User blog comment:ZeloAvarosa/Riven Rework/@comment-1330314-20141128142113

This is more of straight buff than a real rework. The buffs to Riven's third Q aren't too significant (though not really worth adding, either, considering the range increase would also make it a better escape tool, when you wanted to achieve the opposite), and changing her W crowd control from a stun to a knockup is similarly unnecessary. Though this new innate you gave her could perhaps work towards making Riven less bursty, it doesn't really achieve that, and just piles even more damage onto her spells at the cost of her basic attack damage (so, effectively, not what you intended either). The biggest issue here, though, is with this new Flow bar you're giving her: you're right that Riven struggles against sustain, due to her extremely poor health regen. You are, however, wrong to think that this is a weakness that needs to be eliminated: poor sustain is an intended weakness of Riven's, and her health regen, which used to be among the highest in the game, got slashed to super-low levels because of how much damage she could absorb with her shield. You cannot expect to have strong sustain and a strong, high-uptime shield on the same kit.

I think the fundamental problem here is that your basis for reworking Riven here is that you want to remove her weaknesses. That's not really a healthy goal to start with (strong, clear weaknesses on a champion are a good thing, not a bad thing), but from experience I can tell you it's never a good idea to try reworking a champion with the sole intent of "fixing" them, even if you want to do things like add more counterplay or turn a broken ability into something better. You need a strong idea of what you want your champion to be (what makes your champion stand out from the rest? What are your champion's core aspects? What are your champion's core strengths? What are your champion's core weaknesses), otherwise your rework is going to look pretty stunted, even if it's just a few gameplay tweaks.