Thread:Lesdin/@comment-7709681-20180220205028/@comment-7709681-20180302194944

First of all: JESUS CHRIST YOU FINALLY COMMENT, ALMOST A WEEK HOLY SHIT.

Now that that's out of my organism, lets go in order: The kit is meant to be cast upclose and personal, with highly effective means to get in but absolute garbage to get out without assistance, extremely prolific at causing mayhem on teamfights as she wants to combat 'till death does her apart, and be death a worse fate for everyone (including herself), as the character I wanted to convey is one that, in-game, is a self-destructive force of the universe that fiddles with space and time at will for pure unconsumed angst, something more than someone that players get actually afraid off.

I-1 - The concept of Chronophagia is that she became a spammer but only in combat, because of the power budget of each ability, hence the otherwise unreductable cooldowns (Have always thought ever since Skarner and many custom concepts of the community that the only fair way to counter-balance on-hit CDR for the kit is making the cooldowns static, else cooling down is twice as effective and your only option design-wise is to make simplistic abilities).

By the way, it isn't just to alterate how abilities cool down, it affects  her cooldowns. Not because is simplistic is weak, its name isn't just for the sake of having a good ring to it.

I-2 - Yes, the reduction of critical damage is intended, and just to clarify, is a multiplicative modifier. Without AP her base critical damage is 125%, but consider that it factorizes on-hit effects (including Chronophagia itself and that of Q), that means that on said strikes, without AP, on-hit effects are increased by 25%. With 1000 AP is 225%, that's increasing the effectivity of on-hit effects by 125%. I also choosed to be a multiplicative increase rather than additive such way that isn't open to an exploitable AP build, which has far much access to critical (specially in this case that just needs IE) and on-hit effects.

This is to convey the sensation of a "magical crit", as unlike AD champions, there isn't sources to fiddle with for AP beside on-hit effects unless you modify how damage scales and is dealt by basic attacks (At early iterations wanted basic attacks to scale with AP rather than bonus AD, but dish it out quickly.) Q - Remains simplistic not only because is meant to be just a tool to increase her DPS, but also because of the interaction with R (During which effectively becomes an on-hit cleave that grants AS/Bonus damage). I do not plan to add or take anything out of it, just number changes.

W-1 - Just in case of confusion: The ability has no cooldown, depends exclusively of mana and the unique resource, akin to Shyvanna's R. The interaction with mobility, but specially her crits and all nearby spellcast, is meant to be such way that is powerful only during combat or to enter on it, but definitely not to get out.

Speaking of such mobility, the only reliable source to apply W's mark on her kit is E, and with its long cooldown and a 3 seconds delay to trigger the DoT herself as for the lack of Airborne CC on her kit, I'm pretty sure she won't go away anytime soon.

However, besides the ability to grant the mark to her nearby allies' next source of ability damage, she can work well with items and summoner spells, such as Protobelt (which along with Chronophagia does get a degree of mobility) or Smite.

I was once tempted to make the mark a passive component with an on-target cooldown, but that equates me the same as granting her Yasuo's E as a passive, and I definitely didn't want such carefree, gateless mobility.

W-2 -  This is her key to break havoc on teamfights, this is meant to be a power-zone for her, a supermassive black hole that tears apart anything without discrimination. I wanted to gate such abnormal utility by affecting anyone, much like would be said from a Bard's W and R or Kindred's R.

The flattening of terrain simply means that units ignore terrain collision against overlapped terrain, much like Kayn's E, and the "CD slow" means that the cooling down ratio is reduced (or that cooldowns within are no longer reduced by the usual 1 unit per 1 second passed), which at max. CDR effectively stops abilities from cooling down once casted.

But the Battlemage vibe comes to be with the interaction between Ws: If W-1 is casted and is applied by W-2, the combo effectively becomes Blades Waltz, but unlike it with counterplay (no untargetability since she must recharge W-1 first, and can be knocked out of the area or killed to stop it earlier), and paired with her dancing around with her basic attacks and Q hitting constantly, that black hole virtually becomes a meat-grinder, as a black hole should be.

E - This is meant to be a versatile tool, to be specific, a catching/zoning tool. A slowing field that stops anyone withing from getting buffed, and one that allows the disposal of projectiles at her favor. A gaping fracture that lashes tendrils to enemies and pulls them in if they don't escape fast enough, however, just once (multiple tries of contact beyond the first don't tether enemies to the fracture). Just in case: Is a vectorial skillshot, like Rumble's R or Viktor's E.

R - This is her at her core, most of what I want to convey in-lore: Someone the Void is unwilling to let pass out, so the Abyss (tl;dr: The Void's conciousness) will rise her up, even if it means usurping someone else's timespawn in order to reset hers to a safe-state.

Simply put, once she receives enough damage, she may become inmune to healing though all means, but ignores all collision and, if she dies in this state, becomes an senseless eldritch abomination that cannot cast spells but cleaves and attacks faster with each basic attacks, haunting down her killer until one of the two dies (who can only die by her hand, virtually them both her and them invulnerable).

This initially started as "want a playful revival effect" and ''"how to make Poppy's old R fair?". ''I love both, specially the latter, but understand that is bonkers balance-wise, so once the became integrated as one, the concept of the special cost and the Sacrifice to the Abyss was born: To be empowered, you must struggle first, and once you become an undying behemoth, but if the enemy team manages her properly, she's turning an opponent into a ulted Tryndamere, and depending of the target and their team that may be convenient for them, and depending of your team and your skill, that can be solved fast enough to come back to life and stand unconquered.

I wanted to push the concept of "high risk/high reward" to its limits, to the point that you may be risking too much, specially for the lack of defensive abilities uncommon to Skirmishers, but that determined players who want to clinge to life the most possible (like I intent for her character) will be rewarded with one of the deadliest team-oriented custom concept to date.