User blog comment:Hamengeri/How to make this kit feel good?/@comment-24430045-20140823051040

I typed a pretty big essay with loads of tips and it got erased by the browser. So now I'm gonna sum it all up as quickly as I can.

Passive is near zero-interaction, free sustain, which is a big no-no. I'd retune it to something that forces the player to act in order to earn the heal, and reward them further for acting against an enemy champion. Like, if the player needed to deal damage to heal back the damage dealt, and the heal is doubled against enemy champs. It would tip trades in the favor of the mage and would help the mage get their full rotation out, and plus healing has an obvious Achilles Heel in Grievous Wounds, which most midlaners can apply with their Ignite.

Q is unremarkable and underwhelming as is. I'd make it so the CDR refresh mechanic works for minions and (again) and doubled on champions (but not more than one refresh for more than one champion, there's enough incentive to his multiple people in the fact that it's an AoE ability). This will force her lane opponent to position carefully or else risk taking a lot of Q's to the face.

W is unfair to the opponent, who is instantly having their damage reduced with no real way of avoiding it, since it's instant and pointblack AND AoE. It is punishing the enemy for being within 700 blocks of you. Also more (and more reliable) damage than the Q...needs tweaks. I'd make most the damage and the damage reduction apply over time, like a song that plays for three seconds, and the enemies within the cone have time to react to it and, y'know, not get both nuked and weakened. Like, you stay in the cone for one second, 100 damage and 10% damage reductions. 2 seconds, 150 damage and 15% damage reduction. You get the idea.

As noted by the poster before me, E is basically trollpool. Also the fact that the magic damage is applied instantly worries me. That's literally uncounterable damage, since she is untargetable. It also doesn't fit with the rest of the kit. Perhaps make this into a short dash-like ability, that makes her untargetable and makes her deal damage to enemies like you say. But, make it so phasing through an enemy also applies a stack of....I don't know, "Phase-Shifted", and her next ability stuns them (like Xerath's old E-Q combo). This would be fairly good, since it discourages use of the ability as an escape (because mages aren't supposed to be mobile, LEBLANC), and puts her right in the thick of the battle, where she'll be taking spell damage to fuel her healing passive. Sure it contradicts the long range of her current abilities but I'm trying to work with you here.

Everything about the R is toxic and unbalanced and would be completely gamebreaking without some heavy edits and rules and so many things. I've considered similar abilities, but ultimately abandoned it for those reasons. It's another one of those "good in theory, horrible in practice" things. Even making it very, very short ranged (I'm talking not even the distance from one mid lane turret to the other) would be, just...not good. I can't begin to dissect why it's not a good idea because it would easily double the length of this already lengthy post. And this is the short version!

Basically what I'm saying is, you should think most about player interactions when designing a champion. Not just how it would feel to play as the champ, but also to play against them, and play on the same team as them. Would you want a champ on your team that could put your projectile ult on the other side of the map and make you miss that 10HP Zed with your Mega Death Rocket? Or would you like to be the Zed that gets blown up by a missile that magically teleported halfways across the map, and you had absolutely zero way of seeing it or predicting it? Just some stuff to think about, I hope you continue to improve this champ design into something really good, in the meantime I say A for effort.