User blog comment:SamuelKeller64/Paracelsus, the Primal Alchemist/@comment-7709681-20160226223219

Although I love Invoker, and firmly believe that having our own in LoL is something that I long for, I also firmly believe that this execution is sub-optimal, to not say convoluted.

Before I explain my personal flaws on it, I must mention the inherent problem Invoker itself: Burden of Knowledge. Playable characters in MOBAs should be intuitive, understandable in a spawn of time as short as two match-ups, playing as the character and against it, forcing unintuitive or supposedly irrelevant aspects to a kit (like the community called "Mini-games") risk the player to be forced to learn from outer sources in order to understand what's happenning and how it happens.

As for the concept itself:


 * You invested two of the five available ability slots in the crafting of your skillset, and even then you don't get much flexibility on what you can use as you're limited (ironic for the case) to three restricted skillsets, when compared to Invoker himself has two additional ability slots to permutate any possible combination that the player could think of.
 * As of the first line of the previous point, investing two of five possible ability slots into a single mechanic risks the lacking power to deviate into the abilities that are not affected by them, which results in more powerful abilities than the average.
 * This is the same problem that Karma, Jayce, Nidalee and Elise possess: Lack one or two ability slots as both are dedicated into a single mechanic which cannot be altered without breaking their gameplay for good or bad. As a result of that, they possess basic abilities that are both more powerful and higher in quantity.
 * Half of the possible basic abilities are statistic steroids, and the other half are generic abilities that don't provide anything new, unique or rich in gameplay.