User blog comment:Lyndongwapo/Dominus, the First Necromancer/@comment-3391671-20160803194300

First, "blog post" needs to be removed from categories.

Second, the Innate right away reads "no, this will not work." The idea of having special effects when you get enough "death tokens" may sound fun, but the number of effects (7) is just calling for "burden of knowledge" and "randomness." The former is especially the case since the effects are not general but more specific to an ability.

If "Dead Minion Unit" is a unit/pet in the game, best to create a separate info box in regards to the dead minion in the same way as other pets in the game, such as 's. Also, for values such as range, add them to the range portion; when you have multiple ranges, use the and the.

May I ask why you keep using the terminology "target lane"? League of Legends does not have (or lacks as of currently) an ability that sends a projectile or attack down a lane. If it's a skillshot, please say so; if not, explain if you are going to use as often as you have.

As for W itself, it's a champion-only mark that causes Dominus to deal, grants 4 seconds of true sight and deals magic damage... alright. The one thing I'm bothered by is the format, such as the magic damage portion, and its AP scaling that is a bit too high for my preference.

E is a ranged and delayed root AoE that alo persists as an area of slow. Not enticing, but nothing to exactly criticize.

R is a bit confusing in how it works, and also distasteful in how it is used. "Passive: When an allied champion dies, Dominus will receive a spirit and is healed. When he has 4 spirits, he can use the active part of this ability. Active: Dominius sends one spirit to deal damage to the nearest enemy champion, with a maximum travel range of ."


 * The first issue is that it is an allied-death triggered ability. If allies do not die, then Dominus cannot use this ability; it also means that his team is possibly performing fine, but Dominus cannot contribute to that goodness as can only use this ability as a "" tool.
 * The next part is the heal. It heals when he receives/conjures (?) a spirit, and that is when an allied champion dies. This adds to how this ability only works best in a losing game, granting Dominus a small heal just because his allies died.
 * This is not good since it rewards Dominus not when something good happens but when something bad happens.
 * The heal in itself is insignificant in its own way, which could prevent Dominus from relying on the heal. Yet, it's still unfavorable.
 * Why a minimum of 4 spirits in order to use the active ability? Is there are reason why?
 * For an ability called "Road of Ending," I would expect a different effect that "use allied spirit to hurt nearby enemy champion." It's a simple ability, which helps from some of the other kits you've created that were somewhat bloated, but it does not mean that this one is out of the waters.
 * "Global" as you may state it, it is surely not global, since there is the mix of duration and missile speed. As noted above, this R has a range of and no more due to.
 * What happens if Dominus sends out a spirit and there is no one to "catch" with the spirit? Unless you mean for this ability to target even enemies who are stealthed or in the Fog of War... I wouldn't find that as much of a fun ability if that's one of this R's functions.
 * Care to explain what the "an enemy can only take one soul" means? If it's a limiter to how many times they can be hit with R, it does not explain itself well.

Lastly, if you do not mind me being, the kit brings little synergy, with how you have a pet summoning Q, mark inducing W, AoE placing E and a soul-sending R... which literally do not interact with each other. Of course, E helps the minions from Q to attack anyone who is ensnared and apply the E mark, but from I can say, it's not an enticing synergy.