User blog comment:Emptylord/Custom Champion - Averdrian the Mind of Oblivion/@comment-173.72.35.138-20120410162821

A fine concept, though a bit overpowered, in its present state. The overall idea is creative, unique, and interesting.

Some constructive criticism for balance issues:

Astral Shield itself is a very powerful passive. Combined with Detonate and Lockdown/Consume Spirit, its uncertain if one should try to burst his shield down quick, or trick him into triggering his abilities prematurely. I assume this dilemma was intentional, and it is executed well. I would suggest having the shield size scale with mana, rather than health, even though his abilities do not use mana. It seems to make more thematic sense, but moreso, it's to prevent a double-dip bonus from health-boosting items, and give him some reason to want mana-related items. If you do decide to up his direct damage output, the shield should probably be weakened to match.

Detonate may bar him from using his abilities for several seconds, but his enemies can be disabled almost as long thanks to the silence (or even longer with cooldown reduction). This wouldn't be a problem, except that it deals rediculous amounts of burst damage, and I could easily see him being just being used as a hit-and-run Detonate bomber.

Lockdown (original) is fine, as long as its animation is visible enough. The shield bonus cap prevents it from being too overpowered, and it has a reasonable cooldown and duration.

Assuming it shares the original's cooldown time, Lockdown (alternate) is also viable. I don't know if it is supposed to be presented as a toggle ability or just a cancelable one, but the cooldown is neccesary to prevent it from being 'ability immunity'.

Consume Spirit (original) has a number of problems. Essentially, for as much as 5/6ths of the fight (or all of it, with cooldown reduction) the opponent cannot deal damage to Averdrian without doing the same the same amount to himself. Furthermore, any damage his allies deal to Avadrian is also spilled over onto him. Meanwhile, Avadrian and his allies are free to do as they please. In order for this to work: Firstly, the duration/cooldown ratio needs to be drastically lowered, especially factoring in cooldown reduction; and secondly, it should only rebound damage dealt by the target enemy.

Consume Spirit (alternate) is an entirely different move. By itself, it does not seem to be problematic, but it significantly changes the metagame. Namely, the enemy team is usually going to be sending their physical champions after you, and have their magic users deal with someone else. It also turns Avadrian into something of a survivalist snowballer, growing stronger with each hit he takes. There's nothing wrong with this, but something to be aware of.

Astral Beam, as it is now, is broken. It deals enormous damage at any range, and can move faster than most champions are ever capable of. It's an AoE gank at any time, anywhere, for almost zero risk, and the best pursuit move anyone could ask for. It could make Zigg's Mega Inferno Bomb cry. To make this work it needs a longer startup, with telegraph; much slower movement speed; damage per second, rather than half second, or reduced damage; and maybe even a longer cooldown. However, it is doable. Given the design of the rest of the character, I would suggest lowering the DPS, upping the duration, and using it as a zoning tool in addition to outright damage dealer. Break up an ally's loosing fight, or chase enemies away while your shield recharges!

I hope that helps. Keep up the good work. :)