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  • As the title says, I have a champ concept sitting in one of my sandbox. To get straight to the point with this sorta copy-paste message, I've been cooking an idea for a "combat medic" champion, but due to being busy, haven't been able to release ideas without fearing that it'll be mostly WIP. Thus, I've opened it up that fellow content creators like you can check it out and, if you wish, edit your own thoughts onto the page. Of course, if possible, put a comment at the bottom of the page like the old talk page style or in the edit-submission-comment section so I know intentions.

    The link to the sandbox is here. Thank you and I hope to see a livelihood in the sandbox.

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    • Heya! Thank you for reaching out to me and for including me in this project! I'd very much like to help, as I too think the idea of a combat medic has potential in League.

      Before I talk about your kit, I think it's also worth looking at combat medics from other games and seeing how they achieve their playstyle: Heroes of the Storm has Lt. Morales, for example, who while being more of a traditional healer, also has some offensive power via knockback grenades, as well as a persistent healing beam that lets her focus on her own positioning. Overwatch has Moira, a character balanced between offensive power and healing, who has to deal damage in order to heal her allies. Going even further back, Team Fortress 2 has the Medic, a healing-focused class who nonetheless possesses decent offensive power on the side. In this respect, and from what I've seen in your kit, I think the goal should likely be to not only create a fighting support, but one whose combat power and utility are dependent upon each other, in order to get the full combat medic feel (which can be achievable as a Controller/Warden hybrid, and not just a utility/damage-dealer hybrid as in the above cases).

      And now, with that said, here are my thoughts on your kit thus far:

      • Right off the bat, the innate is my least favorite part of the kit. It's a persistent bonus that offers situational power but no gameplay whatsoever, which I think is a completely wasted opportunity on a champion who could otherwise have a host of different tools at their disposal. If you really want to keep the damage reduction effect, I suggest changing it to become adaptive: for example, have Nevon periodically adapt to the largest instance of damage he took in the past few seconds, becoming resistant to it, and have him apply that resistance to allies he uses his abilities on. That way, he'd be encouraged to tank in order to provide more tailored protection.
      • Terra Mine looks excellent, and I think could be a great fit for this kind of champion. No major criticisms here.
      • Progressive Remedy's surplus mechanic is interesting, though there are a few too many stacking/CDR mechanics on one ability here as well. If you want a heal that only becomes powerful if held over a duration, simply make the base cooldown very low and the cost high, while keeping the surplus mechanic. Additionally, I think it might help to make Surplus generation dependent upon Nevon's tanking ability (e.g. him tanking damage could generate Surplus stacks), rather than just pure cooldowns. Because Nevon is designed to help allies, I think it might also be better to make him automatically benefit from the heal if he casts it on an ally, just like Nunu and Mordekaiser's ally buffs.
      • Endurant Bastion's basic idea of charging up to a shield that provides CC immunity is a great one, imo, and in fact I think you could streamline it to just that, and do away with the autoattack modifier. As with Progressive Remedy, I think it could be worth allowing Nevon to cast the effect onto an ally while benefiting from it, so long as the two share the same shield pool.
      • Concentration to me doesn't really fit in Nevon's kit, even if it could be good on another champion. I would suggest finding an ultimate that isn't a pure personal offensive steroid on what is meant to be a Controller/Warden hybrid (neither class really focuses on raw personal damage output). In fact, it might even be worth moving Endurant Bastion up to the ult slot and having it function a bit like an Ubercharge, providing a huge shield and CC immunity to both Nevon and his target for a short period of time. Meanwhile, if you really want an on-hit effect, a long time ago I too worked on a combat medic concept, and one of the champion's abilities involved temporarily causing their attacks to sedate their targets, applying a slow that would turn into a stun if stacked enough times. This could be a way of adding offensive power in a manner that would be appropriate for a Controller/Warden.

      Overall, there's a very solid base to be had in your concept, and while a few abilities could use adjustments, the core is there already, I think. Best of luck with your work on this, and please let me know how you progress on it and if I can help in any way, as I'd love to continue participating in this project!

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    • Hello, Will. Apologies on not keep you up to date.

      I did wish to let you know that I've made some changes on the kit, with some of your ideas taken for it. If there are anything that appeals or bothers you, please comment. Also, I'm currently in search of a new ult, since as you say, the old one doesn't fit much to his kit. Not anymore that is since his E doesn't offer AA enhancements anymore.

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    • No worries at all! Thank you for the reminder, as well.

      Looking at the current kit, there's very little I can criticize. All of the basic abilities look solid and each have a clear purpose, and I think you've fleshed Nevon out to such a degree that his niche is immediately recognizable and potentially very enjoyable. Congratulations on the work you've accomplished!

      Regarding the ult, I'm kind of thinking about Orisa from Overwatch: she's defined as an "anchor tank", i.e. a tank who naturally makes her allies group around her, and is rewarded for setting up a security perimeter. Her ult pushes that further by providing a static objective that gives everyone nearby a damage boost. I still don't think Nevon should have damage, but I think you could have a similar effect for his own ult. For example:

      R - Stim Dispenser: Nevon deploys a static device that lasts for a few seconds on the field. Nevon and all allies near the Stim Dispenser have their cooldown recharge rate (not cooldown reduction) and resource generation drastically increased (100 / 150 / 200% ?). The device can be targeted by enemies, scales with Nevon's health, and is destroyed if it takes enough damage.

      The idea here being that Nevon creates a static zone of significant power that could allow allies to hold the fort, while potentially also synergizing quite well with mages casting from the back line. The specifics of the bonuses can obviously change, but the idea here is that the dispenser should be able to provide a lot of power, but shouldn't be able to survive too long unless you take the time to set up the area around it with Terra Mines and Allocated Bulwark. Additionally, having any kind of bonus-granting object would naturally synergize with his innate. What do you think?

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    • Oooh my. I thank you for the compliment. I don't think I could have gotten this far with his kit without the help of editors/content creators who have given their pitch for Nevon. I just hope his niche is not only recognizable and enjoyable, but to a given degree something people may consider as viable.

      "Stim Dispenser" sounds like a terrific idea, seeing that thus far, while Nevon does have a destructible object he places down with Q, it's not a buff "totem" as I would call it, such as Demacian Standard Demacian Standard. I may change some items up, such as adding certain aspects so that Stim Dispenser has other benefits in the late game (?), while touching on potential lore aspects, such as the newer idea of him being a botanist and likely using some aroma therapy through Stim Dispenser. But overall, Stim Dispenser on its own is looking appealing ^w^

      While I do agree that this R synergizes with the "patient" mechanic of the innate, E provides that capability, as it will also affect allies within the bounds of the shield if the "Yasuo perimeter" style barrier is chosen. But it doesn't change the appeal of the ability.

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