Thread:GreenMoriyama/@comment-8556307-20170216070252/@comment-3391671-20170220073409

And I've found the time to comment:

1. How many and which grenades would you recommend? Again, if you have your own ideas, let me know.
 * I'm actually against the idea of using grenades, due to how other champion use them. Yes, there are many champions who use similar tools (such as blades. Yes, blades), but there are already a couple champions who rock the grenade-image quite well (half of them being Yordles, such as &, and others using them in less obvious manners, such as  & ). Thus I recommend for going for something different. Beatrix should still have separation from her bots and have an ability she herself can use on her own so that she's not another . Yet, as mentioned before, I won't be offering ideas for now so that you can work out what would be best for Beatrix’s theme without using something that's already frequently used.

2. Should Jorgen and Carlotta gain benefits from the zones created by grenades? If so, should they be strong temporary effects or weaker permanent effects which change based on the most recent zone the robot entered?
 * Even if I were to agree with going with grenades, when creating abilities, effects that are strong bu temporary have more impact & flavour. When it is weak yet permanent, the effects significance is hard to balance and can be either too weak or too strong. This was the reason why had her persistent auras removed. Take this into consideration in design.

My other critique goes to other parts of the kit, if the "third kit" on the blog is what you've been planning.


 * First, I would have the third iteration out first (as in, on left most). Most people would like to see your most recent work, not your oldest, even if that is the root of the concept. If they want to see the older ideas, then they will; if they want to see only the most recent, make it available first off and not force them to see the older material, as regrettable as it is that they miss out on "history."
 * I recommend looking again at User:Tylobic's LOL wiki basics since the page can be brushed up quite a bit.
 * When creating a new resource, there are some guidelines to follow. For its maximum value (as in, the maximum amount one can store), it should either be static (Energy or Fury) or be progressively scaling throughout the levels (Mana). Having it rank up suddenly by two-folds at and then half as much at  creates staggering changes to the importance of resources. Yet... why even have them scale if most of her abilities work based off maximum Scrap, not flat? There is no difference in gaining 10 scrap passively at lvl 1 than 30 scrap at lvl 13; this could cause Scrap' as a resource to lose its purpose as a intriguing enough semi-limiting gauge in the kit, which most resources should work as.
 * If you want abilities such as Combat Drone to be alleviated of how their cost can burn through the Scraps later in the levels, then you can also try going for reduced cost. With combat Drone being the only ability that could ever make a different effect of resource drain than her other abilities, there is no point in it having a static cost.
 * If you want to still have it scale, the base max resource should increase per level. For example,.
 * Meanwhile, the resource gain from unit should have a static part: either gain per unit is a flat amount, or the number of units needed for it to drop should be flat. Having it spawn more often with more resource is treading on double-scaling (where two stats increase the same item, in this case spawn occurrence and spawn amount determine the average amount of resource gained per minute).
 * I am not fond of "@ a given level" conditions, which I quite despise on champions such as . As I mentioned before, gaining Scrap passively removes the incentive in collecting actively the Scraps when pre-6, Beatrix would be frantic to get every single scrap whenever she can. "But scrap do not disappear." And so does {{ci|Thresh} want souls to do the same; for game balance though, they shouldn't last indefinitely.
 * Missing "nearby Beatrix" indicator. Is it 1400? Or is it larger/smaller?
 * Moving onto the bots themselves, I believe much can be done with the bot-death timer & Repair. 15 seconds can be short in the early game, causing for Repair’s significance to be less early on. And instead of an instantaneous repair, I believe something of the likes of an actual repair would work, where toggling the ability on will cause Beatrix to use Scraps every second to hasten the bot's death timer by thrice or even fourth times the amount. Having it automatically heal in 2 seconds can be powerful, even at the cost of 40% maximum Scrap.
 * Later on, the capability to automatically revive the bots, even if interrupted, doesn't sound appealing. By bringing them back in a half-repaired state... I get this unwelcoming zombie-bot vibe.
 * In the end, I too believe Repair should be its own ability. When Jorgen or Carlotta is alive, Repair can be used to fix them up by a fixed amount. If they are destroyed, as mentioned, Beatrix takes her time to repair them and hasten the amount of time it takes them to come back alive.
 * Jorgen & Carlotta suffer from being simple bots with their own things to do rather than being actual extensions of Beatrix. This is in-laid with all the bloating passive effects in R, along with how Overclock/Energize are very passive for active abilities. It would be better if Jorgen shot rockets on Beatrix’s command, only to work himself up passively as he fight, while Carlotta actively heals, but none of the / buff (instead, find something else that could work to be a passive effect for her).
 * Jorgen already gets damage reduction (which I would remove, as damage reduction in general should not be persistent unless minimal, like masteries), so the extra amount he gets from the current Q is a no-go. Either he gets offensive stats, or defensive stats.
 * And with how there is already Scrap and the bot's health to maintain, the idea of "Battery Life" may be appealing, but only causes Beatrix to have one more chore to attend to.
 * I'm not on the bandwagon for Combat Drone’s passive, as it's a weird requisite in order to stack Drones. In the first place, I would expect that it would drain scrap if Beatrix is creating new ones over time. If that's not the case, then there is no need for that Scrap minimum imo.
 * Specify how Drones can be attacked. For now, I will assume that they will receive the attack before the person they are on... but that creates a paradigm that they are both a shield & gun. It may be best if these Drones acted like clones and had no, but a fixed duration on their target.
 * Need to also define what is "within range of each other," since a 800-range shock-tether would definitely receive a red card. I'm sure you meant it to be shorter than that, right?

In the end, much has improved, yet again, but other parts still falter. Take example of other good custom champions, since it seems like you're lacking in finding someone/something to be a good example of what to do with Beatrix. For example, bloat is a continuous part of the kit (which leads to burden of knowledge), which includes the over use of CCs. I know you want Beatrix to be useful, but if she has too many things at her disposal, she becomes a generalist and loses what her focus is.