Balancing Hilde – Damage and Effects Pt.II

Click here for Part I

This time I have to finalize the damage and effects of Hilde’s last 2 skills; Aegis of Kaladoun and her ultimate.

Aegis of Kaladoun

Persistent Effect: Enemy attacks increase Hilde’s armor and magic resistance by X for X seconds. Stacks up to 5 times.

Aegis is the stance Hilde wants to pick when she’s doing a good job and enemies are attacking her. As with her Fyrone Temblor passive, she wants to gain as many stacks as she can and then switch out of it.

Lots and lots of champions have armor and magic resistance buffs. Galio’s Bulwark (90! Instant activated increase to anyone!), Mordekaiser’s Creeping Death (30), Rammus (150 for self), Poppy (50 AR at 10 stacks + damage). Poppy’s ability is basically the same as Hilde’s, but it gives damage and she is not a tank. Therefore I want Hilde to have more than Poppy, but probably less than Rammus (since she has another defense boost).

Persistent Effect: Enemy attacks increase Hilde’s Armor and Magic Resistance by 15 for 8 seconds. Stacks up to 5 times.

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Activation: Hilde forges a XXX health shield for all nearby allies for X seconds.

Originally this was going to be an AoE AR/MR boost. But I’ve already got an AR/MR boost, so having a shield is more supportive and interesting.

There are no AoE shield effects in the game, only single target… so I have to take that into account when balancing. Morgana’s Black Shield (300 magic damage), Janna’s Eye of the Storm (240 damage) and Karma’s Soul Shield (280 damage) are the allied target non-ultimate shields in the game.

Balancing an AoE shield will be interesting. If I reduce the health to compensate for a potential 5 shields, then it might be uselesss for Hilde. If I make it too high, it will be severely overpowered. Therefore, I might make it similar to Taric’s heal, having double the amount for himself but the standard values for his allies. Also, remember that this can be activated every 10 seconds. My only conclusion is that the values for this ability are highly speculative!

I’ve also added an effect that if the shield is broken on Hilde, it breaks on everyone else. This acts a bit like a taunt, since attacking Hilde will cause (indirectly) 150 x allies damage.

Activation: Hilde forges a 150 damage shield for all nearby allies for 5 seconds. Shield strength is increased by 50% on Hilde. If Hilde’s shield is broken, all allied shields are lost.

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Keeper’s Will*: Hilde creates a bond between herself and an ally, splitting damage taken by the target by 50% for X seconds.

*activated ability whilst using Aegis of Kaladoun

I love this skill. It allows Hilde to massively increase the effective HP of squishies, doubling their resistances (at the cost of her own health). The damage taken will also force stacks on her Persistent Effect, which is an extra bonus!

There is a balance problem though. Tanky DPS is already owning up the League, so if Hilde cast this on Renekton he’d be unstoppable (he already is in most cases). This is mainly a problem with the tanky DPS metagame (nerf it already, Riot!), but I should take it into account.

Keeper’s Will: Hilde creates a bond between herself and an ally, splitting damage taken by the target by 50% for X seconds. Damage split is reduced to 25% for targets with over 100 armor & magic resistance. 

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Base numbers are in, lets look at the skill descriptions!

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Finally, I have to come up with a name for Hilde’s ultimate. Tribal Dash is just crap! It’s a placeholder I’ll be glad to see the back of. It needs to be a short name, so that it can fit in the skill descriptions of other skills. Onslaught is just an awesome word and it fits perfectly!

Onslaught

Icathian Blades: Hilde slices enemies in the target area, dealing XXX magic damage and stealing 20% of enemies’ resistances for X seconds.

This is Hilde’s “I need massive survivability to survive an initiation” move. She charges in with this, then switches to Fyrone Temblor or Aegis of Kaladoun for CC/survivability. It’s the equivalent of Rammus using Powerball and activating Defensive Ball Curl. This move takes a bit more skill though, since Hilde has to hit as many enemies as she can in order to steal as many resistances as possible. A perfect situation would be all 5, but she should at least have the tank in her AoE (since his resistances are naturally higher).

For damage? Probably just standard AoE tank ultimate damage is fine. Amumu’s Curse of the Sad Mummy (150 magic), Malphite’s Unstoppable Force (400 magic), Galio’s Idol of Durand (440 magic) and Rammus’ Tremors (195 per sec, 8 secs) are examples. I think 350 magic damage would be appropriate, since it doesn’t cause any CC in itself and is much more difficult to hit than any of those skills (due to the delay on Onslaught), yet I want it to have a shorter cooldown than those ultimate dependent tanks.

Icathian Blades: Hilde slices enemies in the target area, dealing 350 magic damage and stealing 20% of enemies’ resistances for 5 seconds.

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Fyrone Temblor: Hilde slams her axe into the target area, dealing 350 magic damage and reducing the movement speed of enemies and increasing the movement speed of allies in the area by XX% for X seconds.

This is Hilde’s “Get out of this area or you’ll never kill our carry“/”You ain’t escaping, biatch!” move. Like Maokai’s Vengeful Maelstrom, it will create a large AoE area on the ground. Enemies inside the area will lose movement speed, allies in the area will gain it (the animation of the ground will be awesome, imagine a glowing cracked earth from ground zero, mmm…).

Karma’s Spirit Bond is the only increaser/decreaser in the game and it’s not an ultimate, yet it is very difficult to hit more than one enemy/ally with. Spirit Bond modifies speed by 20% both ways, or by 40% when boosted with her ultimate. Since it is so difficult to use, I think Hilde’s version should be a little less than her boosted one.

Fyrone Temblor: Hilde slams her axe into the target area, dealing 350 magic damage and reducing the movement speed of enemies and increasing the movement speed of allies in the area by 30% for 5 seconds.

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Aegis of Kaladoun: Hilde knocks back the nearest enemy champion in the target area, dealing XXX magic damage.

Her final Onslaught ability is Hilde’s “Kill this target now!” ability, but it also helps with chasing and is a typical initiation move. It will probably help more in small skirmishes than big team fights (when she’ll be using Icathian Blades). This is definitely the hardest of Hilde’s Onslaught abilities to use, in fact it will be one of the hardest abilities to use in the game. It’s like Blitzcrank’s Rocket Grab, but with a delay before use (which the enemy can see) and it puts Hilde into harm’s way.

The range on the charge will probably be as long as Blitzcrank’s Rocket Grab, but the knockback will probably be a little bit more than Singed’s Fling. Since it’s single target, the damage can be cranked up!

Aegis of Kaladoun: Hilde knocks back the nearest enemy champion in the target area, dealing 500 magic damage.

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Lets look at the (almost) final skill descriptions. Remember, I still have to balance Mountain Divide (her mega pain damage ‘ultimate’ style castable) and design a passive ability!

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A lot of abilities, but I’m thinking the gameplay will be quite intuitive! At the final stretch now. All I have to do is confirm the strength of Mountain Divide and add in energy values (which are already planned)!

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Sam

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