Thread:LivesByProxy/@comment-3391671-20161229075219/@comment-26815373-20161229211252

Custom Content Guide looks pretty good! I would suggest linking to Champion Reveals of some of Riot's latest (and better designed) champions. I'm really fond of Sion and Poppy's reworks and presentation. I'd also put emphasis on emulating Riot's design method, which is a combination of kit, art, and theme, with each informing and influencing the others.

About Zileas' Anti-Patterns, I would explain to the reader (one little sentence is all you need) that anti-patterns are designs that are to be avoided out of principle.

Here is a post I made in response to a Board post asking about champion creation tips. I think it's fitting for your CCG, especially the parts about theme and fantasy. Feel free to incorporate anything you think fitting:

"Here's some general advice based on how I try to design champs:
 * Look for a gameplay niche or role that hasn't been fulfilled yet. For example, we don't really have a dedicated vision support champion (gameplay niche) or a Support / Marksman (role).


 * Try to combine two seeming disparate concepts. Riot does this all the time. Aurelion Sol is a dragon (a fantasy staple) + a 'star forger'. Illaoi is a kraken priestess + cross-fit body-builder. Draven is a showboater + axe juggler. The list goes on and on.


 * Try to find an interesting archetype or gameplay fantasy not yet represented. For example, the idea of a 'broodmother' / 'hivemind' / 'living swarm' creature is something we see all the time in movies and games, yet League doesn't have a champion who captures this feeling. The design space is ripe for exploration, in fact, many people submit concepts based around that idea regularly.


 * Think of weapons not yet utilized by any League champs. No one has a whip, for example. Thinking about what kind of weapon you'd like to see in game - it should make you think about what kind of character would use such a weapon and how they express themselves with it via their attack animation and abilities.


 * Consider your champion's color scheme and silhouette. Does your champion visually stand out among the other heroes? Is he big, bulky, heavily armored? We already have a few such champions. Maybe she's really tall and thin and has a white / pink palette? I don't see anyone like that in League.


 * Steal other people's ideas. Uh... I mean 'borrow'. Don't be ashamed to borrow good ability ideas or concepts, especially if you can build on them or take it in an interesting direction. Just remember: "Credit where credit is due: my life is better because of you."


 * Mull it over. Rome wasn't built in a day. Nor where any of our favorite champions crafted in 5 minutes at the drive-thru. Give your ideas time, let them sink in, take breaks and come back with a fresh perspective.


 * Don't worry about the numbers. Bases, scalings, and ratios can all be changed - focus on concept, form, and functionality. Should she have a skillshot? Would it make sense given her theme and flavor? Is it a pass-through skillshot? Maybe it has a unique targeting paradigm (like how Diana's Q curves)? Does it look appropriate for the effect it has?


 * Does it resonate with others? A good champion concept will be one that people instantly 'get'. Any peasant on the street can tell you that Ryze is some sort of wizard or mage just by looking at his splash art. Ideally, people would be excited just thinking about playing your champion.


 * Presentation is important. How you present your champion concept to the world makes a difference. People are not very likely to read a wall of text. Having artwork and ability icons really help 'sell' your idea.


 * Play more games, watch reviews, read about game design. You would expect a doctor to have a decent grasp of anatomy, physiology, and diseases. Likewise, if you want to be a game designer play games! Not just video games either, but card games, board games, role-playing games, etc. Also check out what the professionals have to say on the subject."

About the Silent Chime: I'm not sure what to think. I wouldn't mind seeing more advanced, legendary, and mythic items play with vision and detection, but without seeing what the Chime would / could build into I'm not enthusiastic about it. I also don't like the 12 (I'd see every number value be a multiple of 5 if I could, but that is just a personal peeve of mine.) I also think it conflicts with  and part of me thinks the effect is powerful enough that it *should* be a champion ability.

And, to be totally fair and honest, I didn't really come up with the Ghost-Prints idea. Riot did. Check out Zombie Brand's movement. That's where I got the idea, IDK why Riot hasn't implemented something like that yet as an instance of detection. :^P