User blog comment:Telaruhn/Aldric, The Elder Guardian/@comment-1330314-20140408052230/@comment-4773210-20140408204007

Thanks again for the feedback, guys. I'll go over some of the discussion points and possible changes I'm considering: Thanks again everyone for the discussing! Changes will be made later tonight, but I wanted to give some of my thoughts on your feedback :)
 * Since Aldric no longer receive a shield from Guardian's Seal in this iteration, he now gains a shield through Protect. However, now I'm considering reverting this change, simply because Guardian's Seal is useless without an ally. It's a different scenario from Leona, as her passive incentivizes aggressive behavior through bonus magic damage. On the other hand Aldric's passive is more of a defensive measure. In addition, Sunlight has no cooldown, so it can be applied constantly. I aligned this ability to be similar to Nami's passive, which can be applied to herself as well as allies. Since a shield all the time is overpowered, it has a cooldown. If it feels to much of a rip-off of Vi's Blast Shield, I'll reduce or even remove the maximum health ratio, or change numbers.
 * Sacred Hammer will be getting a change so it only briefly knocks back an enemy, maybe ~400 units. The knockback distance decreases the farther the hammer travels, down to a minimum of 100 units (the disable duration remains the same, 0.5 seconds.) This should make this ability less overpowered. Knocking aside was considered at first, but it may allow enemies to dodge his ultimate, making it counter-productive.
 * Protect has gone through a lot; I must say I like being able to dash to a single target, protecting them from harm, even if it is similar to Lee Sin's Safeguard. I don't see redundancy in applying his passive to the target, because you have to account for non-projectile abilities, such as Lux's ultimate or Vel'Koz's ultimate. In addition, dashing a fixed distance may not always place Aldric between his ally and enemies. A single-target cleanse is considerably powerful, so putting it on Protect would be too much in addition to what it already does.
 * Rally is the ability with the least amount of problems; if anything, it's a numbers adjustment. Like Emptylord said, making Rally's passive his innate is a ripoff of Gemcraft. Making his autoattacks apply Guardian's Seal is also too much when his autoattack already deals bonus magic damage from using an ability, which also applies Guardian's Seal.
 * Holy Crusade's AoE cleanse feels right at home to me; this ability shines as a counter-initiate, where the enemies have already charged in on your teammates, and you're late to the party. By damaging pushing enemies back, cleansing allies and granting them Guardian's Shield, you have your 100% success case.
 * On lacking tankiness stats - I see no problem with this. Aldric should give up some tankiness because of how often he can shield teammates. In addition, by reverting the Guardian's Seal change, Aldric will be theoretically getting a shield every 10 seconds.