User blog comment:Poisonshark/Custom Champion: Mima, the Yellow Channeler/@comment-27802145-20160721112109/@comment-27802145-20160721233304

I think it's a good thing you've attempted at changing certain aspects of the ability to give it a more clearer purpose, but I'm persuaded that you didn't quite go about it most perfectly.

I mean, a scaling stun duration is an entirely new idea (I think) which doesn't exist in any champions to date, so that's a plus. But what's the purpose in stunning lower health targets for even longer? If it's a flashy finishing move, wouldn't it make more sense to have the damage scale off of missing health, and not the stun duration?

In fact, all things considered, the maximum possible stun duration the ability could pull off is 0.99 seconds, which isn't even significant enough any when compared to, say 0.2 seconds, to warrant the ability being used as a finisher. You've given the ability a most optimal scenario to be expended on, but the said scenario isn't realistic enough to give players any incentive to try to pull the ability off the way it's meant to be used.