User blog comment:Healingmantra/My vision of: Warwick/@comment-3391671-20161219215535

I'm glad to see champions such as Warwick who have kits that are somewhat outdated in design, if not in gameplay. While I tend to have mixed feelings towards those done before their imminent update, this one has its worth in seeing. I will admit to being skeptical if this did a good enough job, but after looking at what you have changed, along with reviewing what others have said, I'll see to what criticism I can offer.
 * Eternal Thirst: I'm someone who is not entirely fond of abilities that don't work "realistically," in this case where Warwick can passively eat bodies just by being near them, even when performing other actions. Something of the likes will be my eternal gripe, but seeing how the others below are fond of it, I will withhold berating this innate for its mechanic-to-theme relation.
 * While the "eating bodies over a duration" may work functionally over a duration, I feel it inhibits Warwick in that he has to these bodies to receive the best of their effects. While the benefit of doing so is receiving  and, but it could harm his jungle time and other nit bits.
 * "Out of combat" has always been an ambiguous term in consideration to duration, so at the least mark how long out of combat Warwick needs to be in order to trigger the enhanced effect.
 * One idea that came to mind in order for this ability to work without inhibiting Warwick's freedom would be to allow a lingering effect on the restoration (under given circumstances). Just as Warwick would eat a dead body, I'm sure that if he needs to be on the move, he would carry some of it with him to snack on it a bit more. This would help alleviate the bit of worry I have about jungle clears and off-channeling.
 * Brutalize: I agree with the others that this Q betters Warwick's current kit. Currently, he lacks a dash, which would fulfill his theme as a blood thirsty werewolf; although he has heightened MS and an ult that can cause him to dash, it has always been odd that he can't dash imo. This does bring up whether or not if his dash (this Q) should be his primary ability, or should Eviscerate (this kit's W) should be the Q. As you may already know, the Q is most of the times, if not always, the main ability a champion will be using.
 * This might also affect if Brutalize or Eviscerate will receive the cdr on-hit effect, I suppose, so take caution to that.
 * Here's a small revision of the description. The current one doesn't entirely fit the wording used in official abilities:
 * Active: Warwick leaps to the chosen location, dealing physical damage to all enemies hit and them by 20% for 1 second. Basic attacks reduce the cooldown of this ability by 0.5 seconds, increased to 1 second for champions and large monsters.
 * I increased the CDR because, at least for now, there isn't any CDR reducers that goes by . Not only is it a miniscule reward to only have it at 0.25 seconds, ; this kit you offer seems to add lots of AS buffs, but as you will read later on, I'm against having too many AS steroids.
 * As Will says, Eviscerate has lots of power, on top of having a large AoE. I would tone down the conic width along with reducing the damage, while making the ability more intractable. "Eviscerate" as a term does mean "to gut or disembowel," so either Will's suggestion or an armor reduction may work to make this ability more exciting. Otherwise, I welcome the notion of moving this ability away from being an on-click ability as it was before into an actually swiping strike (although I may argue that he may need an enemy targeted ability with how Brutalize is in the kit now, producing a second damaging ability).
 * Blood Thirst: Will and LBP have already pointed out what I would need to say about Blood Thirst. On top of them, I simply believe there is much too many AS steroids. I can't say what to change, since you are likely going to shift around where these steroids will be, but I recommend so that the AS buffs will have impact than be plentiful.
 * The MS buff is alright in how it is, since that's not entirely as much off an issue, although it shouldn't be too strong if Warwick is going to have two dashes in his kit.
 * Infinite Duress: For sure, as Will pointed out, making Infinite Duress a dash instead of a targeted ability is better, since the one grip of the ability is not the inescapable nature of its damage and CC, but the . As seen with reworked champions, such as and, along with incoming champions , abilities are being balanced to being telegraphed, especially when they feature strong CC effects. While other champions such as  have on-click dash abilities too, it feels more inline if powerful abilities are rewarded for being landed upon. With Infinite Duress above, it simply removes the reward from the activation and moving it into what I would say is an inappropriate part of his kit (AAs).
 * Missing values are missing. AAs, duration of buff, etc.
 * I looked below, and while you say you wanted to distribute the power among the ability, your attempt sadly didn't entirely fulfill that. The change with Infinite Duress drove away the fantasy it had, as Will points out, and when redesigning/reworking a champion, you should pay attention to that too. Thus, while you bump his Auto-attack game, you make abilities less interesting in the process, when the latter shouldn't occur (often). I believe it's best to improve his AA-game in his basic abilities instead of his ultimate.
 * Oh yes, uncapped attack speed is a rather method of removing the limit on Warwick's AA game. If not used, players are susceptible to feeling that they didn't use the potential, especially when the kit provides appropriate damage that they are likely to use.