User blog comment:FelixFortuneForsFortuna/Reginald, The Eternal King/@comment-3391671-20160426000807/@comment-3391671-20160426123836

I did not attempt to compare him by LoL standards due to how you mentioned that Reginald would conflict with some of the League's thematics. But if you say that it is alright, I'll warn you that there is a harsh criticism to come since Reginald has some places that needed improvement, although requiring the comparison to league champions on the way. I also didn't compare because I thought it would be like comparing a League champion to a character from another MOBA game (such as Smite or DOTA 2).

Many of the ability boxes could use some cleaning so that they are much more straightforward and organized.
 * Flavor text is fine, but I believe that can be made individually through a change log; when I make my champions, I always place a brief summary of the champion in the change log on their release (consult my custom champions and scroll down their change log for an example: here).
 * Kit synergy is another issue I find in the kit and the theme. When I said there were some issues with Ragnarok and his theme, I refered to how "flames and ice" didn't evoke a strong image in Reginald's background as an Eternal King. The good part of this is that you can change the theme of the ability and keep the effects, as long as the new theme makes sense to both Reginald and the ability.
 * For example, Reginald becomes enraged, causing him to deform the terrain he charges over; enemies who stand on the devastated ground are slowed. And because he is enraged, the aura he exhumes affects nearby enemies.
 * I would like to offer how to reword each ability box, but I'll keep that to next time.

I wonder how you might mistake that tanks are not apart from fighters. From what I perceive, fighters are the melee all-rounders while the tanks are the much more resilient fortress. I wonder if you also calculated how many "Souls" Reginald would gain throughout the course of a normal game, taking into example a normal game on Summoner's Rift.

For Armageddon's Blade, I do not believe it is necessary to scale up the AS reduction if you raise the AD damage. I believe the AD over time (AD DOT does not make sense as it would read "Attack Damage Damage over Time") should be a bit stronger, as that was my main criticism. Wave clearing also becomes less necessary in the later game, so I do not know if it's justified to lower the AS debuff in the later ranks.
 * I also wish to note that Armageddon may not be a applicable ability since there exists an item in League which has a similar effect: Titanic Hydra. Titanic Hydra's cleave cuts in a cone, dealing percent health damage; the issue is that this ability would overlap with the cleave ability, which might be something to avoid design-wise. Some item effects do have champion ability counterparts, but RIOT has attempted to keep them separate and unique enough from each other.

I notice now that Reginald is a hybrid champion, where one would wonder if they should focus on AP to deal bursts of damage through his W, E and R or focus on what he is meant to do through basic attacks/AD. This split is worrisome.

I would believe the base damage of Symbol of the End would require a bit more base damage to be viable as the current damage build wouldn't impress some. While its self-healing is powerful, the damage is not exactly reliable enough to trigger the heal.