User blog comment:Lesdin/Tylane, the Furor of Thousands/@comment-1330314-20160405102103

Note: regarding FlipText, it's having issues working properly when used in pages grouped under TabView. I'm not entirely sure why that is, but I need to check on how to fix this, as it's also messing up the format on mainspace articles.

Regarding your champion, as a forewarning, I tend to be particularly obsessive about streamlining kits and paring down features until they're reduced to their barest essentials. I'm also not a fan of wordy or florid kit descriptions, as is the case here, particularly since they're often used to add make kits look far more substantial and profound than they actually are. Because of this, I really want to slap off one of Tylane's overlapping double passives, his Q passive, and the useless AP ratio on his W, among other smaller details.

With that said, you clearly have put a lot of thought and effort into Tylane, and his kit looks genuinely interesting and substantial. I love his arquebus mechanics, there's a lot of potentially awesome gameplay to Torrid Heaven, his ult steroid makes perfect sense and he looks like he could have a unique niche as an area denial melee carry. Your kit shows some good understanding of less obvious in-game systems (e.g. laning as a melee champion), solid internal synergy, clear counterplay, novel gameplay and unique outputs, all of which are a rarity on even the highest-quality custom champions, let alone one single concept all at once. Here's some more criticism:
 * Shower Crimson is basically periodic double damage on an already periodic effect (in which case you should perhaps also double the base damage from Treading Ruin). I'd personally scrap it and instead focus on a single, periodic arquebus shot, and make it as powerful as it needs to be. In fact, you could move the Ardour mechanic to Deracinate Respite, and make the shot damage scale with crit chance as well as crit damage, instead of the cooldown. I'm intrigued by Tylane having three arquebuses and not just one, and while this isn't necessary, it might be interesting if each one had a unique effect and he continually swapped between the three after each use.
 * Treading Ruin looks like a fine ability. In terms of scaling, I think it might make more sense to put the ability on its own cooldown, if only to avoid perma-slow scenarios (you could always give it a unique cooldown reduction mechanic if you want to encourage unique rewards for crit stacking), and perhaps increase the slow strength per rank, instead of adding a passive for scaling purposes. I'd also drop the Ardour effect, since even on the above kit you'd be spending it as you'd be building it, with its gameplay revolving more around building up Ardour rather than choosing when to spend it.
 * As mentioned above, I don't see a real reason for Torrid Heaven to have an AP ratio. The passive itself, though, looks like it could have amazing gameplay by encouraging Tylane to enter melee after poking with an arquebus shot, and so looks really well-designed. The active also looks nice, though I'm not quite sure how the movement speed boost works: does it apply after the damage is applied to an enemy?
 * Terse Encore is interesting because very few champion effects act as pure enhancers to other abilities in their own kits. The risk is that the enhanced ability may need to be balanced around two different power states and might end up feeling situationally underwhelming or oppressive as a result, but here Terse Encore fulfils a utility niche completely independent from Torrid Heaven's own damage and personal boost, which I really like. I also love how Terse Encore turns Torrid Heaven into a constantly advancing barrage of vision-obscuring smoke, which is a) completely unique, b) really thematically cool, and fitting for a champion that seems based on gunpowder and pyrotechnics (I don't know the original character, though, so I might be missing something here), and c) also fitting for a melee carry, since it gives Tylane situational defenses. This ability's really risky in terms of design, but also really interesting.
 * Three Thousand Worlds does fit into Tylane's general territory-based gameplay, but I feel its conditionals overlap a bit too much with his basic ability gameplay. Perhaps a simpler solution could be to give Tylane massive Ardour generation for the duration of the steroid, or a similar bonus that would give him much more frequent arquebus access.

I usually don't care much for custom content that doesn't involve kits or gameplay, but you've clearly put a lot of effort into researching your character, infusing their lore into their kit and formatting everything really well. Aside from some minor peeves, I really, really like the kit you've made, and I don't think there's much more that needs to be done for it to be perfect, since it's already extremely high-quality. Congratulations on making such a solid champion.