User blog comment:Emptylord/Champion reworks/My Assassin Update/@comment-3391671-20160817095946/@comment-3974211-20160817111136


 * Katarina's Kunai
 * There is definitely a fine line between being offensive to the native culture and being aware of the target culture's knowledge of the native culture, but I think kunai works. They are abundant enough in popular culture that I think enough players would know what they are, and to call them daggers would (a) conflict with her actual daggers (the short blades she wields as her melee weapons) and (b) be akin to calling Yasuo's katana a "sword" (which is the offensive to the native culture part on the other side of the line).


 * Rengar's Rage
 * I don't think Rengar's abilities can ever be afforded enough power so long as the potential to double cast them exists, and Renekton's format not only solves this but also addresses all of Riot's in-fight concerns. In this instance, it's almost an outright prediction of Riot rather than a wishful interpretation.


 * Talon
 * They said he wouldn't have a dash or a blink, but that it would be a previously seen mechanic with a different flavour. As with Rengar's Rage, a "boomerang dash" is just my prediction of what Riot means, since it's an existing mechanic used in a new way; it's also LeBlanc/Zed with in a new way, since it's a non-optional blink-back. It also achieves making his damage single target as well as the assassin-isolation theme (due to the abduction) without giving him lock-down or stealth - so it feels like a super interesting way to tick a lot of "healthy" boxes while also being really powerful.


 * Low Scope
 * Aye, I forgot to remove this point when Katarina was announced.


 * Ekko
 * He has no announced goals so I hadn't done much yet. The Grey Health was just to address the frustration of playing against him. Similar to the pending damage indicator, I'm confident a lack of visuals is what makes people feel Ekko is so invulnerable. Removing that passive is definitely a good idea - I forget it's even there it's so superfluous.


 * Chum the Waters
 * I had only intended for the target to be able to trigger the early execute, so that if Fizz misses or a tank (e.g. Braum) intercepts, him not dying allows his team time to GTFO. The point of my change to Fizz's ultimate is to remove his ability to use his ultimate as an Ashe ult - but keep everything else about it virtually unchanged. If he's super aggressive he can still engage fights (i.e. by killing the poor guy it sticks to), but he can no longer lock-down an entire enemy team in order to safely go in. This, as well as adding some options for his enemies to play against him (e.g. knowing that they aren't wasting flash, or the Braum example).


 * Kassadin
 * Void Stone's shield stacks concurrently, similar to his old attack speed passive. He can chain his abilities to stack a bigger shield. The timer on the shield refreshes each time he takes damage, so I'm not sure it matters what part of the shield is damaged first? If his total shield is 20+60 then it's 80 regardless? Or am I missing a nuance?
 * Void Crunch is a reference to the Big Crunch, a hypothetical end-of-the-universe. I suppose it does have a feral feel, but I'm not sure that's a bad thing for describing a point of annihilation. Since Malzahar no longer lays claim to the name, "Null Zone" might work. Not sure I like "core", it gives the impression of substance rather than a lack of anything.
 * Hah, I created this Kassadin rework before Malzahar's rework came out and I was distraught that Malzahar was given Riftwalking as his innate. The "little changes" was a way of begrudgingly keeping Malzahar's unique ability unique, as much as I would prefer Kassadin to have the ability. The actually riftwalking effect is my preferred version.


 * Kha'Zix
 * For much the same reason as why Riot wants to change Bonetooth Necklace, I think players should have the opportunity to get used to Kha'Zix. You should know how far away you need to be from Kha'Zix and that knowledge should be consistent. There's also the fact I think that Leap is just out-right too powerful when evolved and pointless as standard, and the reset alone is a hugely powerful effect...


 * Zed
 * Showing you is probably the easiest way to explain it. Basically, I'm removing his free escapes while also keeping his insanely high skill cap. His obnoxious range (despite being a melee champion) is now offset by having to personally get in close before hand.


 * Ahri
 * The intent was more to nerf her auto-targeted damage, as she can current score easy multikills with just Fox-Fire + Spirit Rush. Her kit synergizes really well with basic attacks and AD Ahri is fairly common because of this (well, common as far as troll builds go) - so I thought that this particular change would have relatively low impact, since it's something people already find quite natural on Ahri. It's a buff to her damage rotation if she utilizes it, and it gives her a little bit more to do.