My original character, Nemhain, is currently undergoing a rework (again =P ); I figured I'd make use of this forum as a place to write things out while I toy around with the ideas before finalizing them into the main champion concepts forum. As this will be fragmented into pieces and not a complete design, as only small parts of her are being fixed at a time, this is going into "basic" champions as no one section will be complete =P
To see the original, base design, look here:
http://na.leagueoflegends.com/board/showthread.php?t=718392
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New concepts: Due to the adjustments to tanking items, there are a few matters which need to be dealt with.
1: Nemhain's no longer intended to heal DURING combat, but rather, is now intended to heal remarkably well OUT OF COMBAT. After the changes that have gone through in Season 3's itemization, I've simply learned that Leona and other tanks (but Leona's especially bad for it) flat out have no way to regain health after taking damage, and health regeneration items just flat out don't cut it. If she survives a fight, she shouldn't have to run to base, but rather, she should be able to jump right into combat again fairly quickly, letting her be a roamer. Yes, I want her capable of roaming pretty much as soon as she hits level 6.
2: Nemhain is to be further encouraged to stack HEALTH, more so than other defensive stats. She's not really intended to eat large amounts of damage and simply live forever, so much as to draw fire away from other targets who are more squishy than she is. To this end, she can't be near-invulnerable, so in order to benefit her fury generation, she'll require stacking health to boost her attack speed stat (since tanking items simply lack for such). This also further discourages her from stacking items which benefit from crit, such as on-hit items, or crit items, both of which tend to be loaded with critical hit %.
3: Roaming requires movement speed out of combat, as well as a capacity to return to one's lane quickly. This needs to be addressed. "Wild Running" of the BETA Tauren of WoW, and later the Worgen, show a perfect way to do this; moving rapidly on all fours when not in combat. I rather like this concept, and though it's a bit similar to Miss FourChan, I think it'll work nicely by having a buff where her movement increases if she hasn't attacked anyone in awhile, making her hungry for blood. This helps her similar to Rammus with simply being everywhere she's needed.
4: As she's intended as a jungler originally, and the jungle has changed significantly, the movement speed may need to ignore non-champions, to allow her to clear faster due to faster movement. Additionally, it may be better to have her heal quickly off monsters in the jungle, letting her feed up in the jungle then appear out of nowhere in a lane.
5: It'd be better to list the effects I want her to have specifically, and then go through and figure out how each ability should display such.
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DESIRED CAPABILITIES:
- The capacity to gain attack speed based off of her health. This makes her itemization make more sense, and encourages her to avoid stacking overly high defenses. It also encourages her to pick up an Atma's, but that's going to happen to anyone who stacks health so no big deal. Account for this by reducing the scaling on her abilities significantly.
- The ability to mark targets by autoattacking them so that her other abilities have a beneficial effect; I love the idea of her abilities being more effective based on whether she's hit a target recently or not.
- Increased fury regeneration out of combat, and having fury regenerate in larger amounts based on her COOLDOWN REDUCTION. This means CDR is still a useful stat to her, and especially works nicely with her utilizing a spirit visage.
- Some method of healing off of MONSTERS in the jungle, but preferably not minions. This makes her ideal for jungling and healing BETWEEN battles. Minions would be problematic since minions could show up during a push, so shouldn't be that helpful.
- A strong benefit towards hitting new champions who haven't been hit before. The whole Jarvan dealie is a good idea still, and her intended strength is to piss off everyone on the enemy team, and set them up for kills, not to focus on a single target.
- Move quickly when out of combat; needs to roam very fast and show a strong lane presence in all lanes as needed; needs to be a highly aggressive play style.
- The capacity to enhance the damage her team deals to a single target of choice; she's supposed to set up kills, not take them. Personally, I think a damage amplification that deals true damage based on the % of damage taken would work well as it ensures a 100% steady increase to damage taken.
- A dash towards an enemy champion; land BEHIND them! Go through them, dealing damage? (per champion cooldown)
- A knockback (per champion cooldown)
- A slow effect to keep an enemy from chasing her allies and keeping them from moving back into position after she knocks them out of position.
- A silence to prevent enemies from just flashing/teleporting back into range; too many enemies now have exceptional mobility and dashes, even ranged champions, so this needs to be addressed by a tank who's setting people up for kills.
- The ability to intercept attacks and get into range of her allies ASAP. (per champion cooldown)
- Able to eat CC meant for her allies instead of her.
- Able to shrug off CC that WASN'T directed at her (tenacity VS matronage spells)
- Shielding to absorb some of the damage taken; base this off of AD rather than AP, since she'll want an Atma's anyway, so may as well make it useful so the shield technically scales off her health =P
- Reduced damage taken from enemies who are bloodied; this makes her only as tanky as her player makes her good at irritating enemies. CC-locking her prevents her from keeping her passive up, making it an easy counter to kill her.
- A way to soak damage off of an ally by setting them as her "watched" target, so that she can keep a close eye on one person who needs help ASAP. This should be cooldown based on champion watched, so she can swap targets quickly as needed, encouraging the enemy team to swap targets as well. This is primarily intended to sew chaos into the enemy team's targeting, which is her prime feature.
- Specifically able to better guard a target she is watching with matronage.
This is a LOT of stuff! Still, I think I can cram it all back into her with some tweaks, even though it's actually more stuff than she originally had. Fortunately, her healing in combat is being removed, so this eases the burden a bit.
Updates to abilities to follow this post.
To see the original, base design, look here:
http://na.leagueoflegends.com/board/showthread.php?t=718392
----------------------------
New concepts: Due to the adjustments to tanking items, there are a few matters which need to be dealt with.
1: Nemhain's no longer intended to heal DURING combat, but rather, is now intended to heal remarkably well OUT OF COMBAT. After the changes that have gone through in Season 3's itemization, I've simply learned that Leona and other tanks (but Leona's especially bad for it) flat out have no way to regain health after taking damage, and health regeneration items just flat out don't cut it. If she survives a fight, she shouldn't have to run to base, but rather, she should be able to jump right into combat again fairly quickly, letting her be a roamer. Yes, I want her capable of roaming pretty much as soon as she hits level 6.
2: Nemhain is to be further encouraged to stack HEALTH, more so than other defensive stats. She's not really intended to eat large amounts of damage and simply live forever, so much as to draw fire away from other targets who are more squishy than she is. To this end, she can't be near-invulnerable, so in order to benefit her fury generation, she'll require stacking health to boost her attack speed stat (since tanking items simply lack for such). This also further discourages her from stacking items which benefit from crit, such as on-hit items, or crit items, both of which tend to be loaded with critical hit %.
3: Roaming requires movement speed out of combat, as well as a capacity to return to one's lane quickly. This needs to be addressed. "Wild Running" of the BETA Tauren of WoW, and later the Worgen, show a perfect way to do this; moving rapidly on all fours when not in combat. I rather like this concept, and though it's a bit similar to Miss FourChan, I think it'll work nicely by having a buff where her movement increases if she hasn't attacked anyone in awhile, making her hungry for blood. This helps her similar to Rammus with simply being everywhere she's needed.
4: As she's intended as a jungler originally, and the jungle has changed significantly, the movement speed may need to ignore non-champions, to allow her to clear faster due to faster movement. Additionally, it may be better to have her heal quickly off monsters in the jungle, letting her feed up in the jungle then appear out of nowhere in a lane.
5: It'd be better to list the effects I want her to have specifically, and then go through and figure out how each ability should display such.
--------------------------
DESIRED CAPABILITIES:
- The capacity to gain attack speed based off of her health. This makes her itemization make more sense, and encourages her to avoid stacking overly high defenses. It also encourages her to pick up an Atma's, but that's going to happen to anyone who stacks health so no big deal. Account for this by reducing the scaling on her abilities significantly.
- The ability to mark targets by autoattacking them so that her other abilities have a beneficial effect; I love the idea of her abilities being more effective based on whether she's hit a target recently or not.
- Increased fury regeneration out of combat, and having fury regenerate in larger amounts based on her COOLDOWN REDUCTION. This means CDR is still a useful stat to her, and especially works nicely with her utilizing a spirit visage.
- Some method of healing off of MONSTERS in the jungle, but preferably not minions. This makes her ideal for jungling and healing BETWEEN battles. Minions would be problematic since minions could show up during a push, so shouldn't be that helpful.
- A strong benefit towards hitting new champions who haven't been hit before. The whole Jarvan dealie is a good idea still, and her intended strength is to piss off everyone on the enemy team, and set them up for kills, not to focus on a single target.
- Move quickly when out of combat; needs to roam very fast and show a strong lane presence in all lanes as needed; needs to be a highly aggressive play style.
- The capacity to enhance the damage her team deals to a single target of choice; she's supposed to set up kills, not take them. Personally, I think a damage amplification that deals true damage based on the % of damage taken would work well as it ensures a 100% steady increase to damage taken.
- A dash towards an enemy champion; land BEHIND them! Go through them, dealing damage? (per champion cooldown)
- A knockback (per champion cooldown)
- A slow effect to keep an enemy from chasing her allies and keeping them from moving back into position after she knocks them out of position.
- A silence to prevent enemies from just flashing/teleporting back into range; too many enemies now have exceptional mobility and dashes, even ranged champions, so this needs to be addressed by a tank who's setting people up for kills.
- The ability to intercept attacks and get into range of her allies ASAP. (per champion cooldown)
- Able to eat CC meant for her allies instead of her.
- Able to shrug off CC that WASN'T directed at her (tenacity VS matronage spells)
- Shielding to absorb some of the damage taken; base this off of AD rather than AP, since she'll want an Atma's anyway, so may as well make it useful so the shield technically scales off her health =P
- Reduced damage taken from enemies who are bloodied; this makes her only as tanky as her player makes her good at irritating enemies. CC-locking her prevents her from keeping her passive up, making it an easy counter to kill her.
- A way to soak damage off of an ally by setting them as her "watched" target, so that she can keep a close eye on one person who needs help ASAP. This should be cooldown based on champion watched, so she can swap targets quickly as needed, encouraging the enemy team to swap targets as well. This is primarily intended to sew chaos into the enemy team's targeting, which is her prime feature.
- Specifically able to better guard a target she is watching with matronage.
This is a LOT of stuff! Still, I think I can cram it all back into her with some tweaks, even though it's actually more stuff than she originally had. Fortunately, her healing in combat is being removed, so this eases the burden a bit.
Updates to abilities to follow this post.