User blog comment:Threshlesticks/Vaz'Nist/@comment-3391671-20170209222747

Well, if there is one thing to say, this Void creature does look vicious and infectious. Good job on that image, as it for sure offers a horrifying image.


 * This point is not the most important of all, but I recommend that stats of custom champions are within the spans of current champions. While numbers can be changed, and they are more about concept than their actual value, there is no need to have Vaz'Nist have 5 more MS than  who have the highest in the actual game. Others that would need the tweak is  and.
 * From the amount of damage in the kit, the possible health he can gain, and other whatnot, Vaz'Nist is possibly more of a Tank-primary, and disruptor Mage-secondary. Yes, he offers CC left and right (which I would complain, but won't in observance of how the kit is simple), but I don't think that makes him a due to how he provides quite a bit of damage.  boasts lot of CC, but he's still a Fighter/Tank, right?
 * There may be a need for balance on how much Vaz'Nist can gain from this innate, but I will say it's a nice one. Not much to criticize else wise since it's function is simple and doesn't grant him too much power, although the limitation to only-champions erks me.
 * Skewer is another simple ability with nothing to criticize in its concept. However, there is much need for commenting in regards to the construct and values.
 * First, while custom champions are not likely to receive their own spotlight, thus will not have a chance to explain what each ability does descriptively, limit the amount of flavorr text in the abilities. Flavour text bloats the text, and the effects alone should hopefully explain what occurs. If not, and someone asks, then that is when you answer them in the reply. Let the ability describe what effects the ability does and how it function, not the backing for them.
 * Instead of having a base damage and a 0% minimum for the slow, I would recommend if there was a flat % base (for example, 20% and no scaling maximum. This is to allow the fact that throughout, this ability offers reliably a bit of a slow. On the other end, I believe that base damage is rather high, since if I read that max damage part correctly, it's a +200% damage, meaning triple damage. Am I incorrect to assume that the max physical damage that can be dealt is 240 / 360 / 480 / 600 / 720 ?
 * Is 525 the maximum cast range? Is 400 the length of the skewer? If so, use the tt template to mark which is which. The tt template works in the following manner: " " turns into "."
 * There is a reason why is not contained in the basic ability, unless it cannot be dealt to champions. This is because of how it's "pure" damage and ignores all resistances. The unbalance in that in regards to Excruciation is that it's a 525-AoE, and that is a large AoE. Keep the damage to physical, or magic if you want the damage dealt to be different from the rest of the kit.
 * Does refer to the health gained from his innate?
 * Even if the damage is changed to something that is not true damage, I would slightly nerf the late game base damage, since that scaling would likely bring forth enough power if Vaz'Nist does his job well.
 * Well, isn't that image gruesome... well, the one thing to criticize for Piercing Exsanguination is for sure the lack of clarity of how the four spires pierces in the AoE. Are they in a line? Or are they at the edges? And why 4, if it might be able to pierce more than just 4 targets. Lastly, why champion only?
 * The one other issue is that this ability incorporates something that has been avoided by RIOT: a pesudo-root. The reason why I call it a psuedo-root is because the champion who is affected by this ability needs to stay still for 2 additional seconds in order to not get punished. However, the natural reaction to getting is to move, yet you choose to let Vaz'Nist punish that natural reaction. RIOT avoids this because it becomes sour play, and while other MOBAs such as DOTA has this, LoL is not trying to steer into this avenue since it's a bitter experience regardless of the choices made. One either has to stay still (thus not be able to run) or take additional damage. While this damage is not that severe as of now, the mechanic itself is what some would say is "unfair."
 * TL;DR: There should be a way for the champion to avoid the effects of the ability, either through the boring method of running away, or through another means. Players have an issue with 's because the choice of running is discouraged, however, at the least, it has the option of stopping the effects by attacking her.
 * If you want to still damage enemies after they are impaled, simply make it apply to all affected enemies. Instead of making it an unclear punishment, it should be an incorporated part of the damage dealt.
 * says hi. Otherwise, there is a need to reduce the cost to 100 mana, since most if not all costs nowadays do not move away from it unless there is a more specific cos to it. The same applies to the cooldown, where unless the values are below 70, there is little point in having it reduce by 5 every rank.
 * For a support-tank, that 3000 range makes me question its purpose. Unless Vaz'Nist hits an enemy, then proceeds to leave them alone for whatever reason (this brings up the question if can be recovered/healed), there isn't likely a chance that he'll be  using that high range to its fullest. On top of that, the nature of how Vaz'Nist has a  style ult that has some rather piled up extra effects (immunity to cc, bonus movement speed, and damage reduction) makes me believe that a review on the initiation of the ability is necessary. The idea of securing a kill is alright... but is Vaz'Nist a clean-up assassin or is he the support/tank he's labeled as?
 * The effects that follow also feel rather weak in presentation. A shield that blocks CC? I don't know if that CC part is healthy, while the shield part is alright if not worse; just not exciting. Deal damage and slow in a 700 AoE? Once again, this is somewhat already done by his abilities (W & Q respectively), so this ult is lacking in providing a wow factor there too.

The champion is interesting, and I will say that the illustration drawn and the kit itself invokes the terror this champion could be. While the abilities are not bloated, some of them needs a brushing, while others are simply questionable in how they are supposed to work, mechanically or thematically.