User blog comment:Psychofreak2/Akali Mini-Rework/@comment-7709681-20171027025345/@comment-3391671-20171028234957

Primus is correct in that the gemplay is rather powerful. Blocking off health, especially more than a miniscule amount (the likes of 5%), is game-changing and is very harmful to champions who rely on large amounts of healing in a duel or overtime ( and, respectively). Other people have implemented a similar mechanic before, but made sure there was a balance; I would recommend reviewing how much impact your "mini"-rework has against certain niches of champions. You should also be more specific about certain details, such as how long the health is locked out (is it permanent, or only for the next X seconds?).

Looking at your rework thoughts, there were a few flaws.
 * Stating once more about the passive, I believe you are justifying the ends with a means, not using a means to create the ends. What I am trying to tell you is that her passive is not reasoned by her "harsh training." If she had some kind of poison at use, I can see health-locking as a thing, but the idea of training oneself does not justify giving a champion the ability to secure kills; that kind of idea should be done through a setup (a combinations of abilities which creates windows where victims can fight back, as many have been attaining as of late). Once again, even if justified through a well made reason, this passive is already overly powerful and should be changed.
 * Q looks alright, but what does "on last hit" mean in the first sentence? Does the two basic attacks only take effect if you secure a kill? When creating ability descriptions, you need to be as clear as necessary.
 * I very much like the idea for the new W, as it does reduce the annoying stealth is gives Akali. However, I do not believe there was a need to increase its range or duration. As some of the fellow content creators have mentioned on this wikia, when creating nerfs or buffs, there isn't a necessity to even things out. This is especially the case with a good number of nerfs to annoying or overpowered mechanics, where the pure purpose is to nerf the ability away. I believe this is the case with the Shroud, so I would keep to not keeping those buffs. However, if people were to start saying "now that she has lost X, she does need something to make up for it," then it can be readded.
 * Quite a bit has been added to E, and I find that it wasn't necessary to add such details. Granting her the mobility tool that she had in W is surely not a good idea, since she eventually gets it in her R. Keeping this ability simple to slash around, with a CD reduction on-kill, was good enough for what it did.
 * Once again, small changes like the ranges you did for this R are rather superfluous. If they were meant to be quality of life changes, then it is best if you mentioned why for each minor detail even why you made those changes. People will only question it more if you do a minor change compared to a much more obvious change.