User blog comment:Beri98/Marrow - The Bone Mage/@comment-25235491-20170529153557

Just here to point out a few shortcomings:
 * People who mention leaving combat often fail to mention for how long, since "out of combat" is pretty much "not dealing or taking damage in the last X seconds" and custom content creators overlook the variable.
 * The 100% Vitality boost being only cost reductions is kinda meh since it could be argued that it's basically Ferocity system with much less interesting and powerful applications.
 * The second part of the passive is a weaker version of 's own stat conversion passive, which is a design of old days you might not want to imitate. With a part of Cho for good measure, but nothing too new. Or bone-themed, for that matter.
 * Q is named Bone Fracture, yet sends a pulse of magic energy. I suppose the flavor for the slow is that it'd shatter bones, but this feels pretty lackluster for a bone mage.
 * W feels pretty much like . With an unprecised area of effect (or cast range).
 * E is a clickshot snare, which you can hold 2 charges of. It's more personal taste, but I hate the idea of 2 clickshot snares coming within 3 seconds.
 * Also, does it scale of the user or the target's maximum health?
 * Also, just a note, the health cost is low to the point it may just not count. I can easily understand that you had to make it negligible, because otherwise it may just be crippling, which is an issue with all flat health costs in the game, not just this.
 * This ultimate reminds me of in its concept. The numbers are horribly low, but that's a frivolous concern. I'd like to know the specifics of how the chain spreads though, because once again, the image of  in my head might be leading me in the wrong direction.
 * Also, I think referring to the bone chains as "dark chains" in the description makes an erronated assimilation of bone magic as dark magic. While bones are a pretty gruesome thing to see, they're not dark per se. Just felt like pointing this out.