LuaDotExe

Vek'La Analysis

Aug 14th, 2018
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  1. Before I start on anything-- if I say I like it, I love it, if I don't mention it, it's fine/good, and if I seem to be bringing up lots of flaws, don't be discouraged. If I don't mention anything, chances are, you still did a good job on it.
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  3. First off, amazing artwork; I'm not gonna get too much into it, since gameplay's my specialty, but my main gripe with your login theme is that he just kinda stands there, and you don't really have any idea of what he does, for the most part. As an example, Taliyah's pose has her doing her earthbending, Yasuo's expresses a lot of his personality, Galio's is practically a super hero pose. Outside of that, though, super high quality artwork-- seriously, holy fuck. Nice job, and I adore a lot of the choices that went into the appearance.
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  5. Also, your ability icons are fantastic.
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  7. It's 1 AM rn, and I am, again, mainly a gameplay and kit kinda person; I might take more than my current skim over the lore later, but from what I gather, he decides to save his sister using forbidden magic, and is cast out because of it. In the end, his sister's death is only accelerated by the magic. He proceeds to wander around aimlessly, until he's called upon by the king, and the incident with the Blessed Isles occurs, and he is, more-or-less, the cause. My main gripe with this is that he just turns into an empty shell in the end. Your story went from "oh no, what have I done?" to "I can't feel bad for what I've done anymore," which is partially in bad taste because people can't really relate to an empty shell. It also puts him at the end of his story, without any real goals or anything to be doing. Kalista, for example, although a zombie, seeks revenge, and makes deals with people; Yasuo seeks forgiveness (although now he wanders to forgive himself), and Lucian wants to purify the Shadow Isles.
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  9. From what I gather from your brief statement about the kit, you're a supportive disruptor with a small mix of of bulk and damage. Before I actually look at your kit, I'm going to assume that you actually made them immobile; doing so would probably push them into a "jack of all trades I don't really have too many weaknesses" kinda deal, which would further be pushed by their claimed adaptability.
  10. My gripe with adaptability in Champion design is that I feel like everyone should have a specific scenario they shine best in, but meh. That's my own ideologies for design, and I'll ignore my own opinion as I discuss this, since yours seems to be different.
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  12. Life Manipulation has an array of interesting effects; I'm not gonna worry too much about the actual numbers, but this is super interesting to me. Invigorate is just an overall interesting mechanic to me. At the same time, however, Reap seems unnecessary, for the most part; you're a caster, so you're not really going to be focused on auto attacks and attack speed; yes, your Q is an auto-augmentation, but this kind of passive is something that scales with attack speed. This is also a pretty decent chunk of invisible power.
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  14. Life Infusion's main problem is that it doesn't really feel good for you to be casting, despite it being what is probably your main damage ability. Autos, as well, can't really be avoided; it's part of what makes Twisted Fate's Pick A Card ability so powerful. You more-or-less say "hey, this is my main damage ability. You can have it now," and it doesn't really feel like you do anything with it. You just throw it down and spam it and you can forget about it otherwise. It's just unengaging to use, in my opinion.
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  16. I'm not normally harsh, but almost the entirety of False Salvation is just a no-go. Like prioritizes clarity as one of its core ideals, and masking health bars with False Life screws up a lot of that. It would feel horrid to play against, since you can be scared off and killed by the fed enemy ADC with full health, only to realize that they had 100 health left. The actual temporary hit point mechanic, though, is perfectly fine.
  17. Affliction started off fine, but as I read it more and more, I realized it was a point-and-click AoE auto-stun. There's just no counterplay to this, since it's a target spell followed by an auto attack, which means it's unavoidable and can be quickly executed. It doesn't matter how long of a cooldown it is; this would still feel terrible and unfair to play against.
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  19. Small note, but Soul Link seems to have a typo in which it refers to itself as False Salvation.
  20. That being said, I feel as though the choice to have it become either a skillshot that strikes enemies or a target spell that heals allies was a good decision. It adds the reliability of supporting your allies without free, consistent damage.
  21. That kind of stops, though, once you get to the second cast. Most of these are just numbers things, but the knockback is pretty unfair. The enemy version is an insane slow; most slows are 50% at max rank, and don't go any higher. The ally cast, however, has even less counterplay; it's essentially a free "fuck you stop that" to any assassin or threat to your carry, since it's a super easy peel tool, followed by an absurd speed boost. Not to mention, as a basic ability, you can heal your ally with a point-and-click basic ability for 320(+96% AP)(+24% bonus HP) health. On top of this, tether range is huge, as well as the actual range. As a 16 second cooldown, you can effectively heal a squishy for more than half their health, all while giving them an easy peel against divers and a 50%(+1% per 20 AP) speed boost.
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  23. Deathly Divide's passive is also rather unfair. For the low low price of existing, you massively slow the cooldowns of any caster. The way it's executed, as well, is rather upsetting; you can be a fraction of a second from casting Lissandra R, only to find that it's suddenly not available like it told you. This is, again, a clarity issue, and is massively upsetting to anybody who relies on casting abilities, since you gimp them by existing.
  24. Deathly Divide itself is a pretty interesting tool, since you can effectively wall out the ranged backline of a fight if you play it correctly, and force people to come into the zone to fight. At the same time, however, the effect it has on enemies is, more-or-less, a win-more button. It encourages snowballing, since it allows you to just set the enemies back even further with your ability to potentially massively extend death timers, and extend the time they're not allowed to do anything. On the other hand, however, this effect is basically useless when you're behind, since you'll be struggling to kill people and actually put the effect to use.
  25. This is my main gripe with abilities that mess with death timers, and why I think that they're better left alone and unused; when you kill someone, they should receive the full punishment, and when you keep killing someone, there's no reason to punish them even more and increase how useless they are (hence why Champions become worth less gold the more you kill them in succession without them getting a kill).
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