User blog comment:Lesdin/(Rework) Rek'Sai, the Void Burrower/@comment-25235491-20170205184140/@comment-27802145-20170214092839

Finally getting around to replying to this, as I've managed to get out what I needed with Momo. So here we go!

All in all, I feel that you may have gotten a bit of a distorted view of the rework in general due to the base stat changes and the Q damage. Still, my mistake for wording the abilities badly.
 * Base health is actually decreased at level 18, but armour and health regen has been increased compared to live. The armour buff encourages the building of life steal for more effective health (Fighter trait), whilst the health regen buff makes up for the removal of heal on innate. Maybe the health increase at level 1 wasn't entirely needed, but who knows?
 * Thank you for pointing that out. I'll get to fixing it straight away. The fact that the blog's just one image wasn't really stopping me from fixing it. It was more of the fact me (nor anyone else for that matter) noticed it. Such a keen eye you have.
 * As for the effect, you do make a good point in that it could veer Rek'Sai to a Juggernaut instead. But really, let's think this through for a second, what differentiates a Fighter from a Juggernaut? Both have incentives to be in the heat of battle, and both like to deal damage. The only real difference I make on the two is that Fighters tend to be more mobile/has reliable CC, and that Juggernauts tend to be less mobile/has more damage. A AD boost is something you could easily see on either of them, so I'll say that this point, while logical, is a very subjective thing.
 * My bad for badly wording the ability, but the damage increase only affects the bonus damage, as in the max bonus damage on 3rd hit scales with . So not sure how I should receive your criticism on the ability, as you kinda overestimated it a lot.
 * Not good with names :,( . As for the damage removal, I'm not sure why you wouldn't think it's a good thing. The damage was minimal anyway, but it's still there, meaning that it adds value to the kit as a whole, which consequently means it has to deduct some from the kit's entire power budget. Removing it means more power for the abilities that matters, and less bullshit sniping against low targets which frustrates Rek'Sais when it doesn't work, and enemies when it does.
 * Again, the you overestimated the damage on Q (my fault though, so don't worry), so... yeah.
 * Would you care to explain why it's unsatisfying? One of the primary goals of this rework was to make Tremor Sense more interesting/powerful. All of those below agree that the changes to Tremor Sense were good, so if you could tell me why you find it displeasing, that would be very helpful. As for the unburrowing with attacking, I find it annoying, so it must be a personal thing. Not that it happens often (if at all nowadays, after having gotten used to playing Rek'Sai), but I found myself unburrowing from time to time by accidentally attacking minions while burrowed.
 * Again with the bad wording, my apologies. The E just heals per all the Fury Rek'Sai has. But it only heals if it's used against a champion.
 * I feel that you may have forgotten Rek'Sai has two abilities tied to each basic ability key, meaning that aside from Q, Rek'Sai players need to decide on whether they prefer to rank W or E second. Seeming as they both have components which are one point wonders, it should be a fair thing to implement.
 * Rek'Sai still travels the full way while she's going through a tunnel with ult. The full cooldown was added there as a part of clearly defining strengths & weaknesses, something I personally enjoy doing to the extreme sometimes. Basically, the ult should only be used from safety, while Rek'Sai is also wary of her surroundings. The global sound cue also allows enemies to interrupt the ult, and severely punishing Rek'Sai for it.