User blog comment:Alvaroxdm/Heyra, Soul of the Battlefield (New Champion Concept)/@comment-2019837-20120312145305/@comment-4876475-20120312204707

Thank you so much for fixing the template and helping me out. And you even took the time to adress each skill point by point. You are way too kind!.

About the first passive: Since her bonus doesn't stack with itself, nor her skills, the only way to make your passive get extra stacks is by buying AD items. So, let's say you have a full bloodthrister, a frozen mallet and an infinity edge (200 AD), that would be 8 extra stacks (40 extra AD), if you stay in combat during the basic 10 seconds, plus another 16 seconds. By leaving combat, you will loose all the stacks, so it is a pretty good buff, but it strongly depends on you really staying in combat.

About the W skill, you are right, I had the intention for a skill that would be useful for chasing, that's why the slow and low cooldown, and the armor reduction was an extra for teammfights. I might need to raise the cooldown, though it's her only skill she will be able to "spam".

Valiant Charge was meant to be an all-in-one nuke. Since she gets lots of passive damage, I wanted it to have a little bit of everything but have a high cooldown (bomb-like skill). This way, with only just one skill able to be spammed, and a huge nuke, she would not get OP through scaling and spamming (if I had done a worse skill, with lower cooldown, her passives would end up making her waaay too overpowered).

The E skill, yes, indeed might be too much of a boost for all teammates. But it was meant to combine with her ulti, and give her a "support/aura" chance. She would still be dealing damage (due to passive/innate) and she could build up arround auras to substain her own (Mana regen aura for her ulti, etc)

I hope my explanations are clear, since I'm not a native speaker, sometimes I just make up sentences with no sense at all xD.