User blog comment:Baristar/Seerose, The Safe Keeper/@comment-3391671-20160516000737

When I think of "safe keeper," either a vault guard or a healer comes to mind. Although Seerose is an attempt to make that image, I will have to opinionate that her kit does not bring enough uniqueness or synergy to fulfill that idea.
 * In the past month, I have seen way too many Innate abilities have the "upon using an ability/being below XX% health, Champion/Champion's next AA is enhanced" or something similar in nature. I would like to see something different out of custom champions that would help identify them more.
 * Don't be afraid to create a similar effect to an existing champion, as it is possible to tweak them into slight uniqueness if not full uniqueness. For example, Seerose can gain Armor/Magic Resistance every second she is in battle, gaining up to XX stacks (unlike most champions who need to use an ability or be hit many times to trigger that effect, this one is timed).
 * "Short Beam"...? A beam that has 2000 range is called "short"? Unless you refer to a "circuit shorting," the name brings question to the nature of its part of the kit.
 * I do somewhat like the idea that the enhanced mode changes it to deal less damage in exchange for CC, but even then, it is still simple and not so game-changing. As mentioned before, the abilities within a kit need to create an identity, or else it's no more than a mish-mash of a kit.
 * Scaling should only be 5, not 6 and especially not with a scaling that goes up and beyond in the deep end (?). Most, if not all champion abilities have had definitive scalings than exponential scaling (the greatest offender is ... who I feel needs a rescaling to that somewhat absurd % max health per 5 seconds regeneration).
 * Healing Vanguard is a passive healing aura along with an active shield (some missing details, such as range). Even then, it feels lackluster due to how it simply heals and shields... with no in between for innovative gameplay.
 * Ardent Censer does not work in that fashion as it is supposed to grant a buff to the target of the heal/shield, and purposely doesn't grant the caster the effects.
 * The minimum/maximum heal needs to be elaborated upon. Also, if the scaling (which needs to be flat as mentioned above) is meant so that maximum healing is 150% of the minimum, it should be (+20% AP) to  (+30% AP).
 * Chain Leash is the one ability I do not understand the nature of its... being, so to say. I know it's supposed to deal magic damage (which scales unevenly and poorly to in the early ranks) along with leashing an enemy. If the enemy does not leash the large 1200 leash range (need a cast range too), they are slowed, "pushed back", and then stunned? That's a load of crap on the CC part; for counter-sake on the opponent's end, it needs a much more viable "arm time" (3 seconds) and a lesser CC (or limit it to one of the CCs).
 * Unless I am misreading this, the thing I may like about this ability is the "tether from original location," which means that Seerose is not the origin point of the leash. I don't think I've seen this in the League, unless my memory is not recalling it so.
 * Otherwise, the ability suffers from having a hard-to-understand goal as an ability.
 * Mendo takes my words: that ultimate is quite lackluster. A disarm/silence for 3 seconds max? Other champions have basic that performs the disarming and silencing much better than Quick Disarmament. You could say that this ability works better as a basic ability, replacing it with something of the likes of Healing Vanguard or Chain Leash. That range of cast and the stupendously long CD for such a minimal CC is not what you would call an "ultimate" ability.