User blog comment:Beri98/Marrow - The Bone Mage/@comment-3391671-20170524005324/@comment-27859592-20170524133330

@User:GreenMoriyama: let's just hope 775 isn't the area of effect radius. :P

@User:Beri98: I, too, am concerned about Marrow's Vitality feature. Yeah, it's cool to have a separate resource, but there doesn't seem to have any way of decreasing, meaning that Marrow gets permanently enhanced abilities four spells into the game.

Additionally, the name Vitality and how it works, and Marrow's innate ability (which I will perceive as the original connection between Marrow's lore and his kit) seem to clash with each other. From the innate, I'm guessing that, in his lore, Marrow was supposed to die, but, due to a curse, was forced against his will to live. However, Vitality makes him stronger, and vitality meaning "life". Why would something cursing him to life make him stronger? Wouldn't that be a blessing rather than a curse? It just doesn't add up. :(

I won't get into a full-blown review as of now (mine tend to be very time-consuming for me :S), but here are some suggestions regarding the kit and the blog:


 * It would be good to add base stats. Though they may not seem important to a (larger) portion of people, to me, and maybe to some others, base statistics are essential to balancing a champion. Also, I'm obsessed with numbers.
 * If you need help with those, I'd be glad to. :D
 * I would steer clear of flat . Without a barring mechanic, such as, Marrow can, if he so chooses, kill himself.
 * Unless, of course, that was originally intended. Then, I would object towards the mechanic as a whole.
 * Originality is key to custom champion designs. I noticed a... problem, with that, for Marrow's kit when I read his ultimate ability. However, GreenMoriyama here has done a pretty good job summing up most of that.