User blog comment:FelixFortuneForsFortuna/Draco, The Burning Aegis/@comment-3391671-20160801162018

Making an entire new thread to comment on the kit.
 * For the innate (and abilities in general), it might be a good idea to use the as template, which colors text based on what statistic it highlights . You apply it by using and the template will read which color it should be. This way, you don't have to bold "mana" since it would look like this:.
 * Otherwise, the way this ability works as an on-kill ability makes the ability underpowered and also uninteresting. You have dealing more damage with his abilities without needing to kill units beforehand. The only good attribute may be the 10% mana you get, but that in itself does not interest me as a player (I usually prefer Tank-Supports, and being rewarded with mana on-kill wouldn't feel so rewarding). I don't have any suggestions, but one thing for sure is that the extra damage with abilities has already been done.
 * Before touching Q, I did want to say that having Draco summon three separate "pets" doesn't seem so enticing. I don't know about you, but three more pets equal three more characters. If you keep them as simple tools, then I feel that you only introduced these summons for nothing when Draco could have casted the spells himself...
 * TL;DR, having the basic attacks have Draco summon fire beings, but have him only supply the ultimate, detracts from an interesting character and a kit that could be slapped on another kind of character. This could be because not much is delved into their lore (and they don't add any depth of character to Draco himself), but nonetheless I fear that this character seem better if he didn't have the summons.
 * How about ? I will admit that I see his ghouls as insignificant, but his theme is clear-cut. And he isn't summoning "great beings" that Draco seems to summon; they are just small goons. Other champions who have a very significant pet or companion with them tend to only have one: in most cases one is an animal that aides the champion, and if they talk, they are a foil to the champion. In Draco's case, there are then four beings in one kit.
 * So a non-collision skillshot that deals more damage to its first target. This is a fine ability, simple and understandable. I have little to say about mechanic, but a few to say about numbers:
 * Very rarely will ranges of abilities go outside the 25-margins. I speak for the width of the AoE. It either should be downed to 200 or upped to 225.
 * I'm still bewildered with how many scalings Draco has for all his abilities, having at least three and at most four on them (beats the four to six you had previously). Some of the values may not need the scaling.
 * One example would be this Q. If you wish for the ability to remain a little more costly at later ranks, you can make the recharge timer flat but affected by cooldowns.
 * W is looking to being a strong heal tool, even better than 's . It may not provide as much robust damage, but its heal is better, especially in the later game, has slightly better range, and cooldown that leans in Draco's favor later on.
 * I suggest that you make the mana cost at 80, the cooldown ramp down at a lesser rate, such as, and make the healing rate be % instead of a chunky 90% (you may have made that AP scaling ridiculously high, but it does not change that the healing should ever be this high at base value). Having such a strong "90% of damage heal" available so often (12 seconds is often enough) would make Draco more fit to being a Fighter-primary. But either way, it needs to be nerfed at least a bit.
 * Duration of the ability is missing.
 * E is basically a point-blank AoE that deals magic to enemies in range (along with those affected by Draco's other abilities) and marks them with a mark that increases Draco's damage against these foes.
 * Now, where is the damage percentage and its duration?
 * I also dislike the fact that this ability has execute damage in the form of "if the minion's health is below 10%". Gladly it's not for champions, but I feel this demerits the abilities worth since it itself negates the additional ability damage caused by the Innate that works on-kill. It also means that for given minions, it can deal the damage +10% max health, and this is overpowered on a siege minion.
 * TBA