Thread:PrimusMobileVzla/@comment-27802145-20160411124633/@comment-7709681-20160426050829

Don't worry, is 'k, my fault in such case for not informing. But yes, most of what I know of balance is learned from him, hence my confidence towards my baby-boo <3

And you pointed out something true, I didn't gave you my impression of Gamma/Ecila... also noticed that you updated her. o3o

I feel skeptic about having your AAs as the only source of damage withing the kit, as it happens with your previous kits: Having such potential damage packed into a single ability causes that no more can be added and orients the rest of the kit to be defensive/utilitarian. In this case however, is abusable more simply with an AS/On-hit build.

As for the rest of the kit: As it currently stands, the kit favors allies too much despite being designed to be double-edged: Compared to enemies gaining (a lesser amount of) MS from three different abilities, grants allies higher MS, shields, untargetability and a persistent heal. This result in the Innate's utility being too close to old Poppy's R, which isn't right.
 * Innate: Since I already speaked about the crit. modifier, just point out that the Cue effect is really impactful and yet runs the risk of being unnappreciated, as having two or more units within Valhalla results on them only appreciating the utility buffs. Else is fine, and is powerful enough (For any finality, this is pseudo-old Poppy R, and that says alot).
 * Q: I find interesting the changes you applied into the ability, to exchange damage and CC for a shield and statistic buffs, and due to them being well-rounded you gated the effects with the charge system. Seems generic by itself, but believe by the Innate's behaviour makes it unique.
 * W: First and foremost, must point out that having three of the same steroid within a kit isn't a good idea. As for the ability, without counting the aforementioned, is too advantageous for allies, and grants little to foes.
 * E: As for the update, this ability now feels out of place, as the only effects it now has are sight and exchanging any projectile's realm. To be sincere, at this point I would scrap this one and make a new ability.
 * R: The active suffers the same problem as E of having the ability out of place due to the update. However, I do like the passive, but dislike being exclusive to allies.

To be double-edged is to not favor any team, but give tools to turn the odds at your favor without being invasive. For instance Bard may heal but is delayed and can be countered, may grant unobstructed pathing but enemies can use it aswell, and his R doesn't discriminate units, the only entirely ally friendly ability is his Q and the stun it provides. Not to speak of Kindred's R and Tahm Kench's W, who doesn't discriminate and have them as their only double-edged utility, so have no need to search favor in the rest of the kit.

Must admit that I feel that seems polarized: This version favors allies and the previous despised enemies, and yet none had a middle ground in which the odds where equal to both. I don't think of any means to solve this for now, but I have something that may help: The easiest way to solve is to maintain it at your allies favor, but allow enemies to counter said odds, and have an impactful ability that doesn't discriminates, and if it does is subtle for allies.

As a piece of Trivia: Your Innate's first component, the Cue (de)buff, was how Illaoi's Vessel debuff would originally behave, but was deemed too much for her as the Juggernaut she is and being too complicated to program at the time, so they decided to convey the sense of being transported to another realm by giving the current visual... at least wasn't Bard, that Riot wanted to go full DarkkMane and give him a minigame that they described as Guitar Hero.