User blog comment:Willbachbakal/(Champion Rework) Singed, the Mad Chemist/@comment-5256197-20130705130918/@comment-1330314-20130705161438

Thanks for the feedback! Responding piece-by-piece:

To clarify, here's what I think is wrong with Singed right now:
 * Mana costs mean nothing to him, and he can just run around spamming Poison Trail while being stupidly tanky at the same time. There's no resource management at all, which is also why it's so annoying to fight a Singed who just leaves his trail on the whole time.
 * The way his tankiness is tied to his mana makes him actually quite toxic (no pun intended) as a champion, as it leads to nearly-unkillable Singeds farming freely behind enemy towers. He can just run around forever with his trail on, and even if he gets hit he shrugs it off, especially as he deals continuous damage through his Trail.
 * Singed's only real way of dealing damage is through his Poison Trail, again leading to annoying Singed players running around with the thing on all the time without it intelligently.
 * Singed at his heart is fundamentally irritating because there is very little one can do against a Proxy Singed or even a normal Singed: he's too tanky to die when you need him to, it's impossible to chase him, and he can bully you for free just by running around you, with little you can do to stop him.

And here's what I intended to do with Singed:
 * I want Singed to have more ways of dealing damage than just with his Poison Trail (and marginally with his E).
 * I want Singed players to think before spending mana. With this kit players should still build mana on Singed, but it won't make him stupidly tanky, and instead gives him more damage and chasing potential.
 * I want Singed to be tanky, but not to the point where he can just run around without caring about his health. I also want to avoid him being a bully, so if he wants to harass he's going to have to put himself at risk.

1) Singed's original ult was essentially "free stats for 25 seconds". As an ult this is okay, but as a basic ability it's not. The mana cost means he can't just use this as a permanent MS/AP boost. He still has an incentive to build mana (mainly to counter the now significant costs of his skills), it just doesn't give him free super-tankiness anymore.

2) Insanity Potion is meant to be a chasing/escaping mechanism, not an initiate. If you want more damage up-front and a movespeed boost, you can do so, but as the bruiser/tank that shouldn't be your immediate priority. However, combined with his passive this is supposed to be good to use in the middle of a fight. I shaved off some stats because I felt they would overload him, and gave him mana costs to avoid this becoming a permanently sustainable steroid. Regarding the bonuses, that's a 20% direct damage boost, without even counting the huge amounts of free AP this gives him. There are also large secondary bonuses to this (increased slow on his Q, increased range on his E), which is why I think the increases are okay as they are now.

3) This kit's Q only deals damage upon impact, not upon touching the pool. I also turned it into a projectile attack, so that you can't just land free damage at a range in lane. If you start with Fling you already have the huge advantage of landing your opponent into your creep wave, and an AD boost is more interesting for trades. I'm also trying to diverge from regular Singed builds, which all advocate dealing damage through his Poison Trail and never actually really engaging that much. This new passive should give him more of an incentive to actually fight, especially in teamfights.

4) I feel Singed's tankiness is currently a problem, since it's too easy to build health on him and offers way too much of a reward for what is essentially a zero-risk tactic. With this new setup, he can actually deal far more damage than before, and in more interesting ways. However, he can't just spam them either while behind the protection of his massively increased health.