Winter is a beautiful, and cruel, mistress. With Blizzards and subzero temperatures being something to feared, as the plants die, the animals migrate, and the people locked inside there's not much to do but wait. Marzanna makes the bitter cold season much worse than it seems, the longer the winter stays the more dangerous she becomes. Blizzards ravaging the land, killing livestock and people alike, and covering the area in thick ice and deep snow, Marzanna enjoys all the death and misfortune she causes with a wide fanged smile on her pale cold face. Until her time to go during the spring season, where she returns to the realm of death and her sister, Vesna, would take center stage and undo the damage Marzanna has caused on the moral world.
With the gods busy on the battlefield, they leave Marzanna unchecked and ready to unleash a never-ending age of winter.
In terms of concept art, which one do you think looks best?
- Severe Chill (passive): shouldn't be stacks of "freeze" if it's slowing. Freeze would be an appropriate name if it eventually froze them. Stacks of "chill" would work better, and fit with the actual name.
- Winter Vortex (1): The writeup doesn't make sense. It's a line shot with a radius of 5. How you are defining the "center of the vortex"? This being an assassin, if you're meaning for them to be played in the Solo lane, a line shot makes sense. If in the Jungle role, maybe more of a circular AOE, or maybe a cone (increases width as it goes out to maybe 25-35 units, and at the max range it turns into a short circular AOE that stays for a bit and applies a bit of tick damage. (How many ticks? Does each tick stack Chill? You don't describe that.) I dunno. As it reads, it doesn't work for me. And where's the CD?
- Ice Picks (2): "Shred." 30% is very high for a single hit. You don't identify how long the debuff lasts, nor do you define how much further protections are reduced if it's applied when they're slowed. Finally, ALL protections? Or just physical? If all, 30% seems way too powerful. If only physical, maybe it works a bit better, or maybe you get increasing protection shred with increased ranks. This ability is incomplete. Where's the CD?
- Snow Phantom (3): check spelling. Fear duration of 3 seconds? Are you kidding me? And you complain about the strength and amount of CC in this game. So, I'd say a fear duration of 1-2 seconds max, maybe also increasing with ranks. Thing is, if she's incorporeal, are you stating she's untargetable? Because that would be incredibly strong, giving her an Aegis in a regular ability. Also, again, where's the CD?
- Absolute Zero (Ult): Needs CD. You say "large area" but the radius says 30. AP, for example, has a radius of 50. Zhong's is 40 but moves with him. Hou's is 30, and I'd say its radius is large enough so maybe that was your idea of it. Does she target where the center is? Or does it spawn and move with her in the center? The second of those makes more sense to me, but maybe that's too close to being Skadi. Also...that damage seems a bit insane. A max base of 1,560 if they get caught for all 6 ticks (which if they can't get out of the range in 3 seconds (maybe because they're already CCd by something else) they're frozen and will take the rest of the ticks while they can't do anything. Something seems off here, unless I'm not getting it.
Now, some synergies. Chill again...depending on how it interacts with 1, the single ability could apply full stacks. The 2 at least interacts depending on stacks. The 3 is out of place somehow. Possible Aegis, it IS the escape ability (no dash present), but doesn't interact with the passive but instead applies a separate CC. And why fear? Why not it immediately applies full stacks of the passive, and maybe also does some damage? Look what a cold heart did to Anna.- Writeup on Chill still says Freeze.
- For the 1, still not quite sure how the damage applies. Initial damage + damage per tick, but is the damage per tick 4 ticks, or only ticking after the initial hit? Is that 3 ticks then, or 4? If 4, total base damage you're dealing at max rank is 260 + (105*4) = 680, with 220% scaling in total. And just getting hit in an easy to hit cone automatically gives up to 5 stacks of the passive, so it's slowing by 25% as well? You don't think those are some crazy numbers? Also 1.5s cripple seems a bit long.
No offense, Stuke, but I've been pretty busy lately, and if you're asking for my feedback (and not just expecting a personal version of autocorrect), I am politely going to ask you to delve into your numbers and the synergies more, and ask yourself if you're comfortable with how the kit might work, before having me re-read.I DO want to say one other thing though, and this would sort of apply to everyone in how I'd personally judge these concepts. The concept of the kit, and not the numbers you apply, are really the most important. We would rely on HR to balance the god's kit (somewhat) reasonably.
So in this case with you, I was using your numbers and the completeness (or lack) of the understanding of the kit, and being nitpicky because I've known you for so long. I won't judge too harshly on damage numbers for anyone, because those can always be changed. But when we talk about the "balance" concept in the contest rules, I think it's more about what the kit provides. If the god has 2 escapes, an overpowering ult and CC in every ability, that's unbalanced.