User blog comment:Poisonshark/Custom Champion: Erin, the Swift Palm/@comment-3391671-20160709093501/@comment-3391671-20160712100007

As much as you say they are in paragraphs, they look like blocks of texts interwoven with items. Even your comments here are doing the same, looking like text blobs. I don't know if you are purposely placing the "br" templates, but it is what is causing these paragraphs to look like big blocks of text.

So focusing on lore before the kit first, huh? I won't reject that thought.

I would actually argue that a bit of AS would be viable in her kit, since if she is able to apply enough stacks of her passive, she'll be dealing a reliable amount of magic damage through her basic attacks. When her Q and W fail to inflict enough stacks, her basic attacks are reliably dealing them in fast order with enough AAs. From what I see within the kit, it might be a good idea to capitalize more on her AA then relying too much on her abilities to fulfill the stacks.

For example, with how the W functions, as much as it is a dash (thus supposedly an engage), the way it functions works more like an after-engage. As an engage, it provides a way to inflict a stack of to all nearby enemies of the target, but the potential loss is being able to apply all three stacks in one go (then follow up with an execution with E). I presume this can be circumvented by taking the middle ground of apply to a target (does Q enhance the AA range?) and just use  for the sake of AoE Piercing Mana, wasting the engage portion. Hypothetically, I might be just wasting my time, mumbling about this.

An idea has come to mind: why not allow the passive inflict the AoE on enemies with full stacks of. Instead of only doubling the damage on the target, enemies around will also receive the base damage along with a stack of Foreign Mana; if the surrounding enemies are at full stacks too, they won't emanate the AoE but they will also be dealt the double damage. On the other end, W will be an engage and chasing tool that will have one added effect (since the AoE is theoretically moved to the passive) which I would place as a temporary AS buff for 2, 3 seconds while maintaining the MR reduction to Erin's abilities and the mana refund.

If you are worried about the damage formula, I would suggest using the ft template, which works like the following: Damage:. At times it may not work, but seeing the three lines of the different scales of damage... makes me feel like I cannot do math (this is a personal opinion, and in some way a joke on myself and my ego).

I feel that the additional stacks should be uniform in that they all deal the same kind of damage and CC, but are more effective with each stack. For example:
 * " deals magic damage to all nearby enemies while also inflicting them with a decaying 25% slow for 2 seconds.
 * For each additional stack beyond the first (of ), deals 50% more damage and the slow is increased by 100%."

You wanted a semblance of CC, and I feel a slow would work better than a root. I'm aware some Assassins are supposed to be a hit-or-miss in their plans, but making them reliable and rewarding at the same time would be a good idea. And to be honest, if I felt a rupture within my body, and I'm supposed to be someone who is in battle, as much as I may, I would try my best to move around still with the pain within my body. At the last, that's what I would think. Shoot down my ideas if you believe I'm stepping out of line.

Reconsideration should be in operation for the ult. But of course, it's not going to be easy as some existing champion have taken up possible ideas for an ult ( and for example); I'm sure you've taken much consideration for these reasons.

Erin is an assassin, so she should be getting in close anyways. Saying to reward her for what she's supposed to start (engaging with an enemy up close) feels unfair to those who are only rewarded if they fulfill the end result.

So what could be done? For someone who is bursting her enemy's manastreams with foreign mana, a process of them could be done. Of course, I've heard Riot is trying to remove this aspect, but just a thought. Ulti talk: This was meant as a tool to reward Erin for getting close, and since her passive is the cornerstone of her kit, she just applies it repeatedly. Of course, battle arena ultimates are a common sight these days, but these are the easiest ways to interact with other skills. Some reconsideration is of course highly possible.

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