User blog comment:Healingmantra/My vision of: Warwick/@comment-1330314-20161219070451

There are quite a few things I like on this kit, though I think there are some aspects to it where I think you could dig deeper into Warwick's fantasy, namely with Blood Scent, and others where I think you should perhaps try to stick a little closer to his original kit, namely Infinite Duress. Here are my thoughts on each individual ability:
 * Eternal Thirst is thematically interesting, and could be a cool way of preserving Warwick's sustain while avoiding the current issues with his drain tanking. However, I think you should reverse the strength of these rewards, and have the restoration values increase while Warwick is in combat, not out of it, since in combat's when he's at the most risk, especially if he's channeling. I would also generalize the effect to allow Warwick to eat any corpse, even one he hasn't killed, to give the effect a bit more reliability (only working off of enemies directly killed by Warwick might make it a bit too dependent on his kill potential).
 * Brutalize is a fine ability, nothing much to criticize here.
 * Eviscerate is an ability I think you could refine a little more: with your current kit, Warwick has no real reward for autoattacking, besides an attack speed steroid, and I think you could use this ability for that, instead of a pure nuke that would be more fitting on an assassin. For example, you could have a passive Guinsoo's-like component that would increase Warwick's attack speed with every basic attack and, past a certain amount, allow him to access some in-combat healing.
 * Blood Scent is an effect I think you could tweak a lot more, as per what LivesByProxy suggested: a full reveal may have been acceptable at a time where League had much older tech and couldn't really implement any other kind of detection, but now that we have, I think you could try to implement Blood Scent in a manner much more similar to some kind of scent trail Warwick and others could follow, instead of massive area-wide sight. I also think that could be a passive component by itself, and all the other steroids you've added kind of clutter up the ability (the bonus movement speed also makes escaping him unnecessarily difficult, so I'd also cut that especially). For an active, I'd suggest something other than a steroid, and perhaps this is where you could try implementing a version of Warwick's current Q.
 * While the pieces of the original Infinite Duress are there, it's not quite the original ability, and not exactly in a way that fully improves it. The problem with Infinite Duress right now is that it has no counterplay and concentrates far too much of Warwick's power into his kit, but the part where he just latches onto an enemy and claws them to death is thematically really cool, and something that should be preserved. Considering how the ability is used for initiation, I'd recommend some kind of prolonged dash that would then allow Warwick to suppress and slash the first target he runs into, e.g. by having him run on all fours and charge forward with Sion-like movement, before then jumping onto a target and ravaging them.

While the abilities you've given Warwick are mostly pretty good, my concern with this rework is that it doesn't seem like it has a clear goal in mind, besides making Warwick healthier and more interesting overall (which is honorable, but too vague in itself). What is Warwick's niche to you? What is it about his current kit that makes him interesting, and what are its fundamental gameplay issues? How would your Warwick differ in play from current Warwick, how would it stay the same, and what would be the tradeoffs to the transition?