: Well there’s Pyke now so...
...did you seriously remember this thread all this time just so you could come back after Pyke's release?
: How about no cause we already have pike and he is broken
Well yes, but I made this post years before Pyke's release so I couldn't have known ¯\_(ツ)_/¯
: Quite simply, I agree with everything you said :D Yours has been one of my favourite of other people's concepts as the idea behind it is so original and unique. League could do with a champion like this, it fills a niche that is currently empty in my opinion. Which is EXACTLY what a new champion should do. Read this Rito!
I thank you for your kind words :D I can only hope that Riot may one day (read this and) make a similar champion. I think that it would be really fun to play for both Support-mains who want something different and Assassin-mains who want something different!
: Some other things I thought of while I was bored: What if he gained increased passive gold if the rest of his team was behind? That way if his team sucks he can become an assassin carry to help bring the game around. I think it would be cool to give him more options in his build path, for example if your team is ahead you could build more support-oriented but if your team is behind you build more AD to get picks on fed enemies and turn the game around. For E (my shield one) I think it would work better if it feared the enemy who broke the shield rather than a shockwave because an adc isn't likely to be near enough for the shockwave to hit other ranged enemies. If it was a shockwave you'd end up using it on your front line to fear everyone, which isn't purpose of the ability. In terms of balance I think the base shield should be really small - maybe just one auto from an adc or a little more - because a Janna shield plus fear would just be so op. Also if the shield is small but the fear is strong, it encourages counterplay - for example you shield during an enemy's attack or as they fire a skillshot to block the damage and get a guaranteed fear. I had a weird idea for his ultimate that was inspired by kayn's ult: On ally activation you go into them and shield them with your current health. At the end of the duration or when reactivated knife pops out again, but with health equivalent to the remaining shield (basically he takes damage for the ally). It's fundamentally the same but you can't do anything while you do it. Also if the shield is completely destroyed, Knife dies (maybe fearing all enemies nearby?). I think it would also be cool if he could still cast Q and E while in his ult. No idea how it would work for enemy casts, but hey it's just an idea I had.
Glad to hear you're still thinking about my champion concept! > Some other things I thought of while I was bored: What if he gained increased passive gold if the rest of his team was behind? That way if his team sucks he can become an assassin carry to help bring the game around. I think it would be cool to give him more options in his build path, for example if your team is ahead you could build more support-oriented but if your team is behind you build more AD to get picks on fed enemies and turn the game around. I think that Knife getting extra gold when his team is falling behind would make for a good passive, if not a little boring. I think that if I changed his Passive to something more simple I'd go with: 'Knife deals more damage if his team is falling behind. Knife's heals are stronger if his team is doing well.' This is a more straightforward passive, but it could be implemented if the rest of his kit becomes too complex. > I had a weird idea for his ultimate that was inspired by kayn's ult: On ally activation you go into them and shield them with your current health. At the end of the duration or when reactivated knife pops out again, but with health equivalent to the remaining shield (basically he takes damage for the ally). It's fundamentally the same but you can't do anything while you do it. Also if the shield is completely destroyed, Knife dies (maybe fearing all enemies nearby?). I think it would also be cool if he could still cast Q and E while in his ult. No idea how it would work for enemy casts, but hey it's just an idea I had. My first idea for Knife's ult was actually that he links himself to an allied champion. If that champion dies, Knife literally BECOMES that champion (e.g. if you link to a Vayne and she dies, Knife becomes that Vayne) with the same abilities, level, items, masteries, runes, etc. as that champion. This effect lasts until the dead champion respawns. I didn't write this ability down because 1: It's ridiculously OP 2: It would be very difficult to implement (escpecially the runes, which have to be coppied from one summoner profile to another) and 3: most support mains don't know how to play adc. I also had an idea for an ultimate similar to yours: Knife uses his own health as a shield for an ally. This idea sounds cool, but I'm afraid that if you use it on an ally, they'll just dive into the enemy team and quickly deplete the shield, resulting in your death. This ultimate simply leaves you powerless if your ally decides to do something stupid. For that reason his current ult only transfers a portion of the damage instead of the full amount. And his current ult can also be cast on enemy champions, in case your adc is a complete idiot and you don't want to ult them :D I've also made a change to his Q: it can now be picked up by Knife himself, resetting the cooldown. If Knife can chain multiple Q hits onto the same enemy, the slow increases and the heal to his allies also increases.
: [Champion Concept] Rinnea - The Hextech Mystic
So, I'm not gonna comment on every ability (since they all interact with each other), but I do have some thoughts on a Support-Controller. Basically Controllers are mages that create zones or pets that damage enemies or otherwise prevent them from moving to certain areas (e.g. Anivia, Karthus, Taliayah). Preventing enemies from moving to certain areas sounds like something a support can do, but the only (conventional) Support-Controller is Zyra. I think it would be cool if there was a Support-Controller that prevents enemies from moving to certain areas, but also encourages allies to move to certain areas. Or something like a support Heimerdinger that doesn't place damaging turrets, but instead shield generators or zones that give movement speed. With that in mind I think that Rinnea is a good example of what a Support-Controller could look like. You can damage enemies with your orbs and place them to discourage enemies from moving to certain areas, but at the same time you're encouraging allies to move to these zones (because of the movement speed they give). I also like the idea of being able to shield your own orbs. If a champion like Heimerdinger or Zyra could shield their owns turrets/plants it would be broken, but for a support I think it is fitting and also offers interesting gameplay (do I shield myself/an ally or my orb?).
: I would appreciate any criticisms, further ideas and possible numbers (damage, cooldowns etc.). Also notice me plz Rito
> I would appreciate any criticisms, further ideas and possible numbers (damage, cooldowns etc.). Also notice me plz Rito I'm not Rito, but we can all dream, right? _Disclaimer, I don't really play adc or jungler, so all my feedback is probably worthless kappa_ So, in general this champion sounds like a more interactive version of Kindred (this is a good thing). With Kindred you basically play as Lamb and you don't have any control over Wolf, except for one ability where Wolf randomly attacks nearby enemies. With this champion you basically have a permanent pet that you can interact with a lot more. > Passive – Spirit of the forest: Spirit animal (animal varies depending on where Katya is on the map - dolphin in the river, bear in top lane, snake in top jungle, bird in mid lane, wolf in bot jungle, tiger in bot lane) chases and attacks enemies that Katya attacks, dealing a small amount of magic damage to them. When the spirit is killed or Katya goes out of combat for 3 seconds the spirit returns to Katya, healing her based on the damage it dealt. If the spirit dies it goes on cooldown before spawning again. If Katya or a nearby ally champion takes lethal damage, the spirit attempts to prevent their death by healing them, but going on cooldown afterwards. There are many champions with pets in League, but none attack champions and then heal you based on the damage they dealt. This sounds rather fitting for a jungler, since you can farm monster and get healed afterwards as your pet attacks them. I do think that having 6 different forms for your pet is a bit confusing, especially since they don't behave or attack differently, right? Maybe different colors will be better for clarity (e.g. green in jungle, blue in river, red in lane). > Q – Venomous shot: Katya shoots a poisoned arrow that does physical damage to all enemies in a line and applies a debuff that deals a small percentage of the enemy’s health in magic damage every second. When the spirit animal attacks a poisoned target, all poisoned targets take a portion of the damage damage. If a poisoned enemy dies, the duration on all other poisoned targets is reset. If a poisoned target falls below 10% (scaling up with crit chance) health, Katya’s next attack executes them. Long – medium cooldown. So if your spirit animal attacks a poisoned target, all poisoned enemies take damage. This makes farming monsters easy, but it offers very little counterplay for champions (you get damaged because an ally is being attacked). Maybe make it so that enemies aren't damaged if they move a certain distance away from the target that is being attacked. Also having an execute on a basic ability seems a little OP in my humble opinion :D > W – Merciless hunter: Katya’s next basic attack gains increased range, does increased physical damage, slows, and marks the target. The spirit animal runs quickly to the marked target and attacks it rapidly. Upon activating this ability, Katya gains a large movement speed buff that decays slowly after her first attack. Long cooldown. Basic ability, good for ganking. Not much to say here. > E – Lightning reflexes: Katya rolls in a direction, briefly becoming invulnerable. The spirit is also invulnerable during this ability. Katya gains bonus attack speed for a short time and the spirit jumps to its target on its next attack. If Katya or the spirit dodges an ability with this ability, the cooldown is halved (damage over time doesn’t count e.g. teemo shroom. But if Katya rolled over the shroom, she would not be affected by it and the cooldown would be halved) (if both Katya and the spirit dodge an ability, the cooldown is halved twice, effectively resetting the cooldown). If they dodge lethal damage, the cooldown is completely reset. Can go over small walls (not Azir’s wall). Long – medium cooldown. I think that instead of becoming invulnerable (e.g. skillshot hits you and does no damage) Katya should become untargetable (e.g. skillshot passes through you, but deals no damage). This is more fitting for Lightning Reflexes, since you're dodging stuff, not taking direct hits. And I think that for counterplay Katya should first wind up for 0.5 seconds (but you can still move during this time) and then dash in a targeted direction, becoming untargetable during and briefly after the dash. Maybe Katya and the spirit dash in opposite directions? That way the spirit can get closer to enemies while Katya moves to safety or vice versa. > R – Queen of the forest: 2 part ability with separate cooldowns. First part: For the duration of this ability, Katya’s basic attacks apply venomous shot’s poison and summons a spirit animal (random animal rather than based on location) for every poisoned target. Each spirit animal attacks its own target. To cast the second part of the ability, Katya must have a certain amount of extra movement speed from any source (e.g. Katya’s W or Karma’s E or Nami’s passive) then press R on terrain to jump onto it, losing the ability to move but gaining increased attack and vision range and can see over terrain. At ranks 2 and 3 this ability has 2 and 3 charges. When on top of terrain other charges can be consumed to leap from one wall to another. Simply right click off a wall or use E to jump down. The first part of this ability reminds me of Malzahars voidlings (and I really, really hate Malzahar). But for the second part: Yes, yes, yes! I have also considered an ability that allows champion to perch on terrain or even towers, becoming immobile but gaining increased attack range and vision. It just sounds like a cool thing to do and Riot actually wanted to give reworked Galio an ability like this (but it didn't work because Galio is Melee). I really hope Riot revisits this idea in the future and makes a ranged champion (probably a jungler) that can perch on terrain and turrets and shoot people like a total badass sniper. As for the lore/theme, if Riot ever reworks Udyr I hope they go for something like this. Make him more deeply connected to his spirit animals and show that they are seperate entities living within him, rather than just four random stances he can switch between. Of course Udyr will probably remain male :)
: I agree with you on pretty much everything. But my idea with the Q was you to dash through several enemies, stunning them for an easy Q through all of them, giving a big heal to your adc. This way he'd sorta be a front line assassin while simultaneously supporting your backline. The problem with that tho is that he may simply end up being built tank and become just another tank support. Which goes against the whole point of the champion. I've just torn apart my own argument :/ Not that this was an argument anyway.
> But my idea with the Q was you to dash through several enemies, stunning them for an easy Q through all of them, giving a big heal to your adc. Now this sounds cool. I really like the idea of having more mobile supports, who actually have to dash towards enemies and play more risky (hi Rakan) than traditional healers/tanks.
: Oh yeah. For appearance, how about a light-blue spirit kinda-guy with a cloak made of shadows? And for a name: Revan
I didn't really put a lot of thought into his appearance at first. But I would probably go with someone that looks like a human, but has a very blue-ish skin and looks very thin. To hide his appearance he wears loose clothing and a large hood/ a large hat. Cloak made of shadows is a cool idea, but Yorick already has one of those. _Revan_ sounds fitting and honestly _Knife_ is just a placeholder name until I come up with something better. I like the idea of having a name that has something to do with ravens, so some suggestions for names are: _Reave_ (sounds like raven), _Krai_ (sounds like the German/Dutch word for crow), _Cuervo_ (Spanish for crow), _Carver_ and of course _Revan_. His official title would then be something like '_the Knife_' or '_the Knife of Compassion_' or something else that sounds edgy (pun intended).
: I've thought about it a bit and thought of some ideas for his abilities. You might not like them, but hey, I do. I've already talked about the passive. Q: Knife throws a dagger to a target location. It does physical damage to enemies in a line, if the enemy champions haven’t died since their last kill, they are also slowed. The dagger lands at the target location, creating a healing field that heals more if several enemies were hit by the dagger. Allies that haven’t killed since their last death are healed for a larger amount. W: Knife gathers shadows about himself for roughly half a second before dashing forwards in a line. Enemies he dashes through are bound in shadow, stunning them. Knife gains AD based on his assists. E: The problem with Wall of Respite is that there's bound to be some dumb adc who doesn't move out of the way and is hit by 10 skillshots at once, dying instantly. So I thought of a different ability that still suits his theme. Knife shields himself and a target ally (if no ally is targeted on Knife is shielded). Enemies that attack the shielded units are slowed and if one of the shields is broken (e.g. 100 damage dealt to 100 shield) the shield on the other champion is transferred to the one who lost the shield. I probably worded that really badly but oh well. R: The problem with Mark of Mercy is that when cast on a fed enemy, it would completely remove them from a teamfight, they can't do their job and there's no counterplay. I like the idea but i think with testing it would prove overpowered. I reckon that altering the ally cast could make for a really cool ability. It's global, Knife marks an ally anywhere on the map. A portion of damage dealt to the marked target (scaling up to 100% at rank 3) is dealt to Knife instead until Knife reaches 10% hp. The marked ally also recieves 50% tenacity. Knife can recast the ability to heal the ally based on his missing health, but he dies himself (on a shortened respawn timer). An idea for casting on an enemy: Knife gains increased movement speed towards the marked enemy and attack speed and lifesteal against them. Every time he attacks them he reduces their AD and AP and increases his own AD.
Hey, thanks for the feedback! This thread is just a paper kit that I came up with, so nothing is set in stone. As for your suggestions: > However I think the part of the passive that prevents KSing could be really annoying in some circumstances, for example if you want to play him somewhere other than support. I think if he deals fatal damage to someone they should be kept at 1 health for a few seconds. If an ally hits them they die and the ally gets the kill, but if no one hits them they are executed and Knife gets the kill. I also think Knife should get bonus assist gold on the targets he technically kills himself but gives to an ally. I have adjusted his passive, Knife now only leaves enemies with 1 health if there is at least one ally nearby. This should make Knife less frustrating to play when he's alone in lane. However, one of the reasons I gave him this passive was to prevent Knife from being played exclusively as an Assassin, rather than as a Support. I removed power from his ability to reliably last hit, so that I could add power elsewhere to the rest of his kit. > Q: Knife throws a dagger to a target location. It does physical damage to enemies in a line, if the enemy champions haven’t died since their last kill, they are also slowed. The dagger lands at the target location, creating a healing field that heals more if several enemies were hit by the dagger. Allies that haven’t killed since their last death are healed for a larger amount. I wanted Knife's Q to have a heal, but also be a reliable ability to poke enemies. Your Q and my Q both do that, but with your Q you create a healing field around the enemy champion you just hit. So if an adc wants to profit from this healing field, they actually have to walk towards the enemy champion that got hit. This is interesting, because now the adc has to choose between 'stay away from the enemy champion and don't get healed' or 'go towards the enemy champion and get healed'. I have adjusted his Q now to sort of combine both our ideas. He throws a dagger in a line, if he hits an enemy champion they are damaged and slowed (if they haven't died since their last kill). The dagger then bounces off the enemy champion towards the closest allied champion and lands on the ground. Allied champions create a healing field if they walk over the dagger. > W: Knife gathers shadows about himself for roughly half a second before dashing forwards in a line. Enemies he dashes through are bound in shadow, stunning them. Knife gains AD based on his assists. Knife's W is a dash/gap closer, because most Assassin's have at least one dash. I actually like your W better than mine, since it is more thematically fitting (because shadows). However, Knife already has a lot of CC in his kit (Passive taunts, Q slows, E fears) so I would rather not give him an ability that stuns champions. > E: The problem with Wall of Respite is that there's bound to be some dumb adc who doesn't move out of the way and is hit by 10 skillshots at once, dying instantly. So I thought of a different ability that still suits his theme. Knife shields himself and a target ally (if no ally is targeted on Knife is shielded). Enemies that attack the shielded units are slowed and if one of the shields is broken (e.g. 100 damage dealt to 100 shield) the shield on the other champion is transferred to the one who lost the shield. I probably worded that really badly but oh well. Don't worry, I understand what you're saying. Honestly I chose 'wall that temporarily freezes skillshots' because it sounds cool, not because it is thematically fitting. But if I replaced Wall of Respite with your E, Knife would no longer have a fear on his kit. So if I would make this ability I would describe it as: _E: Knife shields an allied champion. If the allied champions' shield breaks, they create a shockwave that fears nearby enemies. They then get a new shield based on how many champions they feared (e.g. 100 per enemy feared)._ For now I'm keeping the Wall of Respite on his kit (because it still sounds cool), but I still like your suggestion for his E. > R: The problem with Mark of Mercy is that when cast on a fed enemy, it would completely remove them from a teamfight, they can't do their job and there's no counterplay. I like the idea but i think with testing it would prove overpowered. I reckon that altering the ally cast could make for a really cool ability. It's global, Knife marks an ally anywhere on the map. A portion of damage dealt to the marked target (scaling up to 100% at rank 3) is dealt to Knife instead until Knife reaches 10% hp. The marked ally also recieves 50% tenacity. Knife can recast the ability to heal the ally based on his missing health, but he dies himself (on a shortened respawn timer). >An idea for casting on an enemy: Knife gains increased movement speed towards the marked enemy and attack speed and lifesteal against them. Every time he attacks them he reduces their AD and AP and increases his own AD. So when it came to Knife's ult I summarised it as follows: 'Knife prevents an enemy champion from killing OR Knife prevents an enemy champion from dying'. When cast on an enemy champion it should prevent them from killing. My idea for that is to reflect damage back onto the enemy champion and executing them if they kill someone (with some degree of counterplay by moving out of the execution zone). Your idea is to reduce their damage output (while increasing your own). Both ideas prevent enemy champions from killing and thus both ideas are good ideas for his kit. When cast on an allied champion it should prevent them from dying. I think both our ideas have the same basic description: the allied champion transfers damage onto Knife, receives less CC and is healed, but only if Knife sacrifices himself. The exact numbers and durations can of course always be tweaked if they are too overpowered.
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: No keyston useful for zilean?
I'm not sure, but doesn't Windspeaker's Blessing buff his ultimate? It makes your heals and shields 10% stronger, so when an ally gets revived by your ultimate, the amount of health they gain increases by 10%. Windspeaker's Blessing also increases your ally's defences by 15%, so after they're revived by your ult they gain bonus armor and magic resist. Like I said I'm not 100% sure about this, I'll have to test it to know for certain.
Rouwhorst (EUW)
: What do you think of this nice loading screen? http://i.imgur.com/vcPabS6.jpg
Well dayum. That's even worse, plus it has also got the wrong name colors. Rito fix pls.
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: > [{quoted}](name=istenszek,realm=EUW,application-id=Mpd1UjGe,discussion-id=EBrLxJgO,comment-id=00020000,timestamp=2015-11-11T16:54:23.998+0000) > > i anaylized the url before clicking, but nothing found for me. i also checked if there were similar images on google. nothing. It was a joke to scare people xp you must be fun at parties scanning through every drink
That's right, totally safe, no virus in url, maybe an STD but only if you get to close to SORAKALISTARIC. He has lots of penetration if you know what I mean...
istenszek (EUW)
: i anaylized the url before clicking, but nothing found for me. i also checked if there were similar images on google. nothing.
That's right, this is legit drawing by me, no copy pasterino from other creators.
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Neonchan (EUW)
: Ever used the ability to have the opponents adc miss a last hit? Also it adds up fast in laning as the cooldown get's reduced whenever a creep dies. Post lane it's less usefull, that's correct but Alistar is super strong there, too
True, I'm not denying that Alistar's E has at least some uses and that he's very strong lategame. It just seems unfortunate that one of his abilities becomes less intersting lategame, while a few small changes could make it relevant again. Riot also seems to want to make abilities more complex when reworking champions (look at Fiora, or the Juggernauts). With that in mind a ''click to AOE heal'' ability seems very bland if not straightout boring. So while I wouldn't want Alistar to be directly buffed, I would like to see him be made more interesting to play.
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: it already gives assist if you hit the enemy with it when you place it. it deals 1 true dmg.
Really? I honestly did not know that. Ugh, next time I should do proper research before posting something on the boards -_- However, my point about the wall giving assists when it blocks an enemy still stands, since there are plenty of situations where your W doesn't directly touch an enemy chamion (and thus doesn't do 1 damage), but still would deserve an assist. My point about the ability icons is also still valid.
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: Bots deserve to go on a Magical Journey too!
_And here's the cube exiting the portal:_ **O** ----> [o]
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