Thread:Typhron/@comment-5416973-20121120063943/@comment-60764-20121120071343

You actually caught me in the middle of editing's Tess's numbers a bit (to be a bit more fair/not show my terrible napkin math), so ya might want to revist that (although not much changed, really). Should note that I'm not updating Karsima due to Tess taking her place in spirit (no pun intended).

Montgomery

 * The numbers do need a bit of tuning, but there's a reason the ratios are that high. On one hand it's like Kassidin's Null Sphere, and on another Gangplank's Parrrley. Fussing with the base damage has been a bit tricky. Pull too much in one direction and you'll have to change the other, yanno?

* I'll be sure to change the mana cost on the W, not thinking about the ability being used to escape.

* The construct's attack speed is fully based off Montgomery's. Situations like Nunu being able to Boil Blood both him and the greedling (or Sivir/Warwick's AS auras) won't give the greedling double the effect(s).

==Solos==

Can you tell I've been neglecting this one a tad?

* You're not the only one to complain about the passive at a glance. The champion IS a tank (or thought to be a tank in mind) so it already fufills those roles. Perhaps I'm looking too much in the game's mechanics?

* Haven't thought about it Q. Trying to balance it around like other taunts in game.

* Due to W being a dash AND a spell shield the cooldown should be rather reasonable, promoting proper use (a slightly altered version of Lee Sin's W, if you think about it).

* Could probably change the blind duration or the taunt duration. Or have it so that if you're blinded you can't be taunted for a bit.

* I do need to think of the ult and it's effectiveness. But it is supposed to be like a counter-AoE/Maokai-like shield for allies. If anything enemies would need to reposition themselves.

==Tess==

* It's like Nasus's passive, really. Works a lot better mechanically and aestetically in comparison to what I had before (see: Karsima)

* Q's more fire and forget than that. Cast the Hot/Dot and then activate the abiltiy again to make them take the total Hot/Dot's value. HoT/DoT still ticks away.

* W assumes that Taunt makes those taunting do no damage. Still, in-fighting.

* E's range is 'round the range of Maokai's Sapling Toss. Did reduce the healing/damage range to 600 (may reduce it further) due how it could/should be used in conjuction with Incite.

* Reduced the spell vamp by a lot (was too high to begin with XD) and did change the shield values a bit.