User blog comment:MickB/Khrax, the Archaic Overlord/@comment-4923836-20131027224507/@comment-8311156-20131028080557

I appreciate your constructive criticism, like everyone else's, so thank you for commentating.

Mana cost: My idea is not to be a skill spamming champion, so I gave the champion a small mana pool and some kind of high cooldowns. I wanted to make a champion where you need to use his skills smartly. Still, the mana problems can be solved with a Chalice like some champions, or even with a Tear, because his Q cooldown is low at higher levels and by spamming it other cooldowns are reduced.

Q: As you said, this is an endgame skill. But, I wouldn't say he's a stomp or die, I'd say a champion that in the early game needs to farm and farm and farm.

E: It's the starting skill in a combo in my opinion, since it lowers magic resist, then you can land your combo on the opponent. I am satisfied by the damage it deals, since I didn't design it to be some kind of burst ability, but more of a useful ability that does damage with it.

Tidbits: I don't really know why I put the Assassin tag there, maybe it was during concept and I didn't see it. I'll change it. But also, notice how Xerath is also classified an Assassin in the official classification, and his only mobility is when he deactivates his W.

Still, thanks alot for the criticism. I really appreciate it! :)