Showing posts with label Role: Fighter. Show all posts
Showing posts with label Role: Fighter. Show all posts

Monday, July 29, 2013

Champion Concept: Nadine


Concept Lore

Nadine remembers her king, who accepted her into his family when she lost her own. She remembers her training -- bending the fabrics of magic with swordsmanship. She remembers becoming a paladin and taking up her charge to uphold the law of the Isles -- and to protect her king.

What Nadine doesn't remember, is when she died. Attracted by the dimly pulsing magics of her former king, Nadine has stumbled upon the League -- where her training will serve her well.

Concept Game-Play

Nadine is a Shadow Isles fighter meant for top lane. She is a spell sword champion that specializes in mana absorbing, mana scaling, and skills shots. She is the fighter version of Ezreal. She is supposed to be a high risk high reward AP based champion.

Art Direction

So Nadine's design was founded on the idea that not everything that comes out of the Shadow Isles is evil. So I came up with this idea of this order of paladins, who upheld the law, that existed on the Isles. From there, I used typical white and blues to cover her palette. I wanted her to be distinct though, and instead of solid white -- I made her this marble color with organic protrusions. I also wanted to avoid the overly "sexy" approach, so I covered Nadine with armor and gave her a helm that covered her eyes -- which is still impractical; Covering the eyes I think adds to the idea of her being an apparition and well versed in magic, it is also intimidating. She sports a partial cloak that is solid -- to differentiate her from Fiora.

Thursday, February 21, 2013

Champion Concept: Shiori

Concept Lore

Ionia suffered greatly during the Noxian invasion. After Ionia wrought back their lands and became part of the League -- an order was made in secret. It was clear that the path of balance would not defend them from such a hostile invasion, and the League can only settle so many matters. The secret order began taking youths and training them to be weapons -- assassins of the greatest skill.

Katsumi is often recognized as the most gifted of these assassins. But her sister, Shiori follows close behind her. Always being in the shadow of Katsumi has made Shiori a permanent rival, and through that rivalry -- Shiori has become overly excessive in her violence. Where Katsumi chose the katana, Shiori chose dance. Channeling her energy, Shiori produces violent wakes of eviscerating magics through quick, graceful dances on the battlefield. The only thing more feared than Shiori's dances, is her temper. She has been sent to the League with her sister to test her ability to battle, and execute, legends.

Concept Game-Play

Shiori is a AD/AP hybrid stance-dance (lol) fighter who functions like Udyr. Shiori has a high focus on heavy AoE damage, high movement speed, and quick attacks. I picture her as using her arm ribbons much like Kratos (God of War) uses his blades. She would also be in constant motion as a dancer, the effect being amplified by her stance-dance abilities.

Art Direction

Shiori is the response to the community need for a Dancer-class champion, of which it has been agreed Orianna does not fit. With a viewpoint found in League, I knew that the most dynamic movements for a Dancer would be spins. Working off of that, I wanted Shiori to have a means other than her body to cause damage. So I took influence from ribbon dancers and combined it into Shiori's sleeves as her primary weapon (also fulfilling the use of cloth as a primary weapon). I chose pink tones for Shiori's appearance to convey elegance as a dancer, and to reinforce the archetype of dancers being girls/girly. At the same time, I motioned to make Shiori's sleeves much darker and aglow with energy to denote the violence in her -- the sleeves are her weapon, that's what players need to fear. Dancers are often linked to a sense of sexuality -- so I used this as an opportunity to actually make a female concept more in line of 'sexy female'.

Wednesday, February 13, 2013

Champion Concept: Algus Shade


Concept Lore

Algus doesn't remember much leading up to, during, or after the calamity -- What he does remember is that he was once some sort of nobility, was a praised tracker, and that his family had an affinity for wolves.  Whatever the calamity was, Algus woke up on the shores of Noxus in what seemed to him to be another time.  Another curious note Algus made was that he was in fact already dead -- but still somehow bound to the physical world.  Apathetic toward his plight, Algus sought a new medium for his skills in order to acquire fame.  His arrogance has led him straight to the League.

Concept Game-Play

Algus is a Shadow Isles AP jungler who can track and trap enemies.  There aren't too many champions that have traps available to them, but there is certainly no champion that specializes in them.  Algus turns into a wolf, or releases wolves, in accordance to whatever his kit would call for (ie: a gap closer would animate his lunge as a quick transformation; traps might release wolves; etc etc).

Art Direction

With Algus, I worked a bit backwards.  I came up with a conceptual lore on the basis that I wanted a proud tracking character.  I started tying Algus to the Shadow Isles, and I thought it'd be a fun way to play on the Black Dog ghost tales.  Instead of a dog though, I wanted to make Algus more vicious -- so dog became wolf.  To stand apart from other Shadow Isles champions, and other champions in general due to his time displacement, Algus has more black and silver integrated into his design -- something of which other champions don't have as a distinction.  Algus is thin of frame to denote that he is not a tank, and wears fur and pauldrons to denote that his key role is in the jungle.

Tuesday, January 29, 2013

Champion Concept: Alice

Concept Lore

Contrary to popular belief, the use of magic is actually detrimental to the health of a mortal caster.  In rare and extreme cases a magic castor may succumb to Magicite Necrosis -- a severe illness where the mage's tissue slowly dies and becomes crystals that are potent in magical energies.  The end result of this illness is always death -- except in the case of Alice.  Alice first appeared in the League upon it's forming -- a fan favorite, she soon disappeared from the spotlight and it was learned that she was the unfortunate victim of Magicite Necrosis.

Alice did not die from the disease though -- determined to survive, she weaved layers upon layers of spells and enchantments to delay, destroy, or reverse the illness. The use of magic made her symptoms worse -- but the spells she cast spurred an unusual effect in tandem with the nature of the disease.  Now Alice is caught in a form between life and death, crystal and flesh.

Concept Game-Play

Because of the sheer amount of enchantments Alice uses to stay alive, she is no longer a magic caster, but an AP combo-based fighter.  She can grow crystals from her body at accelerated rates to produce weapons, projectiles, or defenses.  She's meant to be very forward and able to spike damage.  When making her, I thought that she would fight something akin to Marrow (X-Men) or Kimimaro (Naruto).  She's supposed to be extremely fast and brutal.

Art Direction

League pushes crystal themes very heavily -- but aside from Taric, there are not actually a lot of crystal based fighters.  Starting from there -- I took a lot of influences from how I wanted the character to look and develop.  To be absolutely forward, Alice is influenced by: Marrow (X-Men), Kimimaro (Naruto), Queen of Blades (Starcraft II), and most importantly -- and this is important -- Space Godzilla (Godzille VS Space Godzilla 1994).  Yeah, I know, Godzilla is awesome.  Alice's skin shimmers with blue and orange but her crystals vary in color glowing with white and yellow light.

Tuesday, January 1, 2013

Champion Concept: Warin


Concept Lore
Warin's people come from deep within the Great Barrier. Their bones and plating are hardened and enhanced the longer they live. With summoner activity at an all time high, more and more magic has seeped into the home of Warin and his race. The intrusion of rich magics changed Warin, specifically. His plating became organic metal, and he developed a much higher resistance to magic than his brethren. To find the source of his change, Warin ventured out of the deep mountains -- and to the League. His goal is to enrich the life of all his people, by making their shells an even more durable aegis.

Concept Game-Play
Warin is a full blown slow tank. Meant for shielding, reducing, and absorbing as much damage as possible. Being an armored tortoise/ankylosaurus -- I thought he'd have some really interesting abilities that focused on heavy, high cool-down abilities that helped him survive burst encounters, and long team fights.

Art Direction
This time around, I decided to go with Warin to practice different types of materials. Not a fan of scales and metals now. Anyways. As a tank, Warin just had to be large and bulky -- but to show that Warin meant business, he's modeled after medieval maces. He's basically a cross between a tortoise and an ankylosaurus (my favorite dinosaur). There was some things I learned making Warin and Itzel that make me not want to pursue a 100% realisim. The next champ will be more stylistic art-wise.

Monday, December 31, 2012

Champion Concept: Itzel



Concept Lore
There is a tribe of people deep within the Kumungu Jungles. In this tribe, the only monarchy is ruled by and passed down by females. Itzel is the youngest in this royal line. To be considered for rule though, Itzel must excel in tasks of survival, leadership, and strength. To test her abilities, her family has armed her with heirlooms of power and have sent her to the League -- in that she may prove to be the most capable leader of her people.

Concept Game-Play
I really like concepts like Viktor and Rengar -- champions that have a specific item that helps alter how they play, or boosting their already impressive stats. For Itzel, I wanted the focus to be her Head-dress. As an item, there would be 3 types -- that would alter her abilities to fulfill a different role. The roles I had in mind were Bruiser, Jungler, and Support. They would have to act like Viktor's augments -- but the effect would be on all of her abilities -- altering the way she plays entirely. Currently, there is no champion that harbors the ability to change roles completely based on altercations to an entire kit. She'd act as a nice counter-pick character.

Art Direction
WOW. Was this character fun to make. When my skills get even better, I will totally revisit her. Basically I wanted a character who fought with a weapon that behaved like a Bo-Staff, but I wanted her to be agile and deadly. So there are two blades attached to the ends of the weapon. Forgive me, I know this weapon actually has a name, but it eludes me as of now. Will revisit. I knew I wanted her to be another royal player in the League and I noticed that League lacks a great deal of tribal and native influences. So going off of tribal themes and Central American themes, I gave Itzel a unique look. I have a bias for agile and slick characters, so Itzel has a little more black in her design -- and tattoos made up of mostly vertical lines. Her head-dress also acts as her prominent area of her silhouette -- in that she may be recognizable on the field. I toned back her armor/jewelry to bronze from gold so that she may be a little less gaudy in appearance -- the tropical feathers were enough. Her faceplate is made of bone... because it looks cool? And because I've been reading too much Lizardmen lore from Warhammer.

Tuesday, December 18, 2012

Champion Concept: Elle



Concept Lore
Elle is the last of her kind. She arrived on the shores of Valoran from a distant continent, half dead and missing an arm. When Elle was healthy and able to communicate -- she told stories about how an unstoppable evil burnt and leveled her forest home, and people, to ash. Now she participates in the League to hone her skills, and prepare for the time that evil finds it's path to Valoran's shores as well.

Concept Game-Play
Elle is an AD assassin that focuses on quick bursts of damage and Eve-like stealth mechanics. Additionally -- Elle abilities have an after effect of healing allies who happen to be in the path of her bursts. Assassin's usually have one role in games, and as their namesake states -- it's to assassinate single targets, or targets with low health. While Elle may not (and should not) be able to do this as easily as other assassins, I thought that she would be a character who brings more to team-fights than traditional assassins, by healing allies who get caught in her abilities' paths.

Art Direction
Elle's art direction comes from a myriad of archetypes and tropes. There's a dual reasoning behind this. The first was to combine aspects of my favorite characters from other games, shows, and movies. The second was to make an attempt at new techniques I've been studying (which are hopefully improving myself as an artist). Elle's major influences come from traditional woodland elves, and League has no traditional Elven race.



So let's talk the details of the art direction here. I'm sure many viewing this can spot some really obvious aspects and traits of some of my favorite things in this character...

1. I've been reading a lot of books by Andrew Loomis in an attempt to push my work further into the next level. So to start, I played at making the character proportionate. So after a quick sketch, I made the character seven heads tall. So yes -- she is proportionate. I knew this character was going to be an elf assassin, so she's not bearing any heavy armor, and she's thin. She also uses a long handled blade, (the actual name of this weapon eludes me at the moment) it's purposes is for quick, ranged slashing (not stabbing, parrying, or deflecting). She has a scarf to designate speed and agility. Originally, Elle did not have a missing arm. But during the sketch, I made her right arm thinner and thought; if Elle had a mechanical arm, her right side would seem like a frightening fast extension of her already quick blade. So I gave her a hextech arm in place of a real one. I also enjoy characters who are slightly "damaged" because their faults have visual history; "how did that happen?".

2. After the initial sketch, I started in on my line work. This phase of the line work is tighter than the sketch, but still fairly loose. It's is merely an attempt to pull out the details from the scribbles of #1. It was here I decided that Elle would have a body suit, as opposed to a thin suit of intertwining plates or scales.

3. #3 is a line work stage that defines the details and the character as a whole. It's the final tight stage before more intricate work begins.

4. In this stage, I started thinking of what influences were coming to the table, and where Elle would end up. I dropped a base light source on her -- nothing final, just something to get an idea of light.

5. I knew, as an Elf -- I wanted to dictate Elle's color scheme as "woodland". So I went with a strong green for her character base, bronze for her shadows, and yellow-green for her highlights.

6. After I had all the color bases down, Elle started to take shape. And now I'll explain her influences by addressing her own traits. Her scarf is to designate agility and speed. This was something I always loved from Hotsuma of PS2's "Shinobi". I decided that the scarf would be the visual silhouette that set Elle apart from other champions on screen. So as her "banner", it would of course have to be green to represent her woodland nature and former home.

Her body suit is a bronze, saturated khaki color. The reason I chose the body suit for Elle is because it is another easy way to designate agility and speed. But additionally, I wanted to make Elle something of a "survivor". Her entire life has changed, and battle has become her new life. This character is the last of her race -- she has a tragic origin. So I took influence of making the body suit a little more military in looks, as the BB Corps wear body suits in "Metal Gear Solid 4: Guns of the Patriots". Now Elle is designated as still agile, still fast, but in preparation for a coming war.

Lastly, Elle's overall look (and what I envision as her fighting looks like) comes from the character Lightning of "Final Fantasy XIII". Elle bears a heavier design on one side and a sleeker bearing on the other, akin to Lightning. Elle is no longer a warmhearted elf -- her homeland has been razed and her people murdered -- she herself has become cold, and closed to others.

7. This is where I took what I learned and started moving forward with Elle's design -- keeping in mind all that I wanted to accomplish with her character (while still pulling from so many influences). I added a realism base to eradicate sketch lines and outlines.

8. Finally, I detailed Elle in realist style painting, making sure to pronounce her attributes as militaristic and agile. To further the effect, I chose to tone back the green in her scarf, and up the green in her body suit. While this did ultimately make Elle appealing in a military aimed fashion -- I feel it derailed her too much. Additionally, Elle received a leaf pendent inlaid with emeralds to provide further evidence of her previous life, and what she is about. Feeling that Elle still needing something, I added a pack strapped to her hip. This was added to balance out the offset weight, caused by the difference in her arms, and the negative space provided by her body suit.

9. The final version had it's colors reverted, and additional care was placed on Elle's design. I thoroughly enjoyed working on Elle, and I feel that the concepts came together quite nicely. This was much needed practice with new techniques -- so while I am happy with the result, it is still a ways off of what I aim to accomplish with my concepts. I hope you enjoyed Elle's design, and kudos to you if you made it this far in the text.

Tuesday, December 11, 2012

Champion Concept: Waitomo



Concept Lore
Waitomo is an ancient being lost to myth -- a creature of lore known for it's rarity and viciousness. Akin to the cave newts of the Kumungu Jungle, Waitomo lived in the darkness -- isolated from the world. Using his luminous tails, Waitomo would lure in prey that had gotten lost within his tunnels. Thinking the light was they way out, Waitomo's prey would stumble right into his grasp. But something above his tunnels and caverns changed -- and the air and earth became saturated with an energy Waitomo knew nothing of. Until he stood upright and openly looked upon day's light -- and he simply understood. No longer bound by the darkness,Waitomo ventured forth with sentience and hunger.

Concept Game-Play
I thought of Waitomo as a stealthy and quick jungler with intense health regeneration. He's a creature of magic now, and I thought that the regenerative capabilities of him would be on a whole new level that not even the league has seen before, something the enemy would keep saying "why won't this thing just die?!". Like the newts he's based on, I thought that he would also be fast -- skittering around the battlefield to catch prey with his luminous tails. The difference between Waitomo and Mundo would be more along the lines of less damage, and a more mobile and utility kit -- with taunts or grabs via the tails and of course bursts of brief stealth. You can think of him as a combination of Mundo, Kha'Zix, and Twitch.

Art Direction
I wanted more creatures for the league -- and it's rare in any fantasy based universe that I see a creature based on luminous cave creatures. So taking cave newts as a base, I worked Waitomo up from there. Creatures like Waitomo scare me a bit -- they put me at an unease. This is something that sees you in the dark, when you can't see anything. Waitomo is something that can skitter around in your peripheral vision and make you jump. And I realized that Waitomo is actually Gollum. They're not the same character, but they share the same roots in concept. So naturally I added the Ring of Power as an homage to the similarities -- otherwise, Waitomo is straight creature. He has a large skull and mouth for catching prey, three tails (two vestigial and one articulated) that can extend and retract, and he is luminous. I picture him as something that runs on all fours -- but he's shown upright in the art to get a better look at him. He has two color variations posted -- his default, and how he would look in typical Gollum/Mountain Troll fashion.

Champion Concept: Katsumi



Concept Lore
Ionia suffered greatly during the Noxian invasion. After Ionia wrought back their lands and became part of the League -- an order was made in secret. It was clear that the path of balance would not defend them from such a hostile invasion, and the League can only settle so many matters. The secret order began taking youths and training them to be weapons -- assassins of the greatest skill. Among these assassins, Katsumi stood out as simply the best. Her prowess with sword technique was matched only by her incredible speed. After years of harsh training, Katsumi was given an enchanted katana and sent to the League to test her ability to battle, and execute, legends.

Concept Game-Play
Each ability is like Riven's Q (it can hit 3 times. You hit Q/W/E/R three times. They move her forward slightly). Her ultimate is an ability (you level it up like Udyr's Phoenix Stance). Each ability is a "Sword Stance". They are all linked with cooldowns. A combo = 3 abilities. (QWE, QRR, QEE, etc etc). When 3 abilities are used, all abilities go on cooldown for a time. Combining 2 or more of the same ability creates a new effect. Mixed combos (like QWR, QWE, ERW) do nothing but their original effects. (see more about her concept game-play on page.64)

The reason I made Katsumi to play this way, is because I've read a lot of posts asking for the Invoker. I never played any DOTAs, but from what I understand is that the Invoker is a high skillcap mage with a lot of different ability outcomes. This was my answer to that need. The great thing about this version though, is that the character is simple to use (you can just QQQ if you want), but if you can really make use of her combos in the right situations, she becomes very rewarding. It's not overly complex when you understand that there are only 8 effects outside of what the abilities originally do, and 4 of the effects share abilities from the other 4. So QQ inflicts grievous wound. But so does QQQ. QQQ just adds AoE damage ontop. She was made to fit a play-style that rewarded aggressive attacks, but punished ill-timing. She rewards players who take the time to master her combos, as she herself had to master the sword. Her skills are also FAST. She's a blur. QQQ -- or whatever combo you want, is almost as fast as you can hit the keys. I really pushed a concept kit this time around because I wanted people to think that this was a character they could rush in with, and combo in the blink of an eye, and be rewarded for combo'ing correctly given the situation. The "quick combo slash" comes from Samurai battle tropes. One movement, 3 slashes, 1/2 a second -- that's the mentality of Katsumi.

Art Direction
As for her art style, I wanted to giver her a "traveled" look. She's a wandering assassin. The original concept (adding to the idea of stances in her kit) originally had clues to those stances, like a turtle shell shoulder pad, or a foxtail belt. But I thought that way made her too "Female Udyr" so I went a little more rogue in her design, to show that she's bursty, but frail. And the hood is orange because I never see orange hoods, and red was waaaaay too cliche. Other colors also put forth other archetypes. Black was too dominant and cliche again, purple and blue came off too royal, yellow was out of place, and green read as ranger. Katsumi also was made to fill the role of "bad ass chick with a katana". Hopefully she's far enough removed art-wise to be a newer take on that trope. I also wanted to push her away from stealthy -- which I think is something that has a negative cliche attached to it. So instead, she's more like Twilight Sazuka from Outlaw Star, if you've ever seen that Anime. Basically, she's an obvious assassin with enough skill to not have to be stealthy.

Monday, December 10, 2012

Champion Concept: Quinn




Concept Lore
When Noxus invaded Ionia's southern provinces, there were many casualties. Specific orders of martial arts, and practitioners of sacred techniques were lost to the Noxian war machine. As Riven's unit left one razed village, they left behind a dieing girl -- the last of her line. Severely wounded and mangled, Quinn was found by an group evacuating from another village. Year's later, Quinn reemerged -- but she was no longer the broken girl left for dead. Augmented by machines and magic, Quinn joined the League to show Riven the true power of her family's fighting style.

Conept Game-Play
I thought of Quinn as being a punching character with a kit similar to Riven's kit. Specifically, I thought of Quinn having a kit that mirror's Riven, but instead of utilizing a sword -- Quinn utilizes devastating punches with her generator-charged arms. She would more or less play as a combo-based bruiser with high cooldowns and massive damage abilities. For players who want to devastate their target, the enemy behind their target, and the area around them -- Quinn is the insanely brutal feeling champ for you.

Art Direction
I wanted the focus to be on her arms and back -- since she's meant to punch and slam opponents fiercely. Concept wise, the arms are larger, and her back has generators, because when you combine the two in a fighter character who uses her firsts -- you don't get the idea "this character can punch through a wall", you get the idea that Quinn can level a city block, and that's the intent. "I'm gong to hit you so hard, you're going to wake up at your Nexus in the NEXT game" is more of less the lines of how strong those two aspects of Quinn make her. The lack of armor at the center of her is to represent that she's fast when she fights. So she's not necessarily a tank, which comes across more if i were to have her in full armor.

Revision Notes 1
My reason for keeping the body suit and having the belt are the same; As a hand-to-hand fighter, I wanted her to look a little more like a wrestler, or prize fighter. But as opposed to a traditional belt, I went a little more oriental in design (it's a sash). And I still wanted her to read as "fast", and the body suit is the best way to show she is still agile among some clothing archetypes. The sash combined with the more ornate arms and legs are a little more Ionia, and at the same time -- I removed the things that read as too technological/futuristic in the execution (more curves, less right angles basically). I specifically avoided certain oriental clothing styles to deviate away from the cliche appearances that are related to oriental fighter tropes.

Champion Update
Apparently, Riot already had this concept in the gun. The champion Vi will be coming to fruition soon. This new champion fulfills the concept Quinn was meant to fill. Because of this, Quinn will no longer be receiving updates to her lore, art, or concept kit.

Riot Ames
While Vi might have been in the pipe already, it doesn't diminish that Izzabelle's rendition of the concept is awesome. If anything, it just shows how talented the OP is!

Here's the kicker; Quinn and Vi look a lot a like. The similarities they share are; female, power gauntlets, body suits, face tattoos, and short hair. Here's what Riot had to say on the matter.

Pabro
Firstly, I'm a fan of your work here Izabelle! Very fun and creative stuff here!

Wanted to chime in here on Vi, a bit since people are curious about the coincidence. For the official record, It takes us anywhere from 4-6 months to concept and produce a LoL champ.

In Vi's case, she's been aeound in various forms for two years. At one point she was a steam-punk capoeira fighter with dreads and robot legs- which sounds way cooler than our drawings for her!

A year ago we started exploring a girl with bad ass metal/tech gauntlets but we couldn't find a way to make her compelling. We were running into challenges with Shyvana overlap, as well as struggling to define who she was as a person. Sometime around this past June, one of our champ concept artists took another crack at her- and came up with the punky ex-criminal persona. We all got super pumped on this new direction and began full pre-production.. GypsyLord's first playable protoype came into design playtest in early July- and we had her marquee charge punch ability day one.

When I first saw this thread a month ago, I was amazed at the coincidence! Kudos to you Izabelle for your creativity.

Hope you all enjoy punching people in the face with Vi.

Iron Stylus
Izzabelle asked me to come post in the thread citing that there were some accusations that we had stolen his Quinn idea and made her into Vi. So, obviously Pabro, Griftrix, Ames and Zeronis have commented in here verifying that so.. uh.. here I am to veri-verify.

Champions tend to take a long time to marinate, especially depending on which vector they come in from. Sometimes a champion spawns because there's a particular character archetype that exists in the world and we want to harness the trope for League of Legends. That character then goes up and we start ideating on it. Creative guys, game designers, and artists all get together to "cultivate" it and make the concept into something workable. Vi's a good example of this. As Pabro states she started off pretty vastly different and then evolved. She actually had roller skates at one point.

Other champions are directly inspired by art that pops up by one of our artists. Nami and Diana are good examples of this. Artists produce an image that other people latch onto and it's fleshed out with creative aspects and mechanics.

Other times, game designers might come up with a kit that has some real traction. I'd give you an example but it's 4am and my brain is the consistency of sour milk at the moment.

That being said, these processes take months, sometimes years in extreme cases. Everything from a story not really coming together to a particular piece of technology might block something from being created properly. So yeah, not much really to worry about if anyone's afraid that we found this thread and cannibalized it. What DID happen was when I saw this thread I nearly spit up my home-made Italian soda. Vi was waaaaay into production, including her skin and BOOM. Izzabelle's thread. I flipped out a bit and couldn't help but laugh. Sometimes the stars align like that.

When I first saw this thread it was already getting some traction, and I KNEW it'd be back on the front page when Vi came out. Griftrix had forwarded me to the thread and I commented briefly. As I was perusing it later I noticed that on page 56. gypsylord came in and mentioned that Quinn is pretty cool. Well.. yeah.. you probably understand why he thought it was so cool now, and why I followed up by saying I knew he'd like it. I was amazed at the sheer amount of coincidence, especially since Quinn even shares similarities with Vi's launch skin. It was incredible. We obviously all pull from common tropes, i think that's pretty cool.

I don't remember where I was going with this at all.. but yeah, Quinn is awesome, Vi is awesome. Everything is awesome.