User blog comment:KeithCornell/Champion Rework - Hecarim, the Shadow of War/@comment-1330314-20150511230731

I'm not sure these changes really do much to make Hecarim healthier or more interesting as a champion; in fact, there's a lot to this kit that's either redundant (e.g. his new passive) or lower on decision-making than his current ability set (namely, his W).

I understand the need to remove the abuse potential from Hec's passive, but I think there are ways to do so that would still allow him to keep a degree of burst upon initiating fights. Giving Hecarim more mobility is not only unnecessary due to him already having a movement speed bonus in the form of his E, plus a dash, but it also means he gets perma-buffed a la when spamming Q. That might be something you want, but I don't think Hec needs additional sticking power when he can already cover large distances fairly quickly with the rest of his kit.

Considering how Rampage is already performed in-between basic attacks, I don't think the autoattack reset is that much of a beneficial effect. I would also be careful on adding AP ratios to Hec's kit, since you'd want his AP and AD playstyles to differ in order to be equally viable, whereas this ratio would make both AD and AP Hec great at DPS and some level of burst.

I don't think turning Spirit of Dread/Dread Land into a toggle would make the ability more interesting, and in the worst-case scenario it would turn Hecarim into a perma-sustain machine that's extremely difficult to shut down, as is already the case with, who has a similar effect on his ult. Spirit of Dread is interesting because it allows Hec to burst-heal for massive amounts when timed right, especially in teamfights. Hec having only limited periods of sustain is what allows him to have it in such potentially strong amounts, and making that healing permanently on-demand would likely require you to force it down to much weaker levels.

Devastating Charge/Devastator does not mesh well with Hec's new passive (his movement speed progression would be extremely weird, peaking at the start before dipping then peaking again, and his decaying passive movement speed would conflict with the ability's movement speed ratio, which requires him to charge this ability up). Additionally, the second cast is unnecessary, since Hec can already trigger the damage and knockback with a basic attack, and the crowd control immunity is completely unwarranted. Hec can already escape sticky situations with the movement speed buff alone, and in the worst case scenario he can pop his ult to dash away. He doesn't need to ignore crowd control, especially since CC is essential in preventing him from wreaking guaranteed havoc upon the enemy team (his kit is also reliable enough that he doesn't need additional reliability). As a side note, laying down crowd control on a high-speed horse is both difficult and rewarding to do, and so I feel that counterplay should be preserved.

I like the ult buff, which works well as an expansion to Hecarim's main contribution to fights. I don't think Hec is really in need of a buff overall, but this sort of change is what would make him stand out more in a good way.