User blog comment:Purebreaker/Aeon, The Fallen Seraph/@comment-4390799-20140517222900

From what I'm seeing here this kit seems a little too broken. The aspects kind of fit well together, and the base damages for the abilities are reasonable, but there are a few things that could be tweaked:

Passive: Say you're playing against this champ late game, all level 18's. A teamfight engages. This passive will completely imbalance the teamfight, as it's going to take much longer for your team to kill the enemy team, which is able to avoid damage entirely. And then she gets 4% max health regen as well if the damage is avoided. And 1v1's against this champion where she has a chance to avoid an ult or ability that could turn the tide of a fight and win simply because of luck and not dodging the ult or doing some sort of counterplay to it is imbalanced.

Q: This ability looks like a combination of Kayle ult (with almost another second of duration rank 5) and Olaf ult, plus the after-effect. The fact that this ability can accomplish what the ults of two other champions can, and still has something tacked onto it afterwards just won't work for a basic ability. She can just use this ability if she gets caught out and completely negate anything that the enemy team has to throw at her. And even when the duration runs out her passive can negate more damage. If this ability was an ult it would be less extreme, but it still would remain broken.

W: This ability is reasonable. My only complaint is that it is a chain ability without damage reduction to secondary targets hit. Katarina's Q deals reduced damage to secondary targets hit, and without it Katarina would be an even heavier-hitter in teamfights. So I feel without the secondary target damage reduction this ability's damage would be too much.

E: This ability is weird to say the least. It deals physical and magic damage, which little to no abilities do in this game, making it sort of unique. However the broken part is the 25% damage amp to the ult. From what I see of the ult, it's base damage and scaling are fairly high and hits multiple targets, so either toning down the damage of the ult or removing the damage amp would balance this out.

R: This ability interests me, as it seems to be a single-target combination of Excessive Force and Blade of the Exile. The initial cast of the ability and it's arc behind it feel balanced, whereas the rest of it seems kind of unnecessary. The exhaust after-effect doesn't feel very necessary, as the ult isn't something that feels so powerful that there has to be a downside to it. And the whole cooldown refresher feels like a very, very situational part of the ability. You'd need to be really far ahead of the enemy team or hit 3 enemies that are low on health to get a triple kill with this ability so those two parts don't feel necessary.

I'm just trying to give some sort of constructive criticism to help make this concept seem a little more realistic, so don't interperet it as destructive criticism.