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| Jerome, The Hextech Chancellor (placeholder) | |
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| Tweet Topic Started: Mar 5 2011, 04:14 PM (389 Views) | |
| Bigred01 | Mar 5 2011, 04:14 PM Post #1 |
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The One Without Any Title
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Placeholing Placeholder Edit1: Rough image of His skillset and abilities. Ok guys, we all Know the roles in LoL a Champion fits into: Tank, Jungler, Support, Nuke, Carry. Those are the Most Common ones. But in my opinion, there is a Lack of One Special Role: The Disabler. We all Know, Most of the Tanks in LoL have some really good CC spells, so is it with some of the Supportes and junglers. But 'till now, there's no Champion whose skillset is based on taking ANY Champions abilities down. This is the Role my newest idea, Jerome The Hextech Chancellor should fit into. The difficulty in creating this Champion is to allow him taking down several enemies and disrupting them, without Making it impossible for them to execute their roles, simply cause 1 Champion taking an entire Team Down is anti Fun. Therefor He will disrupt and Disturb His enemies rather than shuting them down entirely. Taking that in concern, He shouldn't have a stun, snare or any other hard CC. Another Problem is that a disrupt should last Long enough to effectivly complicate executing a Role without Making it a shutdown for an entire Battle. Therefor He will have 2 Version of each spell. Version #1 will Be a debuff over Time, complicating an Enemy to fill His Role. The Second Version will Be a Smartcast that allows Jerome to react in a critical Situation. I want him to get this Reaction because if He had only His debuffs He had to Plan how to Place them. Here Comes the Problem: No strategy survives am entire battle. So rather than Making him a passive/defensive Disabler, he'll Be more of an aggressive disruptor. Since i want the 2nd Version of each spell to Be a smartcast, there has to Be some Kind of limitation to increase the skillcap needed to Play him effectively. Hence he'll have a New, secondary Resource System: Steam. This Resource will Build up upon using spells and is needed to use His secondary skill Versions. Well, that describes my First Rough idea of the champ. Leave your Feedback and suggestions down there in the replies. Bigred out. Edit 2: the First ideas of skills: After a Lot Time now is spent on Brainstorming, The First ideas of skills are up. The description of the second versions of his skills will be the Hotkey of the spell +.1 afterwards. No numbers in the descriptions yet, cause i'll have to work on them First: Passive: Judicative Influence: Jerome passively increases the duration of debuffs on all enemies by 1 Second, 0.5 seconds increase on CC. All allies will have their debuff duration decreased by 1 second, 0.5 seconds on CC. Additionaly will each spell, except Dual Arch-Lightning change into a second version of the original spell. Q: Contract: Target Champion Takes X damage (+ap)/second and is slowed by x% (+ap) for Y seconds. Spreads on targets of His attacks/spells, Healing and giving allied Units a speedbuff instead of damaging. This spell is spread then once again on a target of the buffed ally. Q.1: Term of contract: Jerome binds all enemy champions together that have been debuffed by Contract. Each bound champion has to stay in an area of X units around at least one bound champion, or the champion will take Y damage and will be debuffed by contract for twice the duration. W:Hextech-Prison Punishment: The Target enemy Champion becomes Caged in a magical Prison, preventing any Movement, attacks and use of spells. The Champion can't be targeted during this Period of Time. W.1:Execution of Sentence: The Champion caught in the Prison will have any Kind of regenration frozen. Additionaly the Champion Deals 10% reduced damage for X seconds After the Prison debuff ends. E:Hextech Voltage-Field: Target Enemy is stunned for 0.25 seconds each .5 seconds over 2 seconds. Then the Champions Attack Speed is reduced by Y%. All magic damage on the Target will Be increased by 5% over the duration. E.1: Hextech Energy Unload: After a 0.5 Second Channel Time, Jerome unleashes a Mighty Lightning (Skillshot), dealing damage to all enemies Hit (X damage +ap on each Target). After the Shot the Lightning will Travel to the Enemy debuffed by the spells 1st Version, dealing x damage to the Target. R: Hextech Dual-Arc-Lightning: Jerome unleashes an extremely potent lighting arc at target enemy, dealing damage and clearing the target of all buffs, making him untargetable for any kind of buff within the next 1.5 seconds. Hextech Dual-Arc-Lightning's cooldown will then be refresed. (immunity-effects are excluded) If Jerome casts the second Hextech Dual-Arc-Lightning, it can only be casted on target ally, healing him and refreshing the duration of all non-ultimate buffs. Edit 3: Steam As i said in the introduction, Jerome will use a secondary system called steam. I've made this decision majorly due to wo reasons. 1. The fact, that he has 7 abilities makes Jerome an extremely potent caster already. Concearning that the only champion with a compareable skillset requires an ultimate to reach this definately high number of skills. Steam was the way i chose to make the utilation of all seven skills a little bit more difficult. So the first reason is simply because of balance reasons. 2. Concearning his strong skillset, I had to add something to prevent him being a dual-faceroll champ (you need to roll twice over the keyboard cause 3 skills have two versions obviously). I didn't want to create a champ that requires absolutely no (or at least a low amount of) skill to be played effective. Therefor Steam should increase his skillcap, but also add some advantages he has above other cast-based champions. But what is Steam? Steam will build up upon casting spells. The amount of Steam generated is defined by the spell casted. Each spell will generate a different amount of Steam, and each spell will only generate Steam under special conditions. And what does he need Steam for? Long story shortly told: For the second versions of his skills. I knew a secondary system will allow the champion to unfold his entire potential, e.g. Karma and her Mantra, without making the champion entirely reliant of his secondary system. I wanted something in between Karma and Akali. While Karma can still be played effective without a single Mantra stack ready if the player does good positioning, Akali is extremely hard to play without any stack on her ultimate's secondary resource. His main ability for his Steam generation will be his Q, Contract. This spell will generate Steam whenever it is applied on a new target. Yes, this includes the application by an enemy's/allies attacks/spells too. His W will generate a low amount of Steam, concearning the raw power this spell has already. It will be generated immediately upon caging an enemy. His E will generate a medium amount of Steam, but the advantage is that the player won't depend on his allies/enemies to spread the debuff. Steam will be generated each time the enemy is stunned. His ultimate will generate Steam upon removing all buffs off a target. The amount of Steam will be based on the amount of buffs removed. Steam will be stored in a pool and the amount stored won't reduce by time. Therefor Jerome will be able to prepare his Steam pool for upcoming teamfights. Edit 4: The in-depth look at his skillset I have reached the point of development where I have to think about which role his spells should actually fulfill. What's his bread-and-butter spell? What will have the strongest form of CC? Which one will have the highest/lowest cooldown? Here I'm trying to give an answer: Q: Contract will be his bread-and-butter skill. The high spreading chance in combination with its massive utility, concearning it includes a heal, slow and damage, the ratios will be rather small. On the other side I'll give it a low cooldown and a medium-duration. The base damage and the base slow will be medium-low. Q.1: Term of Contract will be obviously his strongest synergy spell. I'll give the spell the same duration as Contract, but a higher cooldown. The fact that enemies will be able to evade the damage makes the skill interesting because it will take some coordination to do so. W: This spell obviously contains extremely strong CC. It's just like supression, without leaving the target defenseless. Even it the spell will prevent the target from acting in a teamfight, it will also be protected by any damage. Therefor it needs a medium-high cooldown, while the duration will be probably something about 2 seconds, probably 2.5. W.1: Concearning the function of this spells first version's use, I'll give W.1 the same cooldown as W, while the duration of the afterwards debuff will be slightly longer. This second version will edit some additional utility to Jerome. E: Just as W, this spell should include utility in first place. But other than W, the mechanism is more of a disturbing/disrupting one. The fact, that the stun is split over 2 seconds and that the Attack Speed slow will be apllied AFTER the 2 seconds makes this spell slightly less powerfull in its pure form. Therefor the duration on the Attack Speed debuff will last 2 or 3 seconds, i haven't decided yet because I still have to concider the 5% magic damage increase which can be quite a lot. E.1: This spell is a tricky one. While it has 2 factors that make it rather difficult to aim with it (a 0.5 second delay and the fact that it's a skillshot, it has to deal some nice damage.On the other side he needs the damage since Jerome has mediocre damage yet, which he needs in a way, because only disruption and support would make him a little bit...ineffective in my opinion. Therefor the AP ratio will be something about 0.7, and the base damage will be medium. The cooldown then will be medium long, so he won't be able to fill the role of a nuke. R: When i though of this spell, my decision concearning the role was already done in my head. The spell will have medium base damage and medium heal, extended by medium ratios. The reason was that the spell is mostly focused on weakening a target so it will have major problems acting effectively in a teamfight while the support was meant to be a heal for the carry and a support for its protection/damage. This is what i'm thinking of at the moment. I'll wait patiently for feedback. Bigred out. Edited by Bigred01, Mar 19 2011, 08:09 PM.
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| Karthus | Mar 6 2011, 04:06 AM Post #2 |
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lol |
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| Bigred01 | Mar 8 2011, 05:51 PM Post #3 |
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The One Without Any Title
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Edited First Rough ideas. |
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| Bigred01 | Mar 14 2011, 06:15 PM Post #4 |
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The One Without Any Title
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Edited First 2 skills |
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| Bigred01 | Mar 15 2011, 09:31 AM Post #5 |
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The One Without Any Title
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3rd spell is up now. I'll update Number 4 this evening. Details about CD, ratios, Range etc. will Be added 'till the end of the Week |
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| Bigred01 | Mar 17 2011, 05:29 PM Post #6 |
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The One Without Any Title
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The entire skillset is now up, the next Edit will contain his Steam System, how the skills will generate it, how it will affect his gameplay and which advantages and disadvantages it offers. |
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| Bigred01 | Mar 25 2011, 11:39 AM Post #7 |
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The One Without Any Title
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http://www.leagueoflegends.com/board/attachment.php?attachmentid=140463&d=1301011184 Hey, guess what? Compare him and Jerome. See what Riot did there? :/ |
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2:16 PM Jul 11