User blog comment:Emptylord/2017 Patch Notes (Unofficial)/@comment-3391671-20170701200609

The Slayers... the category that includes all those pieces of... I mean, those champions who are meant to deal the damage in the team. This includes Assassins, Mages and Marksmen. I don't usually play this collection of champs, but nonetheless there are some that caught my attention.


 * This is one rework I would be behind, as it makes Corki's less a mana infused plane, and more an actual mechanical coptor. The only two things that caught my attention was the no change to Special Delviery (same effect?), and the way the ult's barrage works... not that they are against my taste, but the first one makes me wonder why you had not changed it, and the barrage one is interesting, although I wouldn't ride that rhythm game. Otherwise, the other changes, such as the way Valkyrie works, are all welcome, since they integrate well together with the new Heat mechanic.
 * I will admit, I didn't like the VGU idea you had for Urgot a while back, as I would have wanted to keep his Noxian background. But as time waned, my opinion mellowed, and I saw the merits of making him this Chem Baron. Rather, it benefits well in that he isn't some random fat and ugly butcher of Noxus, but a overly plump mob boss who has an opportune future. This also helps Zaun, in that it's not just filled with mad scientists and crude factory owners, but a center of gangsters where it works best in the world of Runeterra.
 * Kit wise, I've never been a fan of the new W (for obvious reason I hope) and the ult. The siege mode does put him in a possible half-tank, half-ADc like role, but personally, I cannot complain because I wouldn't know how to rework this ability to a scaling-per-rank toggle. It still bothers me, just to let you know. As for the ult, because of how it only stretched through a targeted lane, it makes me wonder how it would work in other game modes for balance reason. On Summoner's Rift, it would work alright, although that 400% damage may be overkill.
 * Some of the changes to Varus are nice, although I feel this isn't only a Quality of Life change as more than just one ability was changed (one new ability was added too). The new ability itself is something that looks nice and works alright on the Darkin Bow.
 * However, that innate... has me worried. I'm glad it's not the on-kill effect anymore, but I find the "gain per Blight consumed to be rather bland, while also not being so impactful as it relies on creeping up over time to be noticeable. Instead, what came to mind was that consuming Blight (any amount of stacks) will grant a permanent , on top of a temporal  buff that scales off the number of Blight'' stacks consumed for a few seconds.
 * Exa. "Varus does not have any attack speed growth. Instead, every time he detonates stacks of Blight on enemy champions, he permanently gains while also gaining  (+10% per stack of Blight detonated)   for three seconds."
 * That touch upon his stars would be nice, instead of having be unable ot hide in bushes no matter what. I also checked out the Energy kit... but was there a reason to go for Energy?
 * The fire man has some nice changes. As for that ult, have him be able to select a landing position while traveling through the air (if the designated place is too far from his last target, he will land as close to the designated location); if no location is chosen, he will be right next to the last target.
 * The death singer, getting some touch-ups. I like playing him from time to time, so checked him out. The change to W is a nice touch, and I would welcome it. However, my biggest concern is the removal of mana-sustain on E. Is there a particular reason as to why you had done it, beside how you had already lowered the mana cost on E's active itself?
 * I... am not going to touch on this, as my one question for it is "why?"...
 * The Metallic Invetor does lack the bulk of metal upon his plating. His current live design is far too much into the trope of "lanky machinery of science."
 * Innate: How does on-hit effects and AS work with the new beam-laser innate? I also think a tiny reduction to the damage would be fair, since it is continuous damage where he can inflict half the damage more often than try to reposition every auto.
 * The new Q may be a little quirky, in that it's a reworked version of ult, but compared to the cluster of shield, damage and AA effects the live Q has, I'll take this any day.
 * W: Target ally than ground-target... I don't know if that's a fair deal. I would keep it ground target...
 * E: Gravity Field (W) is already a strong device, so I am not exactly fond of have a second one. Even if it's not strong, having a conic slow field that pops to deal damage after a delay seems rather plain. I take it that the laser from before had become the innate, but I don't find staff-slamming a thing for Viktor.
 * R: So this was where the beam actually went off to... but no more storm? I find that a little disappointing, as the storm was iconic, although it may not have been completely fitting to his inventor theme. Nonetheless, this beam from heaven (?) is something I wouldn't vouche for.
 * Quality of life changes for Azir. Thank you.
 * I don't know if magic powers should make a snake slither faster, but if I were to be in the skin of Cass players, these changes are nice. Admittedly, I don't play her to know if these buffs are necessary...
 * That touch up on the ADC kit of crit = free Rush, Draaaven would appreciate it very much.
 * Them changes for Kalista... I like them. The removal of Oathesworn is surely welcomed, since as iconic as it was, it wasn't as interesting as Riot would assume it to be. The health threshold and the new ult are surely something I find worth being a part of Kalista's kit, as they offer something to her theme.
 * However, how well will that ult work, if an ally is not prepared to revive for vengeance?
 * Making the Kindred a jungler is surely something that limits their kit potential, and your rework proves that. I like the changes, although I am reminded of one of Lesidn's ...
 * And if lightslinger gets more than 50% crit...?
 * Isn't TF a sly one with some of these changes, such as the Q and E. I like it that he is less caster-like and actually tossing his cards with intention. Been bothered by that Q for far too long. Change W into the skillshot now also helps the live W not be a "wait on card to then trigger it" type of ability. I will miss the bonus AS and the on-fourth-hit effect for E, since I liked playing games with lots of AS to see me clashing about the bonus magic damage every few AAs.
 * Thematic change? Where? Otherwise, the changes to the base damage seems to look strong, although it helps the damage scale into late game, while those bonus contamination as a passive to E look nice.
 * Akali
 * Evelynn
 * Kha'Zix
 * Zed