User blog comment:Lesdin/(Rework) Rek'Sai, the Void Burrower/@comment-5588011-20170123213251

First of all I'm not a big Rek'Sai player so my understandings and opinions might be a little off.

1. I adore the layout! :D

2. I'm not a fan of the new passive personally, if I'm correct the goal is to move away from tankier Rek'Sai builds towards a more damage building Rek'Sai build. However I think that building tankier would actually allow for more benefit from your passive, especially as it scales independently of Rek'Sai's builds, instead relying on her ability to survive. Q also seems to contribute to this fact, bonus attack speed scaling with level, combined with AD scaling with level makes it less vital to build offensive in builds I feel. E as well.

I also don't like the current Rek'Sai passive as it also encourages a defensive Rek'Sai build, especially when I think that the sustain is unnecessary, especially when my vision of a Rek'Sai is that she can quickly return, only to return back into the fray for a side-gank through her ultimate or tunnels.

3. I much prefer your version of Prey Seeker, it seems much more compatible with her identity and personal image than the plain old vision we get right now.

4. I'm not a big fan of the new 'if you're on a tunnel then I can see you' as it feels like you're encouraging to scour the map constantly in the odds you see a flickering circle near your tunnels. There doesn't feel like there's any counterplay other than never stand on my tunnel which is biased towards Rek'Sai anyway. Vision is already an immensely powerful too and no counterplay to it doesn't feel right to me. (Unless I'm missing out on something.)

I would personally just change it to showing vision if Rek'Sai is on the other-side of a tunnel that an enemy is on, or already in close proximity. I personally think it would lead to some interesting baiting gameplay.

5. I immensely enjoy the delay on the knock-up, but I don't quite understand the necessity of the knock-back if you're ranged and not in melee range. It seems counter-intuitive to push enemies away, especially if you want to be near to them. I would personally scrap the mechanic and transition that power towards just melee knock-ups.

6. I like the new ultimate! It feels much more offensively orientated compared to the current one, which people just use to quickly return to camp clearing. (A shame if you ask me.)

Overall I like the intention, but I personally would choose other options, but everyone else seems to like it so it must just be me haha. Once again I adore the layout!