User blog comment:DauqS/Hyde, the Frantic Carcass/@comment-10594216-20130609005103

Thanks for the input.

I didn't stop editing any of the champs, and regarding this one, I too feel like the passive and the ultimate needs some changes.

The passive is a big problem. In a previous version Hyde had a different ultimate; it gave some defense against autoattacks and AoE damage and granted him maximum attack speed for 2 to 3 seconds, making him attack up to 5 times a second. I'd love to keep the mechanics, and I think the bonus AD scaling wouldn't be an issue (see Zed with his 25% bonus AD) if the double attacks didn't effectively double the power of items like BotRK. I tone it down to scale only up to 50% AD and leave the rest as they are.

My concern about the ultimate is that it's for allowing him to function in teamfights. Melee carries are said to be bad because they tend to blow up before they could even deal damage in teamfights, but in the current state Hyde can keep himself in distance all the time and act like a ranged ADC as long as people die around him. I kept the health costs to avoid the early game spamming; 100 health at level 6 is huge and so it should be used only in big engagements.

All in all, the purpose of the ultimate is to make Hyde function in teamfights but I still want to make him feel like you'd be playing a melee carry.