User blog comment:Telaruhn/Dolomitak, The Bone Shaman (REMAKE)/@comment-4881935-20120401224940

Hey! It's this champion. LOL! Just like before, these are my first impressions:


 * Magic Marrow


 * It's a passive. Looks fine in terms of blance. Really nothing special about it.


 * Gnarled Staff


 * Adds bonus damage to auto-attacks and doubles the bonus when activated. Because it's a passive, the spell's bonus damage 'or' the scaling should go down. Either like 10~20 base damage at max rank, or decrease AP scaling to 0.2. Besides that, it's rather a normal spell without any interesting features.


 * Boneshaker


 * Nothing special to say about this spell, but that the cooldown needs to increase for the reason it is both a dash and hard CC. I say, up to 14 seconds unless it scales per rank, then 12 seconds at rank 5 is fine. Everything else looks mostly fine, but the AP ratio might be too high to my liking.


 * Skeletal Cage


 * You should really just remove the who aspect of decreasing the delay to activate the snare and duration when it will auto snare. In my opinion, it seems like a rather pointless complex system that doesn't really provide much strangty to players, and it seems rather stupid. Just make it simple by stating that the delay and the duration of slow before snare is at the same set amount at all ranks.


 * Secondly, it also seems like a bad idea to allow him to snare and damage the champion if they manage to get extremly far away from him. If they manage to get away from him, I think the opponent should get the benefit of not being dealth damage or being snared.


 * Cost, damage, and range seems fine. But in my opinion, this spell should be the one with the highest AP ratio because it has the highest skill set and risk, not Boneshaker. If Boneshaker highest AP ratio, it would turn him into more of a burst champion instead of a DPS champion.


 * Call of the Ancients


 * Nothing special to say for this spell, but it does seem to force the champion to be a melee champion. I guess it works well for whatever theme ur trying to go.

Saying all of that, I'm quiet confuse on what ur trying to do with this champion. I assume since this was a remake of an old champion you made, I took the assumption that you modled it after this theme: "I really wanted to make a high-damage mage that is not reliant on it's range, but instead must combat at melee range to be effective".

To tell you the truth, the champion u made above doesn't actually sound that fun to play. He doesn't bring anything that unquie, and he sounds more like a DPS bruiser then anything else. I realize that a close range mage is hard to make, but if you really try hard, I know it is possible to create one that is within the relam of balance, and yet still hit those features.

Well, that's all I got to say. Hope you like my little impression of your champion.