopefully) and increased the range on E, bumped down % on passive and clarified.
    9. Bumped down a lot of the high damage due to oversight.
    2/18 - copied over to this forum. Slightly upped numbers on W initial damage

      Current date/time is Fri Nov 24, 2017 12:57 pm