User blog comment:Purebreaker/Faris, The Flora Princess/@comment-3542156-20141203084126

So... First of all, I will say that skill names are best when they aren't a full sentence. 2 or 3 words, 4 too sometimes, will do.

Second, you have already admitted that it would be a bit too OP, so that's at least something.

Well then, let's see what we can do to make it somewhat more balanced.

Innate:

Compared to Jax's passive, this one lasts longer but will give less effects from level 13 and above. Remember that 'out of combat' means the unit has not taken or dealt damage in the last 3 seconds, effectively making the buff duration 13 seconds. Also, since the stacks decay by one each time, the effective buff time is equal to the amount of stacks times 10 plus 3 seconds. At 35 (max) stacks, it would take 353 seconds for it all to decay, which is almost 6 minutes. I'd suggest making the duration 5 seconds instead. You can keep everything else.

Q:

I would either reduce the damage or the Crowd Control on this one. On the other hand, you can also make it a 2 second self-buff that acts like Yasuo's Wind Wall, but can be moved like Braum's Unbreakable, and deals some damage each half second an enemy is within it. Of course, this would mean getting rid of the knockback.

W:

If you are looking at fencing, you will see that once a fencer goes in, they will not go back untill the opponent is hit. Therefore, as I suspect this would be, like Fiora, a duelist, I find it strange that she returns to her casting point. You could change it so she dashes to a target and delivers an attack to it, dealing damage and slowing the target, after which a shockwave would travel from the target, slowing others in it or damaging them as well. Mind you, adding a second effect means you will have to either cut in damage (if you go for the slow) or have to cut in slow strength/duration (if you go for damage).

E:

An on-hit heal. Sion used to have that too. It was pretty damn strong. Luckily, this does not scale from Lifesteal as he did. You can keep the passive effect, but I would change the active so it doesn't heal anymore if you want to keep the stun. And, like with Q, tone down the damage just a bit.

R:

I'm sorry to say this, but this is yet another ultimate I've seen that literally does it all. First a powerful buff to yourself, then a powerful attack to an enemy. It does make it any better that you have made the range Global and also added a Knockup, which ALSO grants a long lasting buff. This skill has two parts and I would really suggest removing at least one of the two. In other words, either make it a buff or make it an attack but not both.