User blog comment:GGooeytoe/Annwn, Master of the Wild Hunt/@comment-26846505-20150809143825/@comment-26846505-20150812025722

Yeah, until I did the math on the Nashor's+Dev build I didn;t realize quite how high it could get. I think Jax with a similar build might surprise you tho, but I'm too lazy to do the math. However, I have a couple of changes I think might fix some of his issues:

Passive: CDR no longer reduces down time between summoning dogs. Hound duration nerfed to 12 seconds. Hound attacks scale with 15% AP (buffed from 10 to comoensate the loss of summon rate in AP builds), don't gain movespeed with level. Hound HP now scales with bonus health, not max health (so that they only get tanky if he builds tanky). Maybe they should get some of his bonus resistances (right now they are fixed at 30)?

Q: Cooldown/mana refund removed. It was an unnecessary advantage.

His new W:Active spellblade that deals %missing health damage, giving him a damage steroid as both and ADC and AP burster (execute at end of combo). Would get better damage and lower cooldown with rank. This gives his AD builds a skill they actually want to max.

Change to his E: To make the skill more interesting, have it mark the champion it strikes for 1 seconds. During that time, he can reactivate it to cause all active Hounds within 500 range to leap to the target (like Jax leap strike, but no damage). Makes his combo a bit easier, and addresses kiting vulnerability (a little bit).

Change ult: No more Dire Hounds, instead he gets Destiny-style vision of champs within, say, 3000 range of himself. He can reactivate the ability to mark an enemy champ or epic monster as prey, gaining movement speed towards the target and bonus percent magic and armor penetration against the prey. Give him a dire Hound, suitably buffed, if the target dies during the Hunt.