User blog comment:Witchking99/Skorn, The Angel of Justice/@comment-3391671-20170629145454/@comment-3391671-20170701162722

Lore:
 * Continuity Response: I can understand if Skorn is supposed to be the one-out-of-a-million kind of "failure," but from the way you explain, and how the lore reads, this method is not reliable often enough. In the first place, it would seem to be more ideal to play to a person' heredity trait; if they were sure about it being possible to change someone by teaching them from birth, that is another story. But you say "presumption," meaning that the method will not always work, which makes the production of these angels less legitimate.
 * If I were to speak as if this was a science experiment, it wouldn't be a proven statement due to how often "outliers" occur, thus making the hypothesis questionable. If I was going to create an army of false-angels, I would look for another more reliable method of breeding these angels, such as splicing genes or making sure the babies are born with the good traits from the start. If you say these "manufactures" don't have the funds to do that... well, we can discuss that at that time.
 * Lore and Concept: I wouldn't say it's unnecessary information, but just a whole block of explanation that came before the meat, the important information. In this case, it that is Skorn. However, the way it was displayed was a whole section of backstage story, but nothing on Skorn himself. This causes Skorn himself to seem empty thematically, even if we were to know that he's a manufactured angel. Once again, people are selfish, and want information on the topic, not the explanation of how to the said topic was made.
 * Put all of Skorn's information first, just like how for most champ profiles, they have a summary of who the champ is in personality, character and then backstory. Then below all that, you can have the deliberation about how the angels are made and chosen. Ie. The story of how they are present first, then their origin story later.
 * Hero type/Alt type: Alt type is the same as "secondary class." Thus, the Hero type (their main class) should not overlap with their Alt type. Aside from being a Fighter (in this case, a Diver), what else can Skorn perform as?

Kit:
 * Innate:
 * Innate Misunderstanding?: I know it is not an actual lifesteal. However, this secondary bar somewhat works like lifesteal. You deal damage, and instead of immediately receiving health, that heal is supplied over time. I did misunderstand that the heal on-self does not initiate until 10% of the bar is at least full, but that would also mean that Skorn has a pseudo-barrier: the more damage he deals, the more he'll heal back as much damage as he has dealt. That is very similar, if not the same, as lifesteal.
 * Number Saturation: While Skorn has to build up this resource in order to use it, a bar worth 1000 is still large. What can be done is that the resource is locked at 100, and each basic attack adds 2 to it, with crits worth 6. On the other end, when a heal is initiated, each bar is worth a base amount, plus a % base that scales off AD (exa: 1 bar of Just Victory is worth ). If you want Skorn to be offense focus, this might work to his charm. It may mean that AD = more healing, but I would also think this can help nerf his allied healing so that he isn't a healing-fighter, something that is too powerful since Skorn already has self-sustain and damage (he shouldn't have a strong heal due to balance).
 * Admittedly, I may be overcomplicating this secondary resource. But instead of having numbers in the thousand digits, I find it more compact and impactful if each actual tick had more value, than letting the resource be all easy-math.
 * W Ability: As I had predicted, this ability is meant to be Skorn's main way of attaining Just Victory if he builds critical strike. But what else happens with striking critically than attaining Just Victory? I might just be someone who is not keen on or fond of the critical strike mechanic, but it's not amusing to me at the least.
 * E Ability: While I can understand you would want a champion not to be kited, but Fighters in general are supposed to be vulnerable to Kiters (Mages and Marksmen). Instead, they can deal with Assassins and Tanks well, and it already shows in Skorn's kit (enough sustain but also enough damage). However, you haven't answered by there is a heal on a dash. A diver, who is likely to dive into a fight, may benefit from the heal, but if it's a heal for allies also... it makes the ability really binary in its use: either be selfish and use the dash for yourself, or dash to allies to heal them (a support ability that doesn't seem fitting in theme).
 * In regards to the use of the English language, I wouldn't use "died down" to refer to someone else's complaints. You wouldn't know if they have quelled unless the complaintee says so. Instead, you should say "your concerns in regards to ability might have been answers with the changes I had made." You are never certain if you correctly fixed the problem, unless you are 100% sure you did as the complaintee asked.
 * R Ability: The issue I had with this ult was not the lack of mechanics, but the base implementation: for X seconds, you become empowered with on-hit damage and one other effect. The additional effects on abilities during ult doesn't exactly help deter this. It does not create a better "atmosphere" for his kit. One thought that came to mind is to define what Skorn is defined "skill," as in what specifically as a Fighter is he capable of among all Fighters in the game.
 * That scaling on the on-hit damage needs ot be clarified. As to what is scales off of. Because, if it's  increase of damage, that should be removed from the target health scaling and moved between the base damage and the health scaling. If it's, then it needs to be stated as so.
 * Skorn has a good amount of regeneration of Just Victory, and adding that to his ult too muddles the significance of it. "Oh I can attain it with my AAs, my abilities... and my ult too! Wow, I don't need to worry which abilities I use, cuz I'll eventualyl attain enough anyways." As with the above, it gives the impression that Just victory is a no-brainer, intuitive mechanic, one that advanced players will not appreciate. Impact of mechanics is important.