User blog comment:Nuclrdmntr/Nitaus, the Peacekeeper/@comment-3391671-20160627040649

This is nothing against Nitaus's kit, but I feel that 's current kit fits better with the disillusioned vigilante lore because 's kit... feels like it punishes enemies by naming them "villains" more than Nitaus. To me, that's a plus (not fond of the villain mechanic for because of its implications).

Otherwise, the lore idea feels like a mash-up of [[ci|Garen}}'s dedication to "justice" mixed with 's violence in apprehending criminals and the lunacy of... whichever champion you believe is crazy enough to go steal a Piltovian power suit.

Before touching on the abilities, next time add a patch box; it's always nice to know what are the previous versions of a champion, especially if you saw how they were before (I saw how Nitaus was before Numinous commented).

Now, onwards to the kit.
 * The Innate tends to define the base of a character, either from a kit-standpoint or a lore-standpoint. It's a good thing if both can be done. The issue with the inante before was as Numinous said. It had too much going on at one time; it gave too many personalities to deal with in both kit and lore.
 * So far, removing the two hits per attack, since it proved too powerful on its own and in the kit. It allowed Nitaus to stack up Powering Up and any other on-hit effects too easily. And because Powering Up increases base AD, it just had too much synergy with the two-shots.
 * When reading the first draft of the kit, I felt Nitaus could work on a different system than mana: fuel (which I will elaborate on at the end of this comment separately). The idea of the abilities using part of the Innate's shield is fine, but I feel it complicates the kit too much on top of the need to write "when Shield Matrix..." throughout the other abilities. If Shield Matrix was the entirety of the innate, this would be forgivable, but there is still more going on in it.
 * You seem worry about damage in trade of "health" but I believe the health-to-barrier conversion gives him an advantage, causing him to have a strong offense and a strong enough defense. Even in the old kit, although he technically only had 90% max health early on, it gave him the ability to recharge a good portion of his health within 10 seconds. You don't even need to use at this point just by retreating behind the tower or staying in the back lines of a minion wave. It is basically a much more effective version of 's innate, and this is only one part of Nitaus's entire innate.
 * When I envisioned Defense Matrix, I saw it that Nitaus would release steam (visual only) after 3 or 4 seconds of not taking damage and start recharging slowly instead of recharging after a long time. This would make Nitaus a better fighter than being a cowardice skirmisher. And if the shield value is lowered, it would devalue his need of health when he should aim for more damage as a Fighter/Marksman champion.
 * Otherwise, all I can really say is that there is much placed into this passive, and it's hard to see personality in it. Although has an innate that is just as packed, you can feel life through it because it  out the outline of the number-four addicted, music loving side of his story. It mostly only affects his AA, which is the primary part as a Marksman. Does Vigilante Armor do that?
 * There is little value in having a charge up mechanic for The Old One-Two due to there being no benefits in doing so. That's the first set of business that I saw that needs to be dealt with in this ability. I recommend allowing the damage to scale up to 50 or 60% more than the base and having a bit more range. Otherwise, people will just use it like 's and hit up enemies without even trying to charge it for no more than 0.5 seconds.
 * I believe allowing One-Two to inflict on-hit effects one time total (an enemy can only be inflicted by on-hit effects once per cast of One-Two) will make this ability more satisfying.
 * The description doesn't require so much flavour text. It can be reduced to the following: "First Active: Nitaus aims with his hextech cannons in a selected direction.
 * Nitaus can move freely and cast abilities while aiming, but cannot auto-attack. After 4 seconds, this ability is automatically cancelled, going on half cooldown and refunding half the mana cost.
 * Second Active: After a 0.5 second delay, Nitaus fires with his cannons, with the first cannon firing immediately and the second after another 0.5 second delay. Each shot stops at the first enemy champion it collides with, inflicting physical damage."


 * This description removes the need to notify how the cannons fire and keeps it simple.
 * W
 * E
 * I won't go over much for now (I will later) but Core Supercharge only supports a tanky/marksman build due to converting shield cost (which scales off health) into damage. That in itself goes against what Nitaus is supposed to be, with the fact that Tank/Marksmen do not exactly exist together as such due to their polar qualities. This actually supports my thought of changing the resource of the abilities into Fuel (or at least, not use the shield as a resource in general). I like the idea of using resource as a means to increase damage, but here the execution seems to be poor.
 * More TBA

So, back to idea that I mentioned earlier, "what is Fuel?" No, I am not placing a question as to what it actually is, but more of what mechanic am I offering. Fuel is a mechanic I've brainstormed about that is yet another unique resource system. The way it would work is similar to Mana, but instead of passively regenerating, it regenerates under specific conditions: when at base, through one of his abilities or when stationed under a tower for a duration within being in battle or consuming fuel for a small duration.

The current mix of Mana and Shield being resources gates his abilities on two ends severely. Some champions have something similar, but usually they are not as limiting as these could become. What happens if he doesn't have enough shield, or remains in a fight too long in that he cannot regenerate it? Is that your answer to "counter-play"? Well, he's dead for sure since his abilities uses it as a resource, and he has no means of counter-counter-play. That in itself is not a satisfying kit model since it means that Nitaus has no way out if he finds himself low in shield due to a skirmish. Even changing the cost to "current Shield" won't help since it'll change the problem of punishing for not managing the shield to no need to manage the shield at all for your abilities.