User blog comment:Maxim.dussault/Champion Concept : Saiga, The Swordsman of The Void/@comment-11092721-20130622012825/@comment-4031900-20130624023949

Thank you for the great criticism! I really appreciate the time you took to comment and I hope you can keep taking some time to give me some feedback after I balance him a bit! About that, I would like to ask about something you mentioned about his kit and explain myself at the same time :

First, about the Invulnerability and the teleport, you think it's imbalanced? I haven't specified it yet (But probably will) the time frame for the invincibility would be something like 0.25 sec so it's pretty short, and it also needs to be targeted (so no random skill shot spamming to get away) in case that wasn't clear.

The self-heal and the shield are obviously not balanced, and I’m working on that right now. I'll probably change the heal to either a set amount per level or maybe heal based on his max/current health. The shield AD scaling is something I'll probably change, maybe the effect altogether, i'm not sure yet, but I'm working on it.

So, about the slow/knockup, it brings me to talk about the whole concept of the champ which (I really mean no offense) I’m not sure you got, the way I meant it at least, so let me clarify it a bit. I want him to be an adaptive combo based champ. To the core. I want him to be able to adapt to fights in the midst of  action. I want him to be able to initiate in various ways, and for that, I had to give him a very varied kit. I know some skills (mainly the shield and the heal on his W) are currently OP and I’m dealing with these issues right now. (Btw, I’m also working on his base stats, which will greatly affect his early laning phase, such as low defensive stats so he can’t be TOO aggressive early on since he’s more of an assassin than a fighter, but I want him to still be a bit both) So the slow/knockup is in the kit mainly for additional options during fights, to initiate, or prevent a dying enemy to take off, if timed correctly. With his passive and combo system, he can do literally maybe dozens of different combos, and removing effects from his combo system would make him way too static and that’s the last thing I want. I don’t want him to be hard to play, but I still want him to be hard to master.

My goal is that timing each combo correctly depending on the situation and adjusting at the last moment can feel rewarding and not easy to pull off by simply spamming the same one/two skill(s) with the same effect/damage until your opponent dies. So I can really see how you feel he can be “chaotic” but for a good example, think Jayce. He has 6 spells with various utilities. That's the kind of feel I want him to have, but more focused on melee attacks of course, and assassination, compared to Jayce. In the end if you already got all of this well sorry for explaining myself again, and please specify how you would think he could be less chaotic but still fun to play without losing too many options either.

And about his Ult, I'm not quite sure what to do with it, because after rethinking it a bit, I think it gives him way to much stickiness, especially since he gains his Finisher stance for the entire duration. So I might rework it completely, tell me what you think about it!

Almost forgot to mention, about the AP ratios. I’m thinking of just removing them for now, but i’m still not convinced. I’m “studying” item builds to see if he would benefit too much/not enough with AP items and eventually I’ll make up my mind about it, maybe when I’m done working on the base stats.

Finally thank you very much for such great criticism and please take the time to check up to see how he gets updated!



PS: My English ain’t so great either, no worries! Hehe!

PPS: Vergil is just way too awesome right!?!? xD