Thread:Willbachbakal/@comment-26815373-20160908163145/@comment-26815373-20160910211050

So I've got a couple of criticism, but I want to start with why I went with some of the design elements I did. I've also responded to your comment on her page.

You suggest making her a melee character, which would be in-line with most depections of thieves everywhere, but I deliberately wanted her to be ranged because 1) in my mind, already occupies the space of the squishy melee support ( / assassin); 2) the idea of her key-gun is too good to pass up, IMO. I mean, I feel like it's a super obvious design, like I've seen it before somewhere, but I can't find anything like it on Google; 3) the niche of the support / marksman was suppose to be her space - she'd be League's premier (one and only) Support / Marksman; 4) I really like the idea of crit chance on her (playing up the idea of her being 'lucky'), even if it is somewhat dubious build-wise. But most important is the idea of her giant key-gun, which just feels super neat and yorlde-y to me.

About your kit (which is all functional, I'll admit, most of my criticisms are aimed at flavor things...):

Passive - It works, but it creates the feeling of a Treasure Hunter instead of a Thief, IMO. LIke, if the enemies cannot see the Treasures in their territory, there is less incentive (it's near impossible) to protect them / keep Imoen away, much less feel a sense of 'ownership' about them. Yes she makes them visible after she interacts with them, but it still feels off to me. The idea of them being random or semi-random is fine, but spawning randomly as the game progresses I dislike. I really want the enemy team to take notice of where each treasure is and whether or not it has been looted (again, the sense of owning / protecting these things is important.)

Q - Much simpler wording for the ability that I'm going to borrow. I do want to point out that in my latest iteration, the cast range for Q is 625, which is Imoen's attack range, which is suppose to emphasize the whole 'open doors / unlock things at a distance' power of her key.

W - Much simpler wording for the ability that I'm going to shamelessly incorporate.

E - So, I don't like this stealth, as I think her Q should be her primary form of invis (it emphasizes the whole dark corridors / sneaky rogue feeling IMO better than 'now this unit magically goes invis'.) I do like the 2 second channel part of the ability, which makes it feel like you're picking someones pocket. The feels a bit wrong to me (it's less fair than .)

R - I had initially considered a 'portal' type effect as her ultimate, but this is even crazier. My main complaint with this ability is that I feel it takes something away from her Q, which is suppose to be like the 'magical door' part of her kit. I'm also unsure as to how it would work for her in-lane, and even later in the game. Due to the channel time, her Keyholes wouldn't exactly save allies desperately in need.

But that brings us to the biggest issue of all - where is the damage? I had her as a Support / Marksman because I liked the idea of her being AA focused and it gave her some safety, and not dealing damage with her abilities would be totally unique in game (IIRC), but having her be melee with no base damage on her abilities or ratios in her kit seems like it'd make playing her really, really hard, if not impossible to play. Did you overlook this, or was it a conscientous design choice?