User blog comment:Nearthel/Hir'q, the Master of Scimitars/@comment-3391671-20170724161728

A scimitar wielding champion from Shurima? Not that shabby of a concept. However, thus far, I find that this mix of concepts is not fulfilling to the fantasy of what you have put together: Scimitar, Guard to, dual wielding. I will touch on theme and gameplay separately.

Theme-wise, Hir'q seems to be confused in his intentions. Rather, his intentions are shallow. At the assumed justification that all Shuriman talented people, they always vie to be near Noxians... if that was your reason why he became a mercenary with them, then understand that it causes there to be a lack of motivation on Hir'q's side. Yes, there may be the thought, "Shurima before had no reason to have a great swordsman." However, his origin of being Shuriman becomes play card for him to come back to Shurima later for Azir... which I find is a play done by the author. As in, the author purposely set things up, making for simple progression of plot line.

Overall, I ask for a rework of the backstory. Thus far, all Hir'q is literally this guy to me, and yes, it's a bit of slander to Hir'q. All show, but no depth. Could be a movie extra... and sadly, people wouldn't see anymore than "Shuriman guard who fancy fights with a scimitar." I encourage you give depth to Hir'q: if you are going to make him a practical and neutral man, suited for being a mercenary, then make him stay as such. If he's someone who adores Shurima, then don't let him leave Shurima "just to become a mercenary."

Kit wise, I fear that even for an Assassin, he has too much combat mobility. The capability to move while attacking, especially for a melee champion, is a powerful tool which RITO has noticed. This is why not even  doesn't just move around smoothly as he throws her javelins. This is why the new has debuffs while his  is active. It also seems to be icing on the cake and has no relation to "dual wielding" or the fantasy of it.
 * The effects of the innate also seems a bit... plain. Essentially, Hir'q deals an additional wide cone of ... admittedly dual-gunning is more interesting in how he double-taps. For now, I recommend making a more evocative effect to give Hir'q the dual wielding feeling, because the current setup feels more like Hir'q swings in a cone, and all enemies aside from the main target are simply nicked with a minor wound.
 * Q is a dash, with some rather upsetting parts. Why upsetting? First thing is that there is a lack of information. For example, how are the two hits initiated? One after another? On top of each other? For now, it sounds like the latter, thus meaning there is no point of it being two slashes, with one part with reduced damage.
 * Also, the "invulnerability" is something I find a liking to 's old, where she had invulnerability... for invulnerability. It was likely there so that she wouldn't die if she dived into enemy lines, but that should be the risk she is taking to dance around. I do not believe any champion should just attain a defensive measure for taking risks, unless they don't have the offensive assets in the first place.
 * I also find the "refresh when struck while invulnerable" to be an issue. The reason is because it benefits Hir'q too much. If timed by a skilled player, not only does he block an enemy attack, he can dash again. That may have been the reward you had in mind, but consider that all effects like these shouldn't be as rewarding as a cooldown refresh, especially when it punishes an enemy to attack Hir'q mid-dash.
 * I won't criticize much of W's effect, but on-cast lifesteal is not entirely flavourful for someone who just wields a scimitar. Other champions may have it, but at least for Hir'q... there isn't a justification to it outside "giving an effect that would let him survive a skirmish." My compliments will go to 3-hit AS buff, as it makes the AS buff be bold than a plain small-buff AS.
 * The stinging of E leave much to be desired. The reason why I say this is because the poisoning effect of the "Scorpid Toxins" is no different than any other on-hit magic damage effect. The active effect is also very plain in what it does and doesn't have much synergy to the kit. Numbers are numbers, so I will only say the active damage is rather small, but in the end, the effect may not be bursty enough for an assassin.
 * If anything, this ultimate is not an ultimate at all. It's another "for X" second effect, and feels more suited for a Fighter than an Assassin. Doesn't have enough zazz, nor is it thematic at all.

Overall, the kit leaves much to be desired and lacks synergy both to itself and to Hir'q's theme. I would recommend touching on getting more "scorpion" out of him if you are going to add Scorpin poison or the likes. Also, the weapon names seem odd: one is "dace" (a fish) and the other is "tree."