User blog comment:TheGreatClockwyrm/Kubri, the Last Hearth/@comment-35930747-20190818213626/@comment-7709681-20190820224411

@ TheGreatClockwyrm: For starters, thanks for clarifying with the ability details. With that in mind:


 * 1) the built-in enhanced recall for allies isn't as strong unless is early and only if allies recall thereafter, at which the lane is vulnerable which isn't ideal, or is late where pushing and map control is important, but at that time Baron already exists as an option. Speaking of which, I'll assume is unintentional but this could stack with Baron's/Herald's enhanced recall as they set it to 4 seconds while your reduces it by 4 seconds, which results in an instant recall.


 * 2) Even if W's dash range is 400, that's still an average dash you're granting uncapped amounts off to your team possibly globally. Imagine an scenario were Rek'Sai's tunnels could be used by her teammates aswell, for example.

In addition to that... your mindset isn't healthy. At best it means your concepts are best suited for another game, at worst you're dissociating on purpose, either way not going by "Legend rules" means this is what you would like to play in the game but not what may be best for the game.

Unchecked creativity lends towards designs that are theoretically attractive but practically unhealthy mostly for the lack of design direction, overloaded kits and redundancy of interactions. Put yourself clear goals and personal constraints.

Whenever you design a champion you must conceive it as part of the whole, to study vanilla champion's behaviour to understand what works, what doesn't and what can be bend to work before it doesn't, how items and runes work with them and adjust accordingly, and what's fair and tolerable for opponents, otherwise no counterplay will be enough as there would be always a back up answer available. Counterplay not always works as a synonym to fairness, less tolerance.