User blog comment:Deathkin12/Champion Concept: Xena, Priestess of the Void/@comment-107.194.77.7-20120810193621/@comment-24.209.18.250-20120811212350

Sorry if youre feeling annoyed or whatever... i was just pointing out that each of your skills were basically "copies" of other skills already in the game... And I decided to put whose and how... I just had time to spend, and nothing to spend it on...

As for each skill ill actually see if i can give some constructive criticism seeing as that i have 2 hours+ to kill... and no league on my laptop... so... D:

All in all, I really like your design, you just need a "unique" concept and to adjust a few things. Sorry for wall of text... but i like writing :)

And all my numbers are from this site, not from any other site so... If they are wrong, then the wiki needs to update)

Passive : Orb of Corruption

Honestly I think the range is pretty huge... so either lower the damage(by a lot) and keep the range, or lower the range and increase damage or scaling.

You also need to point out magic vs physical damage(or true damage), and will also need take a look at the actual damage output of the skill... Because say you have ~700 AP at full build, and so your passive does about... 340 damage... and then plus 2% of max health(the minimum health a champion would have is about 2000, and .02*2000=40, and the max is about 5000 and .02*5000=100) so the total damage would do about 380-480 damage AT FULL BUILD, but without any AP, it does...oh say 60 damage(im assuming no AP = early game = no hp).

So... tldr : you need to up the early game damage so it actually does something and adjust range/damag

Q : Void Shot

Honestly, i think that the cooldown is wayy to long... See Cho'gath's silence isnt exactly spammable, but if you are in front of him, it will most likely hit you... And Malzahar's silence has a shorter cooldown but a lot harder to hit because of the small area it is limited to, and the delay before dealing damage... And Kassadin's silence is on a short cooldown because its a single target shot, and because he is a melee who normally goes mid, so he needs a "spammable" skill so hes not completely unviable. Also, I think the range should be a bit higher(somewhat like Ezreal Essence Flux - 900) And it deals less damage the later it gets into the game(relative to Essence Flux) and doesnt scale as well... so either up the scaling to .8-.9 AP or up the base damage

So... tldr : reduce cooldown, up range and up late game damage

W : Deafening Screech

I think that this is just a bad skill in general... I like the "deafening" concept, definitely a fun concept to try out, but its more of an "accessory"... if you get my point, since it does pretty much nothing... Instead, try a slow(Kassadin),a pull, like Diana's Moonfall instead of a knockback, or if you really want to be OP, a shot snare... >:D Otherwise, I would remove this skill for your "unique" concept. You also need to normalize the scaling and cooldown times.

So... tldr : Kinda useless atm, change the spell's effects or replace with something else, normalize level scaling parts

E : Void Access

Instead of making it a passive, make it so that Xena has to be doing a particular thing to regain that mana, for example, Kassadin has to autoattack, Karthus has to kill a unit, Evelynn has to stealth, so a passive mana regen would be OP... or you can drastically reduce the mana regen... like by half.. You also need to make sure everyone knows that the MS boost is a percentage boost... cuz at first i was like... "well thats nice... i might as well get another pair of boots..." XP so yeah... some people might be confused... since we didnt know you were inspired by Janna's Zephyr... which is a percentage boost... And also, you should make the active duration longer, just a bit, or else make the cooldown shorter(because again from kassadin, Nether Blade has a longer active duration and shorter cooldown than your current numbers...)

So... tldr : make Xena have to do something to regain mana, update tooltip so its more clear, increase duration of active/reduce cooldowns

R : Void's Grip

I liked the old scaling on the time the staff was active(not sure why you removed the scaling), although I still thought it was really short... many mages can just sit there and cast spells till you die, so 2 seconds isnt going to do anything... so id say raise the duration of the staff to around 5 seconds(at all ranks or scaling) so that champions will have to decide whether to stay and try to kill you or risk the stun and run. And the damage is fine imo... Although i feel like you could up the ratio since it IS and ultimate... So about .4-.5 ratio for each half would work fine... since .6 is... pretty bad for an "ultimate"

tldr : up scaling and up duration

Again sorry for wall of text... but i just like to write :)