User blog comment:Fredy-san/Switch, The Arms Master/@comment-3391671-20170901204225/@comment-3391671-20170903062141

I don't know how you tend to do your concepts, but as a recommendation here on this wikia, it is better if you create a sandbox first (will explain in a separate paragraph for clear descriptions), put your draft there, have people give opinions, then create a template for blogging. As mentioned in the guide above, while blogs that are not formatted with a template are allowed, it would be easier for reading if they were in templates first. Creating a blog that is a draft also means that by the time you might have the idea finalized, the blog will be off the front page thus lose readership; reposting a blog is not allowed even under such circumstances.

Sandboxes are created by attempting to create a new page under the following format: User:yourusername/sandbox. "Yourusername" is your user name (Fredy-san), while sandbox can be any term, though it should remain appropriate for the wikia (no jibberish). For example, one sandbox I could make would be "User:GreenMoriyama/Sandbox 2".

I would to claim that blog should be a place for ideas that are complete. They don't have to be finalized in the sense that "it is a full concept, with theme, stats and all the baggage." However, to post an idea with full intention of it being WIP is not a good idea, as blogs are not foremost for brainstorming. People can contribute to it, but they are not obligated to give comment on a concept that lacks a finish line beyond its kit. If you want opinions, asking another content creator through message walls is more efficient and helps save time.

I still find that the issue still stands that there may be a learning curve due to the "baggage of knowledge" in getting combos down. Other games, including DOTA, may have this element, but from what has been seen in League, they are not trying to create a Street Fighter-esque curve for skill. They have champs such as who have this element, but RITO purposely moves away from making champions too sophisticated with their kit. Having many abilities, especially for combos, may grant players the ability for skill expression, but it is at the cost of frustration of those who are not able to climb. Once again, I haven't read in full what you have for Switch, but I wished to let you know what issues do arise with having so many outputs beyond "too many abilities," as I personally cannot tell if you are aware of this issue.