User blog comment:SpartanJ014/Torr, the Mistwalker V2.0/@comment-1330314-20131211171853

The main problem with Torr's kit right now is that he has no on-demand CC or utility. Every marksman has at least one or the other, if not both. His abilities also seem quite weak for the most part:

Mistwalk has a lot of issues preventing its effectiveness: first off, having it activate at 10% health, where even autoattacks from non-AD champions can finish a marksman off, would prevent it from acting as a save, which looks like its intended purpose. The movement speed buff is also really small (the level 1 version is equivalent to suddenly gaining slightly stronger ). The immunity to physical damage is alright, but the doubled magic damage means he's even more likely to die to AP mages and assassins. You need to rework this so that it gives him one good shot at escaping, without any surprise debuffs that would lead him to get instagibbed. In the same vein, I don't see why the damage immunity should be exclusive to physical damage: you're trying to give Torr an escape, so he might as well be momentarily immune to damage or at least resistant to it.

Rapid Volley looks like a nice steroid for a marksman, but the description is confusing: does the bonus damage apply on-hit effects in addition to the autoattack's existing on-hit effects? Does that mean each autoattack applies double on-hit effects? That would give Torr a lot of invisible power and would push him towards building on-hit, both of which Riot are trying to avoid on champions.

Ethereal Arrows is another nice steroid, but the cooldown is way too massive. Even half the cooldown you've listed would be too much. If you look at, it has a 17 second cooldown, gives him bonus range, and lasts for 8 seconds. It may not give attack speed, but the bonus magic damage is exactly the same as Torr's.

Meteor Barb is very awkwardly balanced: its damage at rank 1 is way too strong (145 base damage without any bonus AD from items, runes or masteries), but then its mana cost is equally massive, costing more than. Its cooldown is alright for a rank 1 ability, but at later levels it would be way too long, particularly as this is the only real basic active ability Torr has. You need to severely reduce its rank 1 damage and mana cost, as well as give it a decreasing cooldown. Along with that, you need to give this ability more interaction with Torr's kit: right now, it's just an extra bit of damage, with no synergy with the rest of his abilities.

Revenant is similarly awkwardly balanced: this looks like another steroid to his stats, but the revenants' extreme vulnerability to damage means the only usefulness to this skill would be a free resurrection (i.e. Torr would pop this just as he's about to die to revive at 100% health). The huge duration of this ability, along with the revenants' dependency on stats, means that his revenants would either be useless and die instantly, or be overwhelmingly powerful if Torr is fed. This needs to be reworked.

You've got an interesting theme overall, but there are several large problems with your champion: he has nothing to bring to his team other than damage, hit kit doesn't interact well with itself outside of his Q+W steroid, which also means he becomes extremely powerful for about 5 seconds before becoming sub-par compared to every other marksman in the game. Your previous kit actually had a lot of interesting ideas, and namely gave him a lot more utility. You should take a look at it again and try to bring more utility and synergy to Torr's current kit, as well as balance his abilities.