User blog comment:Lesdin/Maria, the Astral Keeper/@comment-27802145-20160911125232/@comment-27802145-20160914112219

Originally the base expenditure of Due Health being halved at level 6 wass to denote the arrival of the point in which Maria needs to build clearly offensive, whilst also offsetting for the unlocking of the ultimate and its synergy with the innate. Kind of a crappy logic in hindsight though, and as I'm typing now I'm not really even sure why I'd even bothered with it. I wanted Maria to have a higher base Due Health expenditure at lower levels for sure, but I'm not sure how I could go about it without brute forcing it so that the heal scales off of level. :/

As for the description, you can believe me when I say I'm not happy with it either. But until I think of some variation of the passive in which can be expressed more cleanly, the current iteration will have to do. I'm still in the process of thinking of ways I could refine the current innate on more meticulous levels.

Not sure why you're particularly pecking at the. As you've said a 20% which lasts for 1 second is barely anything, but it could be the difference in between Maria landing that visceral hit or not in tight situations. I wanted Maria to be offered an edge over her opponent upon landing the shot, but as Will have said, the shot applying a was going overboard as it restricted the victim from escaping, hence why I've hesitated in implementing a stronger  which would most likewise produce the same consequences.

Also regarding the damage reduction for Bloodbath being noted as non-noteworthy, I'd done so with the intention of just stating that I was reducing its raw power, without changing the purpose of the said ability. Compare that to the W and E changes which all served to compensate for the changes to the new innate and the consequential changes which had to be made for Quickstep; all of Maria's basic abilities were given refined purposes which made them fit into newer paradigms of play, whilst the ultimate remained entirely the same, but at a reduction of the damage it gives (and really in a game as variable and fast paced as LoL, I consider minor shifts in numbers regarding the scaling of % current health damage which is applied over 2 seconds non-significant).