User blog comment:ObsidianLazarus/Aghanim's Scepter Theorycrafting/@comment-2112140-20140115143346/@comment-5993740-20140116005214

None of the stuff was supposed to be balanced. I like the feedback on all of them. I didn't change much except for utility, as far as stats go, because I didn't really know what to put. I could have put an adjusted AD/AP/Mana/etc change for each of them, but like I said, didn't really want to do that, as it was pretty insignificant to any of the more 'interesting changes'. I'll try and go over some of the things you said.

You're right about Cait, and this is true in Dota. There's quite a few ADC's in Dota who have ults changeable by Scepter, but usually don't get it because they're better off getting more Agility/Crit/Lifesteal or whatever amazingly expensive item they want. It's just a neat mechanic, and can make the enemy team think twice about taking a bullet for a teammate, as they could end up giving Cait a double for it.

I said GP's was the most OP, because at ONLY base damage, and if an enemy if fully stacked, it will do 4200 damage. Combining this ult with some heavy CC would force some massive damage. Also, you'd be surprised at how much that AD ratio does.

I don't think Kog would be sustained, hence the double mana cost. Even with a pool of 3k+ mana and 60 mana regen per second, once he hit a certain amount, the mana cost would outweigh any amount of mana he could hope to gain.

Maybe it's just me, but I usually build a Rod/Tear on Zilean, so I can spam my abilities. Also, doesn't really help it's case, but this ult is insanely OP when used with Tryndamere.

Cho'Gath doesn't have 30% more stats than anyone, eating the support 5 times would give 30% more than them, but not against an ADC or tank. It's supposed to be really strong. Also, it doesn't steal their stats, it only gives it to Cho. Consuming a 10k health Mundo would only reward 500 HP, which is quite a bit, but not that much more.

Yeah, Mundo's is OP as dicks. As if he weren't a pain in the ass now, he becomes an either, "Completely ignore him", or "Focus on him completely because if we fail he's going to become a pain".

Honestly, I was conflicted about Draven's. I like the suicide mechanic, because it forces good use, but skyrockets Draven's use, and almost enforces his ult as finisher, instead of an initation or softening tool. I was also thinking that both his blades spin independently, dealing up to 4 instances of damage, with adjusted damage.

Teemo's is just delightfully evil.

While the Lee Sin one may seem unbalanced, relatively, I made the energy requirement so it requires serious management to get. I was actually thinking making Lee require less than 10 energy, but I don't even know if his energy costs can let him get that low.

I didn't see Ezreal's as a nerf. His damage was never incredibly significant to me, and was usually seen as a finisher for fleeing foes. The damage ratio could have been adjusted, but the numbers are all really shots out of a cannon. I actually thought I had 60% of their original damage, with 180% total.