User blog comment:GreenMoriyama/Nine, the Magus of Elemancy (collab w-Lesdin)/@comment-25235491-20170915120110

I can barely ever touch the whole depth of the lore, and with the massive amounts of work that was put into the character and the total length of the pieces of lore is beyond my capacity at this point, so I'll just focus on gameplay and judge the kit.


 * P: So basically every 30 seconds, she gets 3 no-CD abilities? And when it's on cooldown, hitting abilities refreshes the cooldown of this based on CDR? The concept seems novel and interesting but...
 * By calcs, I think it gets really overpowered when you hit 40% CDR. (in fact, 35% but when are you ever at 35%?): you get three no-CDR casts, but that only allows for an extended burst window (basically by spamming Q or E if in a teamfight [i mean, it's a chain-]), and if you hit champions 3 other times, it's back up (or, you know, hit three champions with one ability?).
 * Q: Three abilities rolled in one based on range? I think I've seen this before.
 * So it's a point-blank aoe . Decent, though I think the slow lasting three seconds at an average 30% is a bit much.
 * By comparison, this one seems only scary because it's harder to avoid due to the cone width.
 * I think there's a bit much in the way of base damage. That aside, the radius seems thin enough that even standard cast time leaves enemies a way to sidestep it with ease.
 * I'm not sure why you'd want to smash all the effects onto one cast. At least you need enemies in a tiny zone if you want max damage because you'd need Q's three different casts and get someone in a 40x300 line starting from you, which is horribly hard to do so I'm not that worried about the potential 600 base damage this could have.
 * I still find it a shame that the only way you can empower Q is during that passive.
 * W: -or "when too much synergy is too much"- Honestly, the directional shield against everything is relatively fine aside from personal gripes. However, the boost for blocking an ability is only a boost to tracked Qs, with percent damage increase (that'll be hard to calculate Q's empowered damage since there's two potential percentages being applied). Adding to that, the duration increase makes it all awkward: why increase the damage of a tracked cast for 7 seconds (at rank 3), when casts are tracked for 6 seconds anyway?
 * E: Any basic attack or aoe spell from Nine herself (let alone allies) primes enemies for a second stun. And the more enemies you hit, the more area you can affect because you basically trace lines between champions to stun the rest. I think this looks veeery scary. While the duration allows her to catch up to enemies, I think it allows too much shenanigans (the aforementioned chain-) for what is basically a click-n- with a 12-second base CD.
 * R: The range is short, and there's a second delay, but I don't think the flaws warrant unforgivingly high base damage (300 on a base 10-second cooldown!?). Keep in mind, this is without counting repeat casts because of her passive.
 * With 400 mana, you can quad-R someone for a bonkers 1200 damage to someone guaranteed, with no AP.
 * With 380, you can pile 3 singularities and pop an AoE stun.

Honestly, I think this kit has a crazy power level (and I think its concept can only work at this level, which is a problem) and there are areas too complicated for the reader (and the potential player)'s good.

Not to say this is a bad concept - in fact, it's likely the single best custom character page on here hands down - but I think the amount of work is far overblown (I think it's even gone above what Rito does for their own champions), and most of the material ends up not sticking to me. I assume not everyone will want to read all the lore - I didn't because the sheer mass of information has alienated me. My mind was blown, but there are bad consequences coming with that - e.g. the complete tilt that ensued.