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LuaDotExe

Amelie LookAStar Review 2

Oct 18th, 2019
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  1. I dislike that your Q's passive effect is just Guinsoo's Rageblade.
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  3. Unsure how I feel about your W, but just know it's fine to write it as a trap that gives vision in an area.
  4. Your Q is also more-or-less useless unless you apply Soul Touched, as it does nothing else unless you've got your W on them-- and it might as well just be contained entirely on the W. Soulflare Arrow only giving vision to Amelie is also a tad convoluted, as she can just as easily ping it out if she sees someone, or call it out-- meaning it's a condition that only has an effect in solo queue.
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  6. The exception to the "might as well just be contained entirely on W" statement comes in when I read your E; applying Soul Touched is fine, along with tying it into the rest of your abilities-- getting a mark onto people and then becoming stronger for it feels great. My complaint is that you're not properly rewarding W's usage as a trap, which is far more fair and rewarding than its usage as "a ward" and "if I'm within what Lua assumes to be a pretty large vicinity since it needs to give vision then I put an important effect on people".
  7. The altered E flight speed is weird, and could probably feel bad to play against because it's inconsistent. Otherwise, it's mostly fine.
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  9. The consistent application of Soul Touched that I mentioned earlier comes in with your ultimate. Thematically, I love it-- but mechanically, I'm not 100% sure. The idea of summoning William to fight with you is 100% perfect, and it's fine, but there's a couple tidbits in there that I'll go over in the next bit.
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  11. In general, you have a lot of impactful effects that you have to remember might not always be there. It feels like there's a lot more to remember with that, and it would probably be better to just contain the "weaker when passive is gone" shtick to her passive. After I've read through it, my real problem is that your passive popping means you lose out on strength, but if your passive's popped, that means somebody is about to kill you. In 1:1 matchups, this is fine, but in matchups where you're ahead, this easily turns into a win-more ability-- especially since all of the effects you lose are either utility or your ultimate. Often, as well, most people would probably just ult and let their Tanks defend them, and completely forego the passive, making the "lose your passive if he were to die" feel kinda bad, since it's not a real punishment. It also ties into the win-more feel, because he doesn't die if you're winning, meaning you keep the shield-- but he does die if you're losing, in which case you lose harder because now you also don't have your passive and a long list of effects that you and the enemy team has to remember are now gone.
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  13. That being said, in regards to how this's been going as compared to the first iteration, it's way better. Your ultimate is appropriately thematic, and the W is mostly fine-- it could just benefit from being simplified a bit to something like "fire an arrow into the ground, which gives vision in an area and lingering for X seconds. If an enemy steps onto the arrow, X effect happens". I think it would also be more effective to produce a basic ability that can MOSTLY reliably set up the Soul Touched effect, like a simple skill shot or something; this opens up room for your trap to reward clever usage, rather than acting as the main way for you to get it-- and as a requisite, which too reliably applies it. You also still mostly lack anything interesting going on in the skill ceiling/floor area, outside of the base skill requirements of an ADC. You're also definitely doing a lot better job at honing in on the "spirit archer" idea.
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