Thread:PrimusMobileVzla/@comment-26815373-20160227221515/@comment-7709681-20160229001831

I don't think is a good idea that you innate require a channel time on all your kit, disrupts the gameplay experience of the user as it makes the player feel as a glorified Ward.

As for the Innate, I believe that nothing changed, but it can be simplified. The hovering FoS shouldn't have True Sight, nor Oracle have the attack modifier other than the bonus attack range (but exclusively for the hovering FoS). Why? Two suggestions:

Before I continue with the active abilities, I must mention the following: If you get rid of the channel times, you can get rid of the current ultimate that pretty much does nothing, which means you can obtain more room for utility!
 * Granting her a significant offensive/utility attack modifier? Because is a good way to fix her currently amalgamated damage output that currently sits entirely on E, aswell as avoiding the current penalty that surely is to not exploit the massive range. Commonly the Supports that are granted more room for utility within their active kits are granted a bonus on-hit damage with some form of utility, such way they remain relevant (As it happens with Tanks that have % of target's Max. Health as damage). E.g.: Bard, Braum, Leona, Nami, Sona and Thresh.
 * Making the hovering FoS controlable with Trinkets? Follow me on this: Thanks to this, you no longer need a channel time as it's gated by cooldown (which, may I add, make the Trinket's cooldown reductable with CDR), you no longer need it to have perma-True Sight as you can have Oracles Alteration and, most importantly, you'll be able to modify how your hovering FoS behaves!

As for the active abilities:
 * Q: Seems nice and simple, and I believe that, with a few changes, can be your "one-point wonder", or at least the last ability to max. out. The only incentive it has to level up is +1 duration and -1 cooldown, the rest scales with AP. However, must point out that the  three AP ratios feel inefficient, specially the range ones as passing a certain point they cease to be effective (unless you know some form of advance witchcraft that conjures the players' inner thought once the ranges reach negative values).
 * W: Doesn't seem like a good idea as it can result in an unconfortable situation at high levels of AP: You are likely to die from damage redirected from allies (at +900 AP you take all the damage they receive) and you don't take advantage from damage received from enemies as you are not a Tank.
 * E: As mentioned at the top --speaking of the Innate-- this ability holds her entire damage output, all in an AoE stun, true damage nuke, with said stun being able to become the longest Hard CC in the game at +500 AP, which is really plausible in an AP Support.
 * R: Sincerely, regardless of your decisions after reading this comment, I hugely suggest you get rid of this ability, which only disables her channels and yet still delays her abilities, the only significance it has is make her abilities uninterruptable. This, plus having unobstructed vision of the entire map and global range for abilities, renders her Innate inefficient for the duration, to not say useless.

My suggestions, beside those made for the Innate and Q, is to eliminate R, and rework W and E. Even if she's meant to play with vision, having all her gameplay be centered around the hovering AoE makes her too passive to be fun, and having her with so much range risk her to not have presence in the game (The player would feel more like a watchmen than an active player), most of the time lacks the counterplay to interrupt her, and when she has it her entire kit is inutilized with a single disable.