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HXT-L73 the adroit Machine; Hextech warehouse bot
Topic Started: Oct 3 2010, 04:10 PM (595 Views)
noeCamron
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HXT-L73 - The adroit Machine

http://www.leagueoflegends.com/board/showthread.php?t=275552

Hello Runeterrans,
We here at Hextech Labs are pleased to announce that we have created a one-of-a-kind champion to compete in the league of legends. The HXT-L73 is a modified warehouse robot refitted with a top of the line energy core, armor plating, specialized weapons, and a few tricks to make it a true competitor in the league.

After providing the League with an array of items and weapons, and even working with some of the current champions to design new battle attire, we've decided that having our own champion would give us a unique marketing opportunity as well as a way to flex our engineering prowess on the fields of justice.

The model we're presenting today has two primary functions, Assault and Siege. While in Assault mode, the bot is a quick ranged attacker with a variety of unique ranged abilities. And in Siege mode the bot transforms into a more sturdy form and specializes in tactical pushes. With all of the versatility we've built into the design we feel that this bot would be a welcome addition to almost any team.


=== Assault Mode ===
Ranged auto-attack (Bolter)

Passive:
MANA CORE: Regenerates 0.175% max mana each second.


Q: Arcane bolter:
Cost- Mana per attack
Attacks deal additional magic damage + (% of AP)


W: Arc Welder:
Cost- x mana
Shoots a straight directed beam of energy that deals X magic damage and slows X% for X seconds. If two or more enemies are hit by the attack the first two enemies hit become rooted for x seconds.


E: Heli-bomb:
Cost- x mana
HXT-L73 releases a small helicopter explosive with X health. The bomb flies to the target location and waits. The bomb is detonated dealing X (+AP) magic damage upon destruction or re-activation of the skill. X seconds after initial activation the bomb will fizzle and die if it has not been destroyed manually.


R: Siege Mode:
HXT-L73 transforms into an armored siege vehicle, gaining X/X/X amor and magic resistance, and losing X% move speed. While in siege mode you gain access to an alternate skill set.

Rank 1: Gain access to alternate Q skill.
Rank 2: Gain access to alternate W skill.
Rank 3: Gain access to alternate E skill.

While in siege mode, if you do not have access to the alternate skills they will simply be grayed out.

=== Siege Mode ===
Short ranged auto-attack (Twin Auto-cannons)

Passive:
Gyro-Equilibrium: Immune to Knock-ups and throws.


Q: Siege Spike: (melee range)
Cost- X mana
Your next attack will deal an additional X (+AP) physical damage. Deals X% additional damage to towers and structures.


W: True Carry:
Cost- x mana
Passive-
Moving X units grants a stack of 'momentum' each stack of momentum reduces incoming CC effects by X%. Up to a maximum of X stacks. Stacks last X seconds.

Active-
HXT-L73 opens up his back hatch and allows an ally to hop in for protection. Once inside they can no longer be damaged. HXT-L73 moves X% slower while carrying an ally. An ally can choose to exit the vehicle at any time by pressing B (recall). If HXT-L73 dies while carrying an ally they will take 25% of their current life in true damage and will be ejected on the spot.


E: Arcane Bubble Barrier:
Cost- X% current mana.
the energy core expands a strong barrier that reaches out around nearby allies reduces incoming damage by X% for X seconds or until the mitigated damage equals 2x the amount of mana spent.

Note: size is similar to Nasus's Spirit Fire zone, and the zone moves with HXT-L73.

Assault Mode:
Returns HXT-L73 to assault mode.
Edited by noeCamron, Oct 4 2010, 01:41 PM.
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Bigred01
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The One Without Any Title
pretty nice idea, especially the theme. Tank champ roles to victory!

Maybe you should let him have an increased range in the siege mode, so he becomes a good pusher already at level 1 of the skill.

That's all for now. I think i'm gonna try to find some good numbers, i'll tell you tomorrow which ones i have for you.
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noeCamron
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Siege in this sense would be more like a battering ram than a siege tank. Giving something more range AND defensive capabilities would be incredibly OP.

I left numbers out on purpose this time. I could probably come up with a nice set, I even had some and went back and cleared them out, but while I'm still working on the general idea I think its relatively pointless to try and balance something to the current game when A) this is likely to never occur in the game and B) when it does it'll be a different game and the numbers will have to be changed anyway.

We should view ourselves in a design roll, and while having a good concepts of numbers can be useful for yourself, it's not really the key of our task. We're here to come up with clever new fun ideas that are unique and yet still sit in the realm of possibility. If people agree with THAT portion of the design, coming up with numbers will be much easier. IMO.
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Bigred01
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The One Without Any Title
You may be right, but honestly, adding numbers is one of the things i love most in the champion suggestion in general.

Since he's getting slowed in the Siege mode, giving him some extra range wouldn't that OP since almost any champion could chase him then, even with extra armor and Magic resist. Imagine for example someone like Jax (yes, Jax, it may sound stupid, but let's imagine he'd be balanced now), a champion whose damage is pretty horrible as long as he's able to keep hitting a target. Same with Miss Fortune, but she has an additional slow. If you're getting ganked this is pretty deadly.
I know you can just switch into the normal mode, but well... that would give your enemies more time to get close to you, which you definately don't want.
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noeCamron
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Either I can remove the slow for being in siege mode, change the default auto-attack in siege mode to something like 'Auto-cannon' or 'Gauss Cannon' or 'FLAME THROWER' with a shortish range, like Sivir's joke of a range. OR a combination of the two.

I think its important to note that its default speed would be pretty high. I imagine it skating around on wheels, so the slow from changing modes might bring it down into normal range. Also grab a wardens mail or randuins or boots of mobility or ghost and roll out like a boss.
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Bigred01
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The One Without Any Title
I'd love Gauss Cannon :D

You may probably have the tank being slowed, but it's reduced the more he moves.
Edited by Bigred01, Oct 3 2010, 05:56 PM.
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noeCamron
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just a silly thought, not really related to balance or anything:

*roll up in siege mode* /t
*fully feasted Cho'gath jumps out* "SURPRISE!"

or worse
*roll up in siege mode* /t
*Garen jum--DEMAACCCIIIAAAAAAAAAAAAAAAAAA!!
Edited by noeCamron, Oct 3 2010, 06:13 PM.
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Drake_O_Dagger
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I REALLY like this idea! I'll try to remember to come back when I have time to give it a full review. This guy deserves it.
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Drake_O_Dagger
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noeCamron
Oct 3 2010, 04:10 PM
HXT-L73 - The adroit Machine

http://www.leagueoflegends.com/board/showthread.php?t=275552

Hello Runeterrans,
We here at Hextech Labs are pleased to announce that we have created a one-of-a-kind champion to compete in the league of legends. The HXT-L73 is a modified warehouse robot refitted with a top of the line energy core, armor plating, specialized weapons, and a few tricks to make it a true competitor in the league.

After providing the League with an array of items and weapons, and even working with some of the current champions to design new battle attire, we've decided that having our own champion would give us a unique marketing opportunity as well as a way to flex our engineering prowess on the fields of justice.

The model we're presenting today has two primary functions, Assault and Siege. While in Assault mode, the bot is a quick ranged attacker with a variety of unique ranged abilities. And in Siege mode the bot transforms into a more sturdy form and specializes in tactical pushes. With all of the versatility we've built into the design we feel that this bot would be a welcome addition to almost any team.


=== Assault Mode ===
Ranged auto-attack (Bolter)

Passive:
MANA CORE: Regenerates 0.175% max mana each second.


Q: Arcane bolter:
Cost- Mana per attack
Attacks deal additional magic damage + (% of AP)


W: Arc Welder:
Cost- x mana
Shoots a straight directed beam of energy that deals X magic damage and slows X% for X seconds. If two or more enemies are hit by the attack the first two enemies hit become rooted for x seconds.


E: Heli-bomb:
Cost- x mana
HXT-L73 releases a small helicopter explosive with X health. The bomb flies to the target location and waits. The bomb is detonated dealing X (+AP) magic damage upon destruction or re-activation of the skill. X seconds after initial activation the bomb will fizzle and die if it has not been destroyed manually.


R: Siege Mode:
HXT-L73 transforms into an armored siege vehicle, gaining X/X/X amor and magic resistance, and losing X% move speed. While in siege mode you gain access to an alternate skill set.

Rank 1: Gain access to alternate Q skill.
Rank 2: Gain access to alternate W skill.
Rank 3: Gain access to alternate E skill.

While in siege mode, if you do not have access to the alternate skills they will simply be grayed out.

=== Siege Mode ===
Short ranged auto-attack (Twin Auto-cannons)

Passive:
Gyro-Equilibrium: Immune to Knock-ups and throws.


Q: Siege Spike: (melee range)
Cost- X mana
Your next attack will deal an additional X (+AP) physical damage. Deals X% additional damage to towers and structures.


W: True Carry:
Cost- x mana
Passive-
Moving X units grants a stack of 'momentum' each stack of momentum reduces incoming CC effects by X%. Up to a maximum of X stacks. Stacks last X seconds.

Active-
HXT-L73 opens up his back hatch and allows an ally to hop in for protection. Once inside they can no longer be damaged. HXT-L73 moves X% slower while carrying an ally. An ally can choose to exit the vehicle at any time by pressing B (recall). If HXT-L73 dies while carrying an ally they will take 25% of their current life in true damage and will be ejected on the spot.


E: Arcane Bubble Barrier:
Cost- X% current mana.
the energy core expands a strong barrier that reaches out around nearby allies reduces incoming damage by X% for X seconds or until the mitigated damage equals 2x the amount of mana spent.

Note: size is similar to Nasus's Spirit Fire zone, and the zone moves with HXT-L73.

Assault Mode:
Returns HXT-L73 to assault mode.
1 - [38/40 marks] Original mechanics and elegance

Divided into:
((Assault/Siege/Average))
[4 marks]: Passive. 2/4/3 (Nothing really impressive or original about Mana Core, but not sure its very useful at such a small amount. The Siege Passive is awesome though.)
[4 marks]: Skill 1. 3/2/3 (Overall, no majorly original mechanics, but I do feel its fairly elegant in its simplicity. Siege Spike reminds me of our friendly neighborhood Minotaur, but I suppose its unique enough to not really matter.)
[4 marks]: Skill 2. 4/4/4 (First is cool, second is just plain epic. Carrying allies is a very cool idea.)
[4 marks]: Skill 3. 4/4/4 (Really like the bomb idea. The barrier certainly helps with playing the part of a tank too.)
[4 marks]: Ultimate. 4/4/4 (And here's the key skill that lets you change. It takes a while to gain access to all of the alternate skills. I'm honestly not too sure about how that part of the skill works. Otherwise, love it!)
[20 marks]: Skillset/Playstyle. 20 (Definitely an interesting playstyle. You should explain the differences between the Auto-attacks better though. I'm not entirely sure how they differ. Love the idea of changing from one style to the other though.)


2 - [10/10 marks] Role and versatility

Divided into:

[5 marks]: Does the hero fill its role well? 5
[5 marks]: Is the hero adaptable? 5

3 - [12/12 marks] Synergy

Divided into:

[4 marks]: Skill synergy. 2 (There is a BIT of synergy there, but not enough to really say he synergizes well. I personally don't think he needs the synergy though.)
[4 marks]: Ally synergy. 4 (Tank = Ally Synergy)
[4 marks]: Item synergy. 4 (Definitely has two very good builds, with potential for slightly more tanky builds rather than AP/AD

4 - [18/18 marks] Balance

Divided into:

[6 marks]: Skill Balance. 6 (Nothing clearly unbalanced, but the lack of numbers make this near impossible to judge for that accurately, beyond a sense of the concept's balance. And that seems balanced just fine.)
[6 marks]: Item use Balance. 6
[6 marks]: Teamwork Balance. 6

5 - [10/10 marks] Theme

Divided into:

[3 marks]: Does the hero fit in the LoL world? 3
[5 marks]: Is the hero original and consistent? 5
[2 marks]: Is the heroes Lore (if applicable) creative? 2

6 - [10/10 marks] As A Whole (The judge can give a few extra points based on how much they like the champion as a whole, rather than judging on a specific aspect) 10

I really like the concept! Very good job!

98/100
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