User blog comment:Doeniel/Shaco, the Demon Jester Rework Concept/@comment-26870289-20150808233831/@comment-25368309-20150809024123

Thanks for the really qualificated feedback =)

His E: First of all, I pretty much thought of the E while I was doing the Blog, his E needs some kind of fun mechanic and Rework, for an Assassin (and exspecially for Shaco), there are way more creative ways to deal damage than a point-and-click-nuke with a permaslow passive. I'm pretty sure if he gets reworked one day, Riot will make a really nice ability out of it. The Miss-Chance Passive is maybe what i dislike most about him right now: It is beside Crit, the last remaining RNG in the Game (I'm not even sure if it's Pseudo-RNG like in Dota) and it is really annoying for me that his clear is dependent on RNGsus so i wanted to make it reliable and planable. In the long Term, Shaco may be blocking less monster attacks than with his old Passive, so maybe the Backstab Passive should have something like blinding as well on mosters. For the E active: I am pretty concerned about the E's Damage and I didn't want to design as a "800 Health Guillotine or Ant Piss" kind of Nuke that just randomly deals damage depending on how hard you're snowballing. I don't want Shaco to poke really that hard, so the initial damage of E is fairly low and should only be used as an execute with Backstab (I forgot to add that his Backstab E should only work on enemies with 25% HP, whoops.). With this, I also wanted him to take risks when hitting E: The enemy should have the ability to counterplay a big part of his Damage since a big part is already implied "unfairly" (since you can't dodge his "Crit-out-of-Invis", which is really thematical fitting for Shaco and therefore has to stay) but when they get hit by it Shaco should be able to punish them. Also, you shall not forget that the main damage on the ripping is the Backstab Damage, so in late, a Shaco with 250 AD that hits E and Q-Backstabs the enemy without Resistances and 2500 Health would take

((~10% max health magic damage [250]) + (~10% max health true damage [250]) + (200 throwing magic damage) + (110 Ripping Physical damage) + (250 physical Basic-Attack Damage))= 1060 completly mixed Damage with two abilities.

Boxes: It's nice to see someone who actually sees the incredible unreliability and risk in the so Well-Hated box-Stacking. You are pretty much wasting your time and even if someone falls for your Trap (which fits Shaco very well thematically) you are far from a guarenteed kill. Of course Buffs in terms of Damage, Health, Mane and Invis Timer since this Shit scales worse into lategame then a caster minion. I don't really see any need of buffing them early game since the are dealing a fair amount of Damage, maybe not during Ganks but in duells and chasing (Shoutout to my fellow mate Yi for feeding me so many firstbloods.). On the contrary, I'm actually concerned about the boxes in early game during ganks since the Jumpscare/Shocked Mechanic denies "Fearlocking" but still allows Shaco to put up something that can best be thought of as an impassable Barrier made of J.i.t.Bs., so you have no Choice but getting feared if you're pushing too hard.

So I already wrote on Darkrai's comment that the Ultimate should be able to be learned by the Community since the mechanic of a Clone having Abilities is already a main part of other MOBAs, like you mentioned, Dota for example. The Clone should still stay as a duelling Advantage for Shaco in most Builds (except for the vicious AP Shaco for which I created a playstyle closer to the actual "Main" Playstyle) and as the Clone deals the Same Damage as always, I had to give the Clones Abilities such bad damaging Values. And btw, Shaco and his Clone both deal 75% Damage with basic attacks during the Ultimate. I always saw 'newer' Shaco Players not really using Hallucinate to duel but just so the Clone could...follow them for the entire duration? That's alright for more recent Shaco Players. But as i saw People playing Shaco more often and even Mains rarely using the clone for damaging and just keep on hitting on their own, i had to 'promote' the clone a bit if i wanted to get People actually use the marking ability on the ult (instead of jumping in 1v4 and claiming that Shaco has a bad late game). I dont think a Shaco in a duell with 25% less damage will take that much longer to kill someone than the current Shaco with the Clone active. I wanted to implement something that tells the player  "You pretty much summon yourself again and are allowed to deal Double Damage" in the tooltip so people actually get used to the reseting mechanics of his ult.

So the only part you kind of misunderstood is that I want to make him less unique or more standart. Even Riot has stated that they want Shaco to remain unique and thats pretty much the reason I'm still playing him. I dont seem to understand how replacing a point-and-click-Damage Ability with Slow (Hell, that sound even boring reading it) could make a champ less unique?

A nice Wall of Text for ya, I am gonna implement some thoughts on my work tomorrow i think where I will explain the abilities in Detail and also how I want AP Shaco to work. Until then, thanks again for hte comment :)