User blog comment:Firellight/Logan, the Water Ward/@comment-24862418-20190108022419/@comment-24462982-20190125033057

Thanks for commenting! :) Currently working on the lore. Planning to rename him to Alpheus, since it is a more in-lore name, and is a greek river god. Also imagining Alpheus to wear a navy raincoat, and come from somwhere between Piltover and Bilgewater. Thinking a coast or island with a lighthouse, and lots of fog, rain, and rough waves hitting a rocky shore. Some industrial fishers nearby, basically I would like for him to have that 20th century rainy day / out at sea vibe.

Anyway, it's nice to get some feedback on his kit. I thought I was done with it for a while, but truth is some parts of it are newer than others.

Passive: Yeah, I just wanted this passive to be a small bonus for smart play. He has so much utility in his other abilities that I didn't want his passive to stand out much.

W: I get what you mean by having the AS but not the on-hit effects. However, I like the idea of pairing with only one, because there is more mix-and-match strategy with the items (and I only did it in the first place for the cooldown part). Ex: use Zhonya's and get the AS boost afterwards for a comeback. Or perform a Heal-Ardent Censer combo. What if I replace the headstart cooldown effect with the on-hit effects? I want to keep his damage at 1 bar, and I don't want to bust his Q, so it wouldn't be much. I would also reduce his Q damage at max rank to accommodate the on-hit effects after using a summoner/item. Also I could be more generous on the cooldown when pairing, by refunding 50% on self-cast.

How about: 13/16/19/22/25% AS (unchanged) and 2 / 4 / 6 / 8 / 10 (+10% AP) for 5 seconds. The extra damage would only be effective against champions and large monsters. Keep in mind that items like Quinsoo's work really well with the Q (one Q down the lane could give max stacks), and he is a support before anything else.

I wouldn't want to increase the damage on slowed targets, because it's a given on his Q, which procs the extra damage. That's just free damage.

R: It's not just team attack speed, there's something in there for mages and other burst champs. It's a global engage / global lane push / pentassist opportunity (the damage isn't much, but if an ally can 3-hit combo it adds up). Granted, your team spends that 1-second channel time to prepare, but a well-coordinated team has that part in the bag.