User blog comment:Beri98/Marrow - The Bone Mage/@comment-3391671-20170524005324/@comment-32027775-20170524152932

First I want to thank you for your detailed feedback. It makes me happy to see that some people are interested in what I am producing.

To start with the champion's design itself I might tell you that Marrow is a very old idea. The first one was just awful and I reworked him 3 or 4 times. I also didn't think that much about a lore. This, I have to admit, is a mistake if I want to post this champ here, but I thought at least showing the kit could be enough in the first place. I normally think about who the champion is but Marrow has always been kind of "difficult".

As you both mentioned I didn't add some base stats. I did this because I have some problems balancing them in order to fit between all existing champions. I can't really value them. I would be glad and appreciate it if you want to help me.

For Vitality I had a special thought. This resource works similar to Rek'Sai's fury. You build up Vitality by casting spells to enhance the effects of your abilities whilst fighting. When out of combat (or maybe after casting no spell for some time) you lose your Vitality and have to start again. It's not that you keep Vitality for the rest of the game. You can also compare it with Ryze's old passive where he had to collect stacks for his insane power spike. I have to admit that I forgot to mention that (what I did some more times) and I will edit this as soon as possible.

The second part of Marrow's passive mainly exists to compensate Marrow's health costs. I don't want him to die instantly after casting a full combo. :D You are right, it is just a stat boost without any greater interaction but I felt like he needed it.

Reduced health costs are a critic topic. They used to be flat 50% on all abillities. I changed it because of some changes on health cost in his kit and I don't like numbers like .5 for costs or damage values. Also in Marrows early concepts he used to double his health costs by hitting enemies with them, so the initial thought of this reduction effect was to compensate that.

I will definitely think about changing Marrow's health costs in any way.

For his W I also didn't mention some numbers. Both, damage and health restoration, are capped against minions and monsters, as every percentage damage is capped at least against monsters. I didn't mention it because it has a rank scaling and I (for what reason ever) didn't want the tooltip to explode because of every single thing. I will edit this.

For E, I thought about adding an on-target-cooldown in order to nerf this point-click thing. Maybe also deleting the charge-system would help a bit. I will have to think about that.

The greatest problem I always had with Marrow was his ult. It used to be complete crap and I'm glad that I added something that at least has some impact on how the champion is played. Ults are my main problem as I always have the feeling that my champions have a complete, working kit without them. I never know what to add at this point.

As you showed me I still have much work to do with Marrow. I will definitely think about him in the future and maybe change some things here.

At last I want to say that I'm very sorry for my terrible english. I give my best. :D German grammar has me in full control.