User blog comment:Sagee Prime/Sagee Prime's Nidalee rework... returns/@comment-6281696-20140612232226/@comment-6281696-20140613233730

Ah, ok that's clear then. Would still probably mean hextech gunblade would make it quite a powerfull bust heal though considerably less than the 42%. Anyways, no longer an issue.

You really think that'd do less damage? As long as the health part does at least a 160 damage the unmigitated damage would already be equal to the live version. Which at 10% means it'd reach that on virtually everything given that it's supposed to be an opening move and at 10% every squishy has more HP than that at max level. Is that 40% MR reduction genuinly that impressive that it'd overcome that 10% (not taking into account possible other hits hitting after the trap and benefitting from the shred)? PLus, getting that to 20% is easily possible with a mage build. Seems like it'd hit harder. Though I haven't done the math. I'd believe it's weaker when maxed early, but from midgame onward it seems stronger.

Anyways, I dislike healthshred for the same reason I dislike true damage, both tend to result more in the negation of a tank than it is just an effective technique to counter tanks. Doesn't help it's impossible to actually counter either with the available stats in LoL. And again, that trap really should not have a 900 placement range, it'l result in that weird way of poking you also currently have in live. Give it the same range as Teemo's shrooms for placing.

The tether I'm more than fine with, however I have a question, any idea how long it'd roughly take to just run away from the tether when slowed assuming you have an average movementspeed with T2 boots (so ~380-ish) without jumps and such. The duration might be somewhat long depending on how long that takes.

Apart from that, same complaints about javalin & takedown as always. And the fear that the heal will be too much when clearing waves as mentioned before. The rest seems mostly fine.