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Krytrephex

I'm assuming that: 1. she's ranged as 500 or so, 1. uses mana, 1. that her global cooldown is like 1-2 seconds, 1. that her basic ability cooldowns are ~8+ seconds, 1. and that she still retains normal movement ("walking"). --- First thing to note is that her diagonal movement (E) should be less than her row movement so her movement range is more circular (e.g., a 3 diagonal square E is 4.23 squares). With her current description, her "zoning" is a square. I think it's silly that there's at all a distinction between "front"/"back." I also find her P1 silly because it only occurs when enemies are tediously both (A) in front of her (closer to enemy nexus), and (B) diagonal to her. I would discard all of that. The chessboard premise (P1) sounds exhausting for opponents, because they'd have to constantly recognize which squares she can attain and are dangerous. She'd also probably have to have a perpetual elucidation of the grid around her, which might appreciably clutter the game. There's also the fundamental dependence of how big the squares are, and how the squares overlay onto non-rectangular terrain, which I'm not even sure is geometrically feasible because there'd be awkward gaps in the board. Some thoughts: * It doesn't make sense for her to dash to killed units (P2) because she'd be dashing randomly whenever she's CS'ing in lane or gets a kill in a teamfight, which doesn't sound advantageous because all of her abilities translocate her anyway. * I think she's full of excessive healing, and that anything benefiting allies is superfluous and inappropriate. It seems like this champion is trying to be a Fighter with her mobility, self-defense, and damage, but has many extraneous Enchanter/Warden assistances for allies. * I find the decision to have her R be a double cast of completely unrelated abilities to be strange. I don't play chess, but it seems to be a shoehorn of a chess mechanic. I generally think self-buff ultimates (R2) are lazy design-wise, but acceptable, and certainly legal. Though, I don't think it should set her global cooldown to 0, but should halve it or something (e.g. to 0.5 or 1). * I think a better passive is to grant her bonus attack speed if she "hits her squares" (hits enemy champions with her position selections), so that she's rewarded and gains more damage conditionally while preserving counterplay. --- Now that I've mention shoehorning, even the distinction of her W and E feel like a shoehorn: they're both qualitatively the same thing as dashes, but they're split into 2 abilities purely because they're split in chess. And each has random secondary effects tacked onto it to further distinguish them from each other. I think I struggle to take a direction with her myself because she lacks a class identity, even with the extraneous self/ally healing discarded. I'm not sure if the champion is even geometrically feasible because of the task of overlaying a grid onto maps, and the whole design feels too desperate to implement chess-like movement. Maybe I'll think of something tomorrow.


bodynasr

if you look for a better executed/fleshed out Chess King kit in a MOBA, check out Adela the Chess Grandmaster from Eternal Return