User blog comment:Soul精神/Nairû - The Essence of Destruction/@comment-26044269-20150211101557

Must fix:
 * State passive Fury decay rate. If it does not decay passively and only scales off of % health, clearly say it.
 * Assuming that Fury only operates on what you've stated, Fury would not be maxed at 10% max health (100 -> 12 = 88 Fury, 12 -> 10 = 10 Fury, 88 + 10 = 98). Champion concepts of all things should not have incorrect tooltips.
 * Mana drains don't exist in the real game for a reason. Please remove it.
 * Unless intentionally done for flavor, either remove or lengthen the duration of the on E. CC effects that cannot be negated but are very minor in duration only result in distasteful mechanics.
 * AoE suppression with 750 range.

Should Fix:
 * Passive is very cluttered and overloaded. Redistributing of the effects of the passive into other abilities would be optimal. For example, passive healing increase into active duration of an ability, passive healing converted into passive shielding component of Soul Siphon, etc.
 * Vengeance deals magic damage but has no scaling other than level, and a rather very poor one at that. Either change the damage type to true and give it a decent scaling per level or give it an AP scaling.
 * Base damage on Q is tremendously high, whilst the scaling pales in comparison. Nerf base numbers and increase scaling.
 * State decay rate of shield and its duration. If it's a permanent shield like, think of how it could be displayed for clarity.
 * Rework W active into something that isn't a DoT. Don't need two DoTs when one already has a >300 base damage.
 * Change E into purely physical damage. No-one likes hybrid champions, or at least playing against them anyway.
 * Fix damage type on R to (+ X% of target's missing health), or (+ X% of Nairu's missing health) if that was your intention.
 * Reduce range on R if it's going to have.