Thread:GreenMoriyama/@comment-27802145-20160726095948/@comment-3391671-20170306123639

Observing the older version, where Tarnished Health was heavily AA-based, and to deal a finishing blow, Quarrel or Delusional Heartbeat were required, it felt rather restrictive. Some people were alright with it since it introduced a more patient gameplay style, but it also meant that unless you dueled an enemy champion long enough, you wouldn't be able to produce results. Plus, the kit revolved around enemy champions, restricting what gameplay Darssan could go for.

Here though, you retain the fact that Tarnished Health, but instead of it being the alternative damage dealt, it is now something that can be additional, unless I'm reading it wrong. It still has a primary focus on enemy champions, but has some gameplay outside of vs-champion scenarios, such as that on Umbral Impact, along with having a more team-play base with Rise and Fall.


 * I: At the current moment, if I am reading the description right, Darssan deals 100% damage as normal damage, while another 100% as Tarnished damage. Because of this, if fighting mostly an equal 1v1 (in theory), Unveiled will activate at around for the enemy champion. This means that past that amount, not only does Darssan have an attack range advantage, he also has a movement speed advantage. This isn't exceptional bad, but the thought came to me that this would be a little absurd, especially with how much MS he can gain.
 * Before moving onto what I wish to point out, the link to Healing is linked to the summoner spell, not the actual page. May want to change that; I've made the same mistake before.
 * The focus of my thoughts would be the Tarnished Health conversion (and the clarification of it), the nature of what reduces Tarnished Health (Healing does not include lifesteal, spellvamp or health regen), and the nature of being Unveiled. While Tarnished Health deals no straight damage until, being able to deal a potential 200% damage sounds strong. Coupled with how healing works for enemy champions with Tarnished health, Darssan essentially has at his disposal a means to thwart healing, even if it encompasses lifesteal, spellvamp and health regen. With the Unveiled bonus movement speed, it describes "when moving towards enemy champions," but I find it that the effect should be restricted to affect enemies, not just any enemy champion. Let's not forget though, I like slightly diluted effects, such as having a base bonus, plus an extra bonus through a specific mean (such as base 50 bonus MS, plus ) decaying over 3 seconds upon hitting champions with Tarnished Health ).
 * Otherwise, I like how this ability works, since it has its own effect than being something reliant on the rest of the kit to produce any value.
 * Q: I liked the idea of using Dirks, but that's a personal preference. As for the ability itself, I do not have much to mention aside from one effect. That effect feels long (I would adjust it to 3 seconds) even if other champions have them for the same duration, but in trade, I would like to see it with a slightly lower cooldown.
 * W: I would go for less damage percentage for allies (or making the scaling flat), I find that Darssan would less likely play bot as he would top. If not overall, I would tinker with the numbers more. However, I do like the possibility of team-play with this ability, although it is fully reliant on having an ally nearby.
 * E: Tug the heart through what has been tarnished upon their soul... I like that. However, when thinking such, I would expect more damage to be dealt through Tarnished Health than through a generic magic damage scaling.
 * R: A much more discriminating version of 's, and not as single-targeted as the current ult. While I like the idea of crushing one heart, for gameplay sake, it would be more rewarding in time if it targeted all enemies with the affliction. I don't have much else to say than this.