League of Legends is one of my favorite games. And by spending more than 2000 hours on this game, I started to think about the style of design that make this game different from other and what kind of champoins that I would want it to be in the game.
So I started to think at the pain point for me first which is that I like to play support role, but there are no support that suit to my style. So in the end I designed this champoin.
Design breakdown
For the first design, I wanted this champion to be a nimble support. I am a type of ninja player, according to quantric foundry, So I played a lot of fighting games. However I also love to play support role because I like to help other, still most of the characters in this role doesn't suit to my play style much, since I love quick actions and combos that can be adapted. In the end I came up with an idea of support that can be adapt over time and give the gameplay like fighting game where players have to improvise a lot.
So the first focus here is that she need to be quick enough to make players who played this champion feel like they can do things all the time, so I decided to make her overall skills cooldown low and give her ability to reduce her cooldown. So by having low cooldown there must be something that hold this champion back. So I decided to make the numbers of those buff and damage low. Also create another design key that the skills must also hard to land.
After I got the rough concept of being nimble. I started to think about what can this champion do and how will she create impact in the teamfight. This is where the ideas of her ultimate skill came in which is an ability that let this champion link other champion together and share her other skills effect. With the ability to link she can now create impact by spreading her skills around.
In the late part of the design is to put the ability to help other ally into her kits. So I decided to make this champion as an enhancer that can help ally and deal several damage but cannot heal ally like Karma. And with the design key that skills should be hard to land, I decided to make her position matters. However there must be some reward for positioning so I decided to add both CC and buffs into skills. So in the end I got Q and W abilities which Q is easier to land and can hit multiples target when in close range while in W ability player will need to focus on the distance to land it.
After the positioning skills are done the final thing is that refining the cooldown reduction ability, movement ability and abit of supportive ability. So in the end I added dash and cooldown reduction into E while adding the ability to walk through units and ally support to the passive skills.
In conclusion, by the design of this champion player would have feel the ability of being adaptive along with the ability to do things all the time if they perform well enough. Which these should satisfied player who wanted to have a cool highlight as a support or player who love to play figthing games characters like Riven or Akali.
Interested?
Have a chat with me.
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