User blog comment:Shadowlord723/Randall - The Arcane Spellmaster/@comment-26263213-20160912124011/@comment-3391671-20160914130658

I apologize if my point was not made clear and will do to the best of my ability to respond to what you have said.

The game is built on the Burden of Knowledge. In ways, I am aware of that. When you go off to ARAM, you don't have the time to check out what champion does what, so you need to know a bare minimum of how each champion you have available to you functions, aside from their classes. But when referring to Burden of Knowledge for Randall, I refer to a new layer of burden needed to know how Randall works and interacts with the summoner spell. I will agree people would be able to get used to what summoner spell will provide what benefits to Randall's kit, I do not believe that a majority will play with/against him without a (since the effects from each Summoner Spell is not entirely clear). This poses as that extra layer I refer to: an extra layer too much.

When I said "An ability should be simple enough to be explained fully in no more than two sentences," I should have mentioned "summarize" (and maybe three sentences than just two). Looking at 's Innate, it can be summarized as "Kled rides Skaarl who is his, running when out of health. Kled on his own has a limited kit and has to fend for himself until he can call Skaarl back." This may not encompass everything of what Kled's Innate can do, but it does represent what it does for Kled. 's Innate is "Bonus doesn't enhance Jhin's  but his basic attack damage. He has four ammo before needing to reload, and the fourth shot will always ." Once again, not every thing is pieced out, but a new player can play the champion without being confused as much.

As for Randall though, his Innate cannot be explained in two setence time. "Summoner Spells have reduced cooldown and bonus effects" won't suffice as an explanation, since "bonus effects" varies between the spells. If Shadowlord chooses to cut down the description down to how I recommended, this "Burden of Knowledge" wouldn't apply to the Innate.

Another way to test the grounds if a kit is packed/overloaded is if Phreak can explain it in a Spotlight without needing to sound like someone reading a shopping list: "First up is Randall's passive: Spellmaster's Knowledge. On top of having reduced cooldowns for his summoner spells. Each summoner spell is enhanced. has a stronger shield,  has more range,  heals more... are you writing this down, summoner?" This part would become a tangled web once he gets down to Q and E...

Randall is complex, and without depth. As Will had told me about one of my own concepts, and as Primus has already outlined above, complexity is fine but only if there is an equal amount or more depth in the implementation. Randall's current design adds in a lot of details, but with little depth in how these interrelate. It offers more tools... but some of these tools feel rather lazily tossed into Randall's hands.

You argue that all live items don't always follow the clarity rule, but the items that are not mentioned are along the lines of "common sense" (Skarner's Ult is a CC, thus the player caught shouldn't be able to interact with the Lattern's hook-in). Now, you could say that some parts of Randall's kit is "common sense," but for a concept like this where you have no field/ground to test on, the above concept should note them (in this case, in the ability info section Shadowlord had left out).

More players/casuals than beginners is a reason to let champions be complex? I do not believe so. It is true that newer champions should be simpler so that beginners can use them on the fly, but Primus mentions how Randall's above kit would make even casuals to investigate every single game. If a player lives on LoL, they might as well remember what Randall's kit has to offer, but will every normal player have the time to recall all the effects?

When is a champion overloaded... as I mentioned above, if each ability in a kit cannot be explained/summarized in two/three sentences, it's overloaded. At the moment, is my target of that in that he has a superfluous passive on his W. But I agree that  is a pain in the ass with her support-centric lore but mage-filled kit (and she can still support teammates when building as a mage. Really?). Lee Sin just needs a bit of a tune up visually and the changes that are in the unreleased content page. Otherwise, it's best to say that an ability is needlessly topped when you notice that one ability provides multiple functions or oversimplified effects (such as giving stat buffs). The obvious other answer is when an has a paragraph within. Ekko's W (once again) almost hits this limit imo...