User blog comment:Dragonzzilla/Custom Content/@comment-1888392-20140310152704/@comment-1330314-20140313170745

The changes you've made are awesome! The new Winds of Winter passive looks both thematically great and awesome in terms of gameplay. I do think there are a few improvements that you can still make, however, and most of them revolve around the same issue: in several of your abilities, Fenris gets to an apply an effect and then consume it for some other beneficial effect. In each case, this can create gameplay issues, which I'll explain below:

The Cold Burn debuff is great for teamfights, as it can make any individual target seriously vulnerable. However, this debuff is consumed when you land a basic attack, which in gameplay terms means that focusing a target will in fact make them less vulnerable. It would be better if you instead reduced the duration of the debuff slightly and allowed Fenris to build up Cold Omen stacks with each basic attack on targets affected by Cold Burn.

Another minor issue is the scaling: if you want the ability to scale with total AD (as it looks like now), you're going to have to give it very low initial damage. Otherwise, you need to keep the base damage and switch the ratio to bonus AD. Currently Cold Burn has a rank 1 damage of 126.8, not counting masteries, runes or items, when its damage should be around 80-90.

Considering that at 40% cooldown reduction White Walker's cooldown is 7.2 seconds, and that walls last 5 seconds, you're never going to end up with more than one wall, so you can simplify the description to "White Walker can be reactivated to shatter the ice wall". Your description also mentions Fenris gaining Cold Omen stacks for "every enemy hit": does the ice wall somehow hit enemies as it shatters? What would be its radius? How does it affect enemies?

Howling Wind consuming a Cold Omen debuff isn't a good idea, even if it's to produce a silence. The slowing effect is still pretty weak, but a 3-second AoE silence would be overpoweringly strong. Again, you need to make the slow itself good somehow, and if you want an interaction with Cold Omen you should find a way for the stacks to somehow improve the ability without being consumed.

Wintertide is pretty much perfect, except that it consumes all Cold Omen debuffs: effectively, this means that with full stacks you suddenly end up losing an awesome 30% movement speed bonus. It would be much better if the ability didn't consume Cold Omen stacks, but still kept the duration increase per stack.

Essentially what I think you should change is the way Cold Omen stacks are managed. Your passive seems to indicate the stacks are permanent: I would not recommend this, as 30% permanent movement speed could lead to far too much roaming potential. Considering Fenris's damage is almost completely autoattack-based, I recommend you instead have him generate Cold Omen stacks with each basic attack (double against targets affected by Cold Burn), and have Cold Omen stacks decay one at a time when out of combat (say, once every 0.75 seconds). That way, when playing him as a jungler you start out with zero stacks when ganking, but build them up as you chase your target, and then ult at the right moment in a fight to maximize your potential. You've made a huge improvement on your previous kit, and with these changes your kit should be super-solid.