User blog comment:Slashingstrike/Nerante - the Devil Hunter/@comment-25235491-20161123164446/@comment-27859592-20161127050712

I understand what you're saying, Lesdin. But let me just say a few things:

I know that  is an area of effect. However, it's a really small one, and which I believe is more meant for single targets (or at most a few). (Also I kinda forgot about . Whups.)

Riot stated that they wanted to reduce area of effect damage by shifting the numbers around a bit. Yes, he still has his and, but now it feels like his damage comes more from  and his innate, , which are single target abilities. However, with Nerante's case, he has powerful area of effect abilities, such as his Q (with a ratio when empowered), a dash that deals damage to all enemies hit, and an ultimate that causes Nerante's Soulgrabber attacks to deal up to 120   in yet another area of effect.

As for the problem of energy costs, my train of thought was like this: because of Nerante's high energy costs, he won't be able to stay in a fight for too long, because then he'll run out of energy. Now, I also believed that the current cooldowns were too short, and, by lengthening them, that would make Nerante more balanced. However, that would mean that Nerante would need to wait longer for his E passive to restore energy, meaning that he wouldn't be as useful in a fight after a while, seeing as a lot of his damage comes from his abilities. Therefore, an assassin playstyle would be better suited, with high and even, two dashes, and even sustain to top that off, which is what assassins lack that keeps them from being crazy overpowered (e.g.  ).

Now, all of this is taken from what I know and understand about League's champions. I might be horribly wrong about things, but I just wanted to voice my opinion.