User blog comment:Chase999/Arcenciel, Heaven's Quintuplet/@comment-3391671-20170108221143/@comment-3391671-20170109185848

I'm just reminding you, just I would for anyone who happened to make the mistake. I believe in you in knowing the rundown already, since you've been doing these concepts long enough. If there is more to point out, I don't mind offering more help.

Before responding to your response, I would recommend making the changelog have the most recent information at the top, not the oldest one. People who revisits this concept would like to know what is the latest change, not see the oldest changes over and over.


 * Two seconds on the revival sounds just about adequate. It's still short and would only work best on assassin and mages, but nonetheless, it does its job better than before, along with giving the enemy more counterplay (they get more time to notice that Arcenciel is reviving).
 * With the old range, having the light placed on oneself wouldn't have indicated much that Arcenciel was nearby, since it had a 4000 range, which could allow Arcenciel to creep into the jungle a bit to toss this ability at bot or top and resume his lane. With the range nerf, it truly does allow enemies to know that he is at least nearby enough; in late game, they are likely more prepared.
 * I still have an issue with Divine Touch’s debuff duration. This is prevalent in the rest of the kit still, as duration should not reach min/max extremes. For example, do you know of any current champion who has a duration that hard scales as ? Currently, none come to mind, at least for me. Thus, tone down that duration to, and adjust the other values so it has the right amount of power. As of now, the skill can potentially deal 1080 damage at rank, even if escapable by leaving leash range.
 * If it does not affect minions, then mention it so. There is no information on that detail in the immediate ability description. Even if Divine Touch does not damage minions, it does not negate the fact that it can spread to them. This means that minion clusters should be avoided just because of this ability, and I believe that might create too much salt.
 * For Rain from the Heavens, the healing still needs a softer scaling. Try % instead.
 * Make it clear the thematic background of the ability. Is Arcenciel causing heavenly rain to fall on where his abilities fall, or is it more like he is causing wherever he goes to become holy? For example, if it's heavenly rain, then all his abilities should create an AoE of Rain wherever his ability cause an effect or around him in a radius.
 * I still believe the description can be streamlined. Try making the ability like a "first active - second active" kind of ability. You could even note on the other abilities the effects when they are activated with Rain from the Heavens on. That way, Rain from the Heavens will not be bloated. I would offer my own end of how it would look, but I trust in you that you can make it.
 * Do you not find my idea exciting? Or do you find it unnecessary to make it unique? Gladly, you lengthened the duration for it to be worth its while. The original duration gave me the image that Arcenciel simply glided before closing his wings.
 * "Ammo" in the League mechanics are currently strictly for guns, so it may be best to refer them to charges/stock, in the same way as and . It also seems to apply to AAs, thus, it's best to rename that.
 * I thank you for the explanation, as it allows me to know better where this ult concept came from. It may be rude of me to think, but having an angel look at a human-made craft and think of using it out of interest is rather far-fetched. I would imagine that he already has the capability to send a laser from finger-point as you describe instead. Of course, if Arcenciel is supposed to be an adolescent angel, then he may have the interest, but even then... my image of an angel wouldn't take up a sniper rifle of all things...
 * I still believe Arcenciel is a mage, but this ability makes him a grounded Artillery mage in the same way as . I am not thinking him as anything else.
 * For a description of what an Artillery mage is (in the case you need clarification), here: Artillery Mages possess greater range than other mages, though this often comes at a cost in increased squishiness. Typically, an artillery mage will hang back as far as their spell ranges allow them, entering lower ranges only when absolutely necessary, and excel at wearing down opponents on the enemy team before combat via long-ranged damage (or poke), though they also tend to have inferior direct combat capabilities. Source: Champion Classes
 * Because of the above, the ability to revive and to have a point-blank knockback feel out-of-place. The movement speed helps since an Artillery mage would make good use of mobility to reposition, but the aspects I listed don't seem to be the usual makings of such a mage. The ult passive is no different in that such a mage trades off defensive capabilities for the damage and range they are offered. It's nice to know that you want Arcenciel to feel safe, but giving him too many options for that disrupts the game balance.
 * To note, the ult passive is basically a one-ability-projectile-negating  with a.
 * I hold people up to standards based on their lore and backstory, since I'm well aware that each person has different levels of capability. If I am dissatisfied, that's my problem. All you need to do is improve and show to me what is your imagination of Arcenciel, making sure the story appeals and is believable. I look forward to what you will provide for Arcenciel.