User blog comment:Hamengeri/"Project: Fyrone" needs your help!/@comment-13643964-20131204192530/@comment-13643964-20131205224558

Concerning point 1. I was thinking in something like this:

Ability (Q) = Useful Maneuver

Cast on enemy: Deals damage (random scaling here) and marks the target. The next basic attack against the target gives you 30 gold. The gold gained is triplicated if the champion is killed during the duration.

Cast on ally minion: Puts a debuff on an ally minion. For the next 3s if the target is killed you gain the gold and not your enemy.

I find it engaging for both the player and the enemy, if you see the debuff you simply don't kill the minion or if in yourself you put some distance. But, good players can use the ability just in the moment the proyectile is flying. Yet, if your enemy plays very good against it, it also gives a "Bounty" (like Gondar in Dota) effect to make the ability useful against the best opponents.