User blog comment:KROLK88/Custom Champion : Torguth, the Living Mountain/@comment-3391671-20170626163235/@comment-3391671-20170701170515

I thank you very much for being amiable to my criticism. There have been times when such comments have been met with distaste.

While I feel like you over-summarize some items, you are relatively correct.


 * Overloaded Kit: It is the case that the kit overloaded, and it will always be the issue with most custom champions, as content creators want their champions to fulfill the fantasy they are derived from. However, the more abilities and effects you add into the kit, the less appreciated some parts of it will become. This becomes worse when the kit itself does not have a central conduit of theme & specialization, which Torguth is a bit of a case of. Let each ability be defining of an aspect of Torguth, not just a cumulation of "what he would have in his pack of skills."


 * Forced/Irrational interactions between abilities: "Forced" may be harsh, but admittedly from the kit, it does not feel woven. Surely, there is a given synergy with W into Q (Kind of feels like a basic ability version of 's R to Q combo), whereas I have my ifs about the Q to R interaction. But as for the rest of the kit, they feel like different pieces of armour placed onto one person without exactly fitting 100% on. Statistical synergy (As in, all abilities scale off the same stats, in this case being and ) does not count as much as actual synergy.


 * Linear scaling (all armor/AD), which makes building those far too efficient: There is also the factor that there are too many double-scalings ( with ), making the champion benefit from two different sources, granting freedom of item builds. Torguth does not have to worry about building since all his abilities build off of it, and the same goes for . If Torguth is supposed to build tanky, then make it clear that buying  has consequences in that his abilities won't benefit from them as much.
 * "Weak early game" should be worked upon after the kit is done. However, from what I see, the base theme and kit-works of Torguth is unstable to even make the decision of where his power lies within a game session.
 * Using Energy: If you had wanted to make Torguth not that strong in long engagements, it can be done by manipulating the kit. Resorting to letting the resource do the magic once again is cutting corners.
 * If you are going to make Torguth a machine, Heat would be alright. Otherwise, Heat should not be used (the fact that you thought this as an option makes me believe you need to review how you look at stats, mechanics, etc.). Fury could work, but if you do not think it fits him that is your decision. Mana could still work, but so does a new unique resource. Just take into consideration that a new resource cannot be a simple "this is a not-Energy."
 * Elongating cooldowns could help make Torguth better on the short run.
 * Having too many similarities in role and playstyle to several champions and lacks something that would make him unique: This once again comes from a lack of a clear kit and theme. As Lesdin had commented to me when we chatted, "(Torguth) not having a proper niche to fulfill whilst being unique in himself." You not only mashed together different effects and themes, you never made it clear either in a summary or in the kit what is his defining feature. You made a name, a title and then believed that was enough to portray "this is Torguth, someone you will surely distinguish from others." These are items that could have been avoided if you took a step back before releasing the champion.
 * Bonus point - flavour text and extra mechanics: One extra point you might have missed upon is the above: flavour text and extra nitbits within an ability. The first is obvious, as we don't need the abilities to be budding narratives, but instead be explanatory maps of what the ability does. A little is fine, but too much isn't good. Gladly Torguth does not have this... except in Q, leading to my next claim.
 * By extra mechanics, I refer to extra aspects of an ability that bloats with little mechanical qualities. oneself,  oneself, and that  because of rubble... so Torguth is a rubble worry (I joke). The last one is where flavour text becomes an issue, since it feels like that extra CC aspect was added with a superfluous explanation (imo). If I am going to blind someone, I would do it with a sand attack, and not be some side affect of hitting the ground hard. "I was blinded because that guy hit the ground hard." The opposing player will feel a disconnect, regardless of what sense there is behind the notion on the attacker's side.