User blog comment:Aldari1994/Valcurie/@comment-3391671-20170206162543/@comment-3391671-20170213030634

I had promised to offer one ever since Valcurie had come out (at least in heart), so I am glad that you find my criticism and feedback well.

Aah, yes. I can understand that feeling. When a champion is released, you want to get something related to also get on going.

The stats are numbers, thus they are always adjustable. As I said though, they represent a given estimate, so they should be balanced out to represent what is the champion's strengths and weaknesses, especially in regards to their classifications.

Since has had his abilities worked around, I believe there is a spot for a champion to have an innate that creates a  effect upon casting abilities. As for the heal, as I mentioned, all it needs is a scaling (up from a simple to ) and it should be alright. I would offer other mechanics, but let's keep to your ideas. A area would be a bit too much as you notice.

Glad to see the clean-up on Q. Looks much better :3

Valcurie already has innate sustain in Chem Fortification. If need be, as you mention, the innate can be modified to make-up, such as reducing the cooldown, or have it that each ability has its own cooldown for activating the poisonous effect so that you can have a nice 9 second long poison cloud (although with a likely need to make the cooldown make it so that an all-three cooldown will make not activate for a longer time). Nonetheless, the tacked on heal didn't work, even if you wanted it to do well with the. I believe the reduction ins already provides something of the likes, making her an amiable -juggernaut.

80° seems just about right. As for adding something in, I do not think there is an immediate need, since it works well with her innate: activate E, then Innate triggers, causing enemies to enter Valcurie’s cloud of toxic smoke. Due to the reduced, the poison is more lethal. Not all abilities need to flashy to be a "good" ability. At times, being a bit simple is alright. Look at ; although his E is a simple two-time active with a former damage resist and latter, it it does its job enough.

I checked below and saw that Valcurie is supposed to be a guardian of Zaun, as she is a Duchess. However, I find it that while she should be teamfight oriented here and there, it should be inlaid in how effective she is in battle, not through direct means of grant allies ways to deal more damage. Her E already does that to a given extent, and having an "increased damage" portion doubles up on that part.

Some items I would personally do for a more interesting kit:
 * Let the base cooldown drop to 1 second, and the recharge duration be increased by a bit more. While I did not like the idea of spamming the Grey-nades, if the recharge is high enough, spamming it in bursts should not be a problem.
 * For the AoE zones, instead of applying the damage debuff, it might be a good idea for them to deal the same damage as her innate, on top of the effect of healing her. This would mean that if she creates a large zone of Greynadom, she'll be able to sustain herself without worrying about not finding an enemy to hit within the right time. Of course, the zone created by the Grey-nade and those made around her will deal their own instance of damage, making her a formidable force if people are not careful of her.
 * To add to the two above, to balance things out, the AoEs should not overlap in effect. Being in overlapped zones will not increase the damage dealt overtime, neither will it make them slowed by anymore.
 * If the damage debuff is removed, the can be raised back to 40% or so. Just having a mediocre-large slow on top of a damage debuff sounded unhealthy.