User blog comment:Nhan-Fiction/(Custom, Fan-Made Champion) Kiya, the Fervor of the Sands/@comment-174.89.88.97-20121231012513

Aight, here is my review of your champion, take what you wish of it.

Innate:

- While the innate itself seems relatively well-balanced, I'm not quite a big fan of the concept. I've always felt that the personal item innate should be Viktor's thang. It's really the thing I always found defined him. The more innates that are based on personal items, the less special I feel it makes him (looking at you Rengar). But whatev's, I'm here for the balance, and from what I see, it looks fine in terms of that.

Q:

- The only thing I see that could use some tweaking are the durations of the debuffs. 4 to 6 seconds seems like it could be too much considering the overall spammability of the spell (good range + 7s base cooldown + innate CDR in innate. The mana cost can easily be evaded by getting certain items, as well as the bonus mana from her ultimate). Most other debuffs like this are usually between 1 and 3 seconds. I would personally reduce the durations to 2s base and up to 4s at full upgrades (that way, you still get a good long duration when upgraded). Also, since you can actually re-use this spell before the debuff wears off with enough CDR, does that mean that the red/blue debuffs can actually stack on each other?

W:

- I like the idea of this ability in general and don't have a whole lot to say about it. I do think that the amount of movement speed on the passive stacks could be a little too much and could provide her with a little too much chasing power. (especially when combined with the cats on her ultimate). I would reduce the amount to 4/5.5/7/8.5/10 per stack personally.

E:

- I have a question about the AoE's on this: is the range in diameter or radius? If radius, then it looks like too much for the general amount of utility this ability provides. I'd go ahead and cut the AoE ranges in half and make it the diameter. Otherwise, it all seems in order

R:

- in my honest opinion, there are simply too many effects going on, almost each one looking ridiculously overpowered. starting with the heal over time, what you have here is 600 base healing +300% ability power over 15s in a radius of 1000 units. that is an insane amount that I think needs to be toned down.

- As for the cats, I like the idea of summoning cat mummies to aid you in battle, but the fact that you can esentially slow 3 champions  at once for up to 90% for 5s, dealing up to 600 +525% AP over that 5s duration makes this, once again, ridiculous. Even Zilean's 5s slow only slows for 55%, does not damage, and only affects one person at a time.

- I say ditch either the healing over time or the cats. Keeping both, to me, is not a viable option because all the effects will have to be nerfed to the point of unsatisfaction to compensate for the amount of effects going on. If you end up keeping the healing, I'd reduce it to 15/25/35 +10% AP per second in a 500 (or even 450) unit AoE. I can understand this ability healing more than, say, Soraka's Wish because it's a heal over time, and this change still gives it great healing, but makes it so that allies have to stick closer to you in order to get the healing. If you stick with the cats, I'd make the slow a flat 20% per cat, have the amount of cats you can summon scale per level, reduce the AP scaling to 15% or even 10%, and finally make it so that the cats can be killed by auto-attacking them 5 times. This still keeps the slow and damage good when stacking 3 cats, but gives the enemy a chance to remove the cats.

So, overall, I think the champion has cool ideas that are held back by slightly unbalanced numbers on the regular abilities and a really unbalanced ultimate. Fix the numbers and the ultimate, and this could make for one cool cat (AHAHAHAHAHAok)