User blog comment:Scudmarx/Umbrage, the Unfortunate/@comment-3542156-20140922172028/@comment-533780-20140926163241

Firstly, let me say wow, thanks for all of that. That is some awesome feedback right there and I'm hugely grateful - thanks a lot!

Let me just answer a couple of things though:

"For example, he will get 20 Luck upon killing an enemy (5 for an assist), but loses 25 luck upon death. Dying isn't really considered lucky, I guess..."

Yeah, I wanted his luck to even out, so when lucky things happen to him, he loses some luck, and when unlucky things happen, he gets luckier. The Gambler's Fallacy made Champion. Your suggestion is obviously the alternative - a champion whose luck (good or bad) snowballs. I don't *know* which would be more fun / cooler. But I've opted for the 'luck averaging out' approach here, so I want to keep the passive as-is, just to keep that theme.

Q - Really thanks for your comments about the damage numbers (on Q and everything else) - this is definitely one area of Champion design I'm very weak in, probably because I don't really play LoL very much and don't know how the numbers compare to other champions, so this kind of feedback is really helpful for me and I will take a look at what you say and make some changes.

W - I can't disagree about the passive, it is definitely too hit-and-miss at the moment. It's too significant when it triggers, so it can't trigger enough. I will need to change the passive to something more consistent but therefore a smaller effect. At the moment it's only reducing critical hits because critical hits are LoL's current "luck" feature, and the active part of the ability relates to critical hits, so thematically I wanted the passive part to relate to them too. It still had to relate to the "Luck" feature though, and this is what I came up with. But I can do better. Let me try something different...

I wanted W to be at least in part tanky so that you can skill it up over Q if you're not building for damage, and skill it up over E if you are. But I can shift more of the mitigation aspect on to E/his passive and give him a different piece of kit on W, so I'm going to change the Lucky passive to be an on-critical-hit slow effect, to give him some actual threat. Maybe it sucks too, but lets' try the change.

E - I definitely agree that not having his luck waste itself on procs you don't need would be sucky. I'm not sure a hard cap on proc numbers is necessary or elegant though. At the moment, the lucky proc won't occur if he hasn't taken any damage in the last 3 seconds, so it can't truly waste itself when he's not taking any damage. Also, the chance to proc obviously goes down with every proc, so I would be surprised if it ever procced more than twice or at most three times in a row (bearing in mind that also requires him to be taking damage for 12 seconds without dying). I think what could make a good change would be scaling the amount of Luck consumed to the percentage of his HP that he heals for - that way just taking a tiny bit of damage won't blow another 15 luck, but should it heal him for half his HP each proc, it will consume his luck so fast that it will fall off quickly.

R - I was picturing that the enemy just see a dead champion, and the revived player would see his dead champion fall the the ground but also see a ghosted/see-through/sprit-like version of their champion they can move around. When they revive, the old corpse fades out (it's a timeline that never happened) and the 'real' version fades in. Think Marty McFly in Back to the Future.

About granting rewards - that makes some sense but also there are problems with it. As far as my just-mentioned desire to have the enemy not notice any difference when they kill you goes, making a reward pop up would help that. But then, they haven't actually killed you, like with Guardian Angel or Zilean Ult or Zac/Anivia passive, so it's a little wrong to give them the reward. And as far as the revived party goes, there's a very good chance they're about to get killed again, and that would give the enemy *more gold* - I don't think the Umbrage player would be very popular for that! I think all things considered it's better to not give the kill rewards until they *actually* get a proper kill, and just try to balance the rez in other ways. I certainly hear your voice in the 'Ult is too good' chorus!

Thanks again. Really great of you to give me such detailed feedback. ^_^