User blog comment:Shadowlord723/Liu - The Shadow Knight/@comment-10768370-20160217115638/@comment-27109417-20160217235549

Thanks for the review Tridan. :) I'll put them into good consideration, and allow me to reply to each of your concerns.

-I was juggling whether I should have it set on a static cooldown or on a normal cooldown like Garen's passive. I decided for normal to try to make him have a fine late game potential, but seeing as it can be reduced to a very low cooldown, I now see that it can be quite overpowered. I'll change it to static cooldown.

-Just like you said, I created the W so that it would require good positioning to land on the correct target, like how blitzcrank's grab requires good positioning if the champion is in a middle of their minions or something like that. As for the slow amount, I was also wondering if I should make each rank increase by 5%, but I figured that people might max this skill second to last or around that. By the time this skill is maxed, the game would most likely be at a phase where we go into teamfights. As stated, this skill would require good positioning to land on the correct enemy champion (unless he is seperated from other enemies), and not to mention, the slow only target. 1 enemy at a time. In my opinion, at least, the slow should be sufficient enough to also help out in teamfights.

-I do agree that the bonus armor/magic resistance would be unecessary for an assassin type champion, not to mention, he has a good amount of mobility. Perhaps I can change those into stats which are more beneficial for assassins. For the stats reduction, I tried to make the amount so thst it is more rewarding and beneficial later on in the game. I wouldn't think that 35% max would be a whole lot, but I guess I can reduce it down to just 30% max, which is still a good amount later on in the game.

-For the second part of the ultimate, I'm not entirely sure where you got the idea that it will only be available if no enemy champions are hit by shadow aura, unless that was a typo. But now that I think about it, the cooldown reduction is unnecessary as it wouldn't provide much punishment for missing it. I'll remove the CDR refund from it.

-Quick Question answer: It is supposed to deal more damage the longer the enemy has been weakened. I do understand that it can be quite counter-intuitive for it to let the enemies suffer and then finish it off with huge damage. However, it would also be unnecessary for him to deal that massive damage right off the bat. Usually for damages that high, people would need to channel or wait for it to reach it's higher damage potential like Nunu's ult. And when the enemies are affected, the debuff doesn't increase nor decrease over time. Considering that he would need to wait for like 9-10 seconds to reach its maximum damage potential, it would give enemies a chance to kill him before he can activate Final Burst. Think of it as a time bomb you need to defuse. As an assassin type, he shouldn't be too bad to kill (unless you decide to play cops and robbers with him). Once he activates shadow aura, a couple CCs and some good damage will prevent him from using Final Burst, leaving the enemies with only the weakening aura and nothingmore. Also, since weakening aura is a debuff, I believe it can be removed with quicksilver sash items. You can even become untargetable to avoid Final Burst, and hopefully the timing to do that isn't too bad since he needs to channel for 1 second. But in short, even though it provides huge damage the longer it remains, there are still ways to counter it.

-Lol I'm not really good at thinking up names. But I'll try to change the names up.

Again, thanks for your review. :) I do have another champion in mind, but I'm still trying to finish up his skills.

(Hint: His gameplay revolves around summoner spells)