User blog comment:Telaruhn/Aldric, The Elder Guardian/@comment-24511759-20140406062903

First of all this is the most put together and thought out concept I've ever seen. I have no idea where you got those incredible icons but they're amazing. Very nice work. That being said Aldric would be op on an unprecedented scale, from both a numerical and mechanical standpoint. I'm going to attempt to tone him down.

Lets start with his damage. His base numbers and ap scalings on his damaging abilities are approaching burst mage/assassin territory. We're talking 940 base with a very respectable 2.1 AP ratio, all in aoe. I would reduce his base damage on his ult by 50 per rank, and take away some base and scaling damage from both q and e (not sure how much).

Up next are his shields and healing. With how well his shields scale with level, I dont think an ap ratio would be necessary. Alternatively, Aldric could keep the ap ratio, but have the shield scale less with levels. I think that the first option would be better, in order to solidify his intended role as a support/tank. The heal on Safeguard is pretty ridiculous, not even soraka can compete with those numbers. Reduce the base and scaling on the heal, but maybe give it a bonus health ratio like Taric's Imbue.

Now I want to talk about each skill mechanically.

Guardian's Seal feels like it's too much in most situations. Q is a knockback plus shield. W is a heal plus shield. E is an aoe nuke plus resistance buff plus shield. R is an aoe nuke plus knockback plus invulnerability plus shield. I suggest moving guardian's seal on to sacred hammer. It would increase thoughtful play (should I knockback an enemy or shield an ally?) and make room for a different passive. Maybe something that gave him a little damage potential in lane, something like leona's or taric's passives.

You didn't specify the missile width or speed of Sacred Hammer, so I'm going to assume it travels like olaf's undertow (throwing an axe is kinda like throwing a hammer, right?). Anyway, it has the potential to be the one of the longest distance knockbacks in the game, only surpassed by Lee's ult. Also, since it can hit multiple targets, Aldric could potentially knockback the entire enemy team. He has Monsoon levels of disengage on one tenth of the cooldown. Maybe if it passed through allies (so they could be shielded) but only hit one enemy it would be better.

Safeguard's additional effect of blocking all basic attacks sounds like it would be very stong against auto attacking enemies, but useless against casters. I think that a percentage damage reduction that scales with rank would be more reliable and less detrimental for counterplay purposes.

The passive on Inspire is too much, at rank one it's already better than janna's passive both in aoe size and speed gained. Just remove the passive. Plus you can always get captain boots. Other than that Inspire seems good. The resistance bonuses might be too much but that could be toned down.

Sanctuary requires someone else to initiate for you, because it can only be cast on allies. Fuck that. Aldric is a man. Make it an aoe skillshot so he can initiate and catch poeple out on his own. If I'm missing the point and it's meant to be more defensive then it should be ok as is. Maybe just a consistent knockback distance would be better to make it more reliable.

Of course, all of these suggestions are my opinions. You did a great job of creating a character with a cohesive kit Telaruhn. I would love to know what you think about my suggestions.