Thread:Willbachbakal/@comment-22636720-20161017100713/@comment-1330314-20161018020659

I like the core idea of shifting forms based on specific domains. However, my number one complaint is that your kit is just too wordy. It took me some time to read through the whole thing, and more time to understand exactly what was going on, especially since there were several buffs and debuffs that applied to multiple abilities but weren't phrased too clearly. Without even needing to take anything away from the kit, you can phrase everything more efficiently. For the passive, for example, I'd take out the details and instead create a separate section for Crystals of Darkness, with the passive description only painting the broad lines of what they do (e.g. "Erebus has his own trinket that creates special wards, which transport any enemy who gets too close to his domain").

My other big criticism is that the kit looks like it lacks direction, and some components don't really feel like they'd be intuitive in an actual in-game scenario (i.e. disarming oneself to reset an ally's autoattack timer, which is very mechanical and not thematic at all). Some effects, like Beloved Ward and Devourer of Light, both have great core themes, and I think you should focus on making Erebus a vision-manipulating support. Here's more detailed feedback for each ability:
 * Domain of Erebus needs to be streamlined. The core idea is brilliant, but nobody reading your kit at first glance is going to care about how your champion's special wards' health works. Since these Crystals of Darkness are objects, I'd make a separate section describing their details, and would reserve the passive description for the barest essentials.
 * Stygian Prosperity doesn't look interesting. I don't think resetting any autoattack timer, let alone an ally's, should ever be the focus of an ability. This ability is basically a more complicated Sheen proc for an ally, and I think there are many more interesting things that can be done here.
 * I like Beloved Ward connecting Erebus to his ally, but again, on-hit damage just feels meh. Perhaps you could capitalize on the movement speed when moving towards each other and make it a constant buff. I also think mentioning Nefarious Warden here feels weird, since the effect is described in a separate section and is a complicated debuff, and I personally don't quite see what it's meant to do here.
 * Devourer of Light is a great ability. I'd streamline it a little bit by making the zone a proper Erebus's Domain and making it stick to the target, but the core idea is quite good.
 * Blade of Dusk's wording is a bit weird. Is it just one attack, or does it last for a duration? I'm also not sure what it's meant to do in the grander scheme of things: is Erebus meant to turn into a fighter when inside his domain?
 * Imprisoning Charge looks good, though I think you could again simplify the effect down to preventing Prisoners of the Dark from leaving Erebus's Domain by any means. Also, if the effect deals damage, you might want to indicate it.
 * Nefarious Warden looks like a bunch of different effects strung up together, and doesn't really seem all that cohesive to me: what's it meant to achieve? What's the intended gameplay? Having it as a bonus you can activate from multiple sources makes it seem like it's an important part of Erebus's kit, but I don't really see what kind of impact it's intended to make.
 * "Penalty Game" doesn't sound like an appropriate title, and sounds like something out of soccer/football. The effect itself looks really fiddly, and the payoff is basically three different flavors of bonus damage, which I don't think is worth it. I'd look for something else, if there needs to be an ultimate for when Erebus is inside his domain.

Overall, you have a great core concept, but also a lot of work to do to polish your kit, and build it into something with more cohesion and interesting gameplay hooks. I'm here to help, and whatever I can do to contribute, whether it's give feedback, suggestions, etc., don't hesitate to ask.