User blog comment:Emptylord/Blogs/Time-themed abilities/@comment-8100976-20131220160754/@comment-8100976-20131223052606

Being defeated by oneself tends to be a major turnoff for players from my understanding; you don't wanna frustrate your players after putting in tons of work and resources to rework a character, all you do is alienate them with the difficulty. Difficulty needs to have reward; Orianna is a perfect example of this by rewarding positioning, ball-speed awareness, and general awareness with a super-flexible kit and game changing powers.

(I also cannot play her)

I don't know if taking power out the skill is the answer to be honest.