#Merchant: The Champion(Yordle From Bandle City)
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I will say my view is that this kind of chicanery seems like the stuff a utility support would want more than an enchanter but that's not an important distinction
The consumables are a great alternative to buffs that the whole kit baseline can't get
So I think I don't quite understand what's going on here
Why is the potion of AS granting AD?
Permanent AD?
Permenant AD but like elixir duration AS?
For the record this seems like a champ who basically can't exist in soloq due to the learning curve the teammates have to tolerate
The post body says 600 is that a typo
Merchant seems incredibly pro jailed but like there's worse sins in design
I do love the idea of a cheap temp buff consumable, get everyone a bit more geared up for a big teamfight or whatever
All gold allies spent are converted into permanent stats that the merchant provides
Now explain the prized item its got too many mechanics for purchasing an item I think
And the merchant himself enjoys all the gold spent. It's why he gains buffs for every item purchased
Also the three components there do a very bad job of covering the stat space that the various classes need but you may be alright with that
Prized item is a single item that's built after the components
You have an active part of the space so it doesn't matter
And it's dirt cheap
If the active is the part that matters what are the stats doing there
You get the components first before purchasing the completed item
Just make it AP, AD, HP if you're so inclined. The stat packages are likely to make players not want to buy them, even if the stats literally don't matter
It costs gold so there should be stats cuz items and consumables take up a slot
Specially for ADCs whom are the target audience
Like if I'm an AD fighter, imagine a Renekton, which of those do I want to build?
Yeah I should probably sort them by class.
Add more components
And be cautious with classes, since some classes have multiple stat packages they might want
Like ADCs can be on-hit champs who don't care for crit chance
That said you can just make merchant have crit synergy but I think that should be a deliberate choice and not an accident
Oh it's the first thing I wanted to synergize with
Through the passive
I think for an already fairly niche champ who asks quite a bit from their teammates I would consider it risky to give too much champ binding
One positive is that by putting a lot of this complexity in the item shop, you can offload some of the text from like the in game passive tooltip
Components stats:
Ranged AD
A. 20 AD, 20% Attack Speed, 12.5% Crit Chance
B. 15 AD, 25% Attack Speed, passive: 15 On-Hit Physical Damage
Melee AD
A. 30 AD, 300 HP, 10% Ability Haste
B. 35 AD, 10 Lethality, 5% Ability Haste
AP Class:
A. 50 AP, 8 Magic Pen, 10% Ability Haste
Tanks:
A. 450 HP, 20 Armor, 20 MR
Disclaimer: Prized Item doubles all these stats
Wdym by champ binding?
I think this is enough for all classes
Will edit the stats that you think are overtuned
Like I think it would do bad things to champ select if your support champ had substantial buffs for crit champs and no buffs for on-hit champs
Oh right
My champ concept got deleted cuz I wrote too much words inside it
And it's just the passive btw
I wanna know if each class are overtuned so I can nerf or buff it
I would just do a gold value analysis tbh
All these costs 1200 gold
Gold efficiency is a derivative heuristic to compare item efficiency based on their stats vs price (gold cost).
Gold efficiency does not have direct gameplay implications, and is a subset of theorycrafting. Gold efficiency is most useful for comparing different items' relative, theoretical values.
The "true" value of an item cannot be easily mo...
And the completed item(prized item) costs 600 gold which grants 200% gold value of all stats
Basically doubled stats on top of the active component
Pretty much Ornn esque scaling
Like the crit one is worth 3520+2520+40*12.5= idk you do the arithmetic
If you've balanced it to that then I trust that the stats are at least close to balanced
It is slightly overtuned at least the completed item
Cuz people might forget that the active exists and it's basically the whole identity of the champ
It's cost efficiency is just as much as a 2100 gold item and costs like 1800 gold with an active component
But the reason why I balanced it like that is because it should be a must take or else the champ doesn't do anything
Mainly because the merchant himself needs to rush it himself lol
I mean like relative to eachother
Obviously the item has to be turbo efficient that's the point of your champ existing
Oh yeah, they're equally balanced in terms of cost