User blog comment:Psychofreak2/Akali Mini-Rework/@comment-7709681-20171027025345/@comment-3391671-20171101051418

My apologies on the innate's duration. It was partly my misreading that didn't allow me to understand how long it lasted. It also shows though that depending on how the text is read, some people will understand differently if it's not spelled out enough. These misunderstandings can lead to a warped view of the ability, as I have witnessed in previous custom champion or champ rework iterations.

Even then, I still find the health lock out to not be suitable for her. Not in theme, seeing that not all champs will have abilities that are 100% explained (How does  enemies?). But as an effect in itself, the health lock could be a little unhealthy. Not the worst offense of "unhealthy gameplay" but it does make me scratch my head if such a mechanic should be in-game.

The goal you mention sounds like you want Akali to be a than what she is noted for being live: an. If that is how you want her to take the game, then I recommend that you state it so, since it would change what direction the champ would be taken towards.

As for the theme... it simply sounds like you are mentioning that her kama blades are capable of a severe case of, and not much farther. Nothing wrong with that, but as mentioned above, I don't feel so good of the presence of the ability as I don't find it justifiable enough unless there was more than "sharp blades" to it. For example, some kind of poison (or disease) could be causing the lack of healing instead of the serrated edges.

For Q, I personally did find "on last hit" to be a mix between in-game language and not-so-game language. Be careful of what you mean by certain phrases. Even now, the ability's description has a few places that might need help to clarify it better. I can understand it, but check out other champs with two-hit-basic-attack abilities and see how their abilities are formatted with clarity.

Dodging skillshots sounds cool, but as mentioned, when you buff or nerf an ability, outside numbers, it isn't always a good idea to balance things out. I wouldn't think she needs such a tool to make up for the loss of a dash in W. Surely, there isn't a need for Akali to have anymore than one engage tool, but that is post-6. Are you wanting for her to have no engage prior to 6, since the way you make E function is certainly more like a disengage tool. And while in game her E does have a % reset, that is because it's only that flourish. With the blink part now, having a reset would be overdone.

What comes into mind now is that Akali can have two cooldowns on this ability: one for the blink and one for the flourish. The cooldown for the flourish would be the same 6-4 seconds, but the one for the blink will be much longer (~30 seconds). There will still be the 60% reset, but that's for the flourish only. When you kill a champion is when the blink will also receive the same reset. Obviously, this may not be the best way to keep both elements, but it would prevent this ability from being bloated by being a dash-reset when R already has that.

No need to create fixed ranges also for the sake of limiting the usability of an ability. If there is a need for it to be such for gameplay purposes, then yes, but for blinks, they have a better feel when it can be controlled by the player. Dashes though are a different story.

The idea of having an ability "wasted" for its mobility reminds me of 's Net... which aint bad, but to me, such an ability has a bad vibe to it. Why even have the net if most people are using it for the knockback instead? Sure, it used to be so that she can peel for herself, and still can. But the ability itself has become overly versatile for what I find to be "fitting to themes."