User blog comment:AcesRockz/Faedryn, Strider of Bandle City/@comment-3391671-20160409184044/@comment-26424623-20160413204230

Change log has been implemented, albeit missing a few minor details that aren't as relevant to the current kit.

Rather than decaying stacks, I thought that  having Faedryn only lose stacks when she has maximum stacks would work better. When clearing the jungle, you can still kite around jungle monsters while building up stacks. You can then choose to cap out your stacks and gain the heal in combat with the monsters or save it for when you are traveling between camps or counter jungling/warding. And making it a flat heal/health regeneration buff is a good idea: the flat heal helps sustain in the jungle while the health regeneration also aids that but isn't too overwhelming on the enemy jungler should they get into a skirmish with Faedryn. Percent base health regen or flat health regen: which would work better?

And I've clarified that the torches remain on the map indefinitely until they are destroyed via enemy action or placing new torches. This is to let enemies clue in that Faedryn's team has some sort of vision in a specific area, kind of like how they added that ward rubble mechanic. And refreshing the sight duration means just that: refreshing the sight duration Trail Marker currently has. If a Trail Marker was placed with a rank 1 Trail Marker, then it will have a sight duration of 80 seconds and rekindling said Trail Marker will give it back a sight duration of 80 seconds. I'll add the complexities of Trail Marker in an Ability Details section later.