User blog comment:KeithCornell/Champion Concept - Amaia, the First Woe/@comment-24420226-20160628003339

Tl;DR - Lots of complexity with actual little depth. Mechanics on the stance passive is unclear. Nothing but steriods. Also up yours Lesdin, I'll read whatever the heck I want to. >:P

@_@ The text is real with this one. Just looking at the passive (which is really 4 passives in one box), I already don't like this champion. Riot has given newer and reworked champions multiple passives, but I really think it's necessary, causes a huge power skew, and just overbloats a champion page (just like here). They eventually even removed one of Azir's passives, and now he has to build attack speed just like everyone else. It's cool that Riot and yourself really want to create something that is mechanically distinct from other champions in the game, but you risk making this champs feel more complex and convulated, and I'm not sure if your 4-blend passive actually adds a lot of depth.

How do regular basic attack modifiers, like crit chance and lifesteal, interact with her pseudo auto-attacks? In the ultimate description it specifies that they apply on-hit effects and critically strike, as well as the grenade launcher's explosion applying on-hits, but no where else are these interactions stated.

This kit suffers from one-half the the two-headed problem that Udyr does: it's made of almost nothing but stat steriods with  little to no dynamic gameplay - which is likely why Riot didn't follow that direction with Jinx. Basically, player's will try to stay in whatever stance offers the best numbers, which in this case is either the grenades or the sniper rife (30% attack speed is just piddly, especially since it doesn't stack with any other attack speed sources). The superior range on these stances makes the task of staying away from enemies while attack them is just blows the semi-auto out of the water. It would basically come to down the question of "Am I shooting multiple enemies or just one?"

Of course, the limited ammunition and lengthy cooldowns stops players from camping in one stance, which is fine balance wise but only feels frustrating to players when the game forces them into a stance they don't want to be in. This also raises another mechanical question - if you stay in a stance for the required two seconds, shoot a few rounds, then immediately switch into a different stance without using up all the first stance's ammo; does the ammo for the first stance reset or stay at the value it was when you switched out? Or does the stance go on cooldown entirely?

There's my wall of text for your wall of text.