User blog comment:Emptylord/Champion reworks/My Assassin Update/@comment-3391671-20160817095946/@comment-3974211-20160819113813


 * I do not know if it was specifically the point you were trying to make, but one second probably isn't enough time to actually walk through most terrain. Hmmm, maybe the cost should be units travelled rather than seconds used - but then he could just stand still. Perhaps 1.5 seconds is a good amount of time.
 * I do not know if it was specifically the point you were trying to make, but one second probably isn't enough time to actually walk through most terrain. Hmmm, maybe the cost should be units travelled rather than seconds used - but then he could just stand still. Perhaps 1.5 seconds is a good amount of time.


 * Oh, I didn't mean each ability creates two shadows. Sorry, I meant that his shadows would mimic his next two abilities rather than his next one ability, meaning he would have two out at a time. The same effect I currently have as a "possible passive" on his ultimate, but instead it would just be all game he can have two shadows active at a time.
 * Regarding your idea about Feint, do you mean that his W when no shadows are active would create a shadow?
 * Regarding your idea about Feint, do you mean that his W when no shadows are active would create a shadow?


 * The change wasn't so much "spell vamp to healing" but "spell vamp to magic vamp". It now triggers on magic damage instead of spell damage. The decision to not refer to it as spell vamp was so that people would know it's distinct.
 * It's 6% (+16.7%) of Crescent Slash's damage, which is 50-150% of her AD.
 * It's 6% (+16.7%) of Crescent Slash's damage, which is 50-150% of her AD.


 * The Evelynn rework has been posted elsewhere so you may have seen it before. Or maybe someone else has implemented a similar idea? DOTA has day and night, or used to, I don't remember if it still does.
 * Night time would make the screen darker, although I was only thinking to the same extent that Nocturne affects his allies. The "clock" would be visible to all players, although I'm not sure where's the best place to put it that wouldn't be intrusive - maybe on the top-left or bottom-right corner of the map? I might mock something up.
 * I removed the Spike version of the effect, since I actually prefer the line-of-effect since originally creating the rework. Plus, I think the line of terrain is more interesting. (Are you reading on a platform that doesn't support strike-through?).
 * Her Dark Frenzy currently doesn't break stealth anyway, but since it has an on-kill cooldown refund, and the insta-stealth is only applicable at night. It's her escape mechanism, I suppose, so kills something and then can stealth out (or just reposition). I don't think the empowerment affects the standard use of the spell.
 * The damage is based on how far of the 180-degrees she has gone. And yes, it would make more sense to do damage-over-units - but I wanted the opportunity for a Zed-Death-Mark style -squit- sound effect as she rips her claws out and blood gushes everywhere. Imagine an anime/cartoon style fight where there's loads of slashing, a delay, and then splat.
 * She's currently a duelist/assassin, and I wanted to give her some unique team-fight utility (as well as moving her away from the engage niche her current ultimate fills, and away from Riot trying to make her a "diver). She can now "abduct" people, something no other assassin really does (and it's different from the version I gave to Talon). She doesn't have to use it on priority kills, either, she could use to to take the enemy's tank out of the fight. It's sort of a single-target Bard ultimate, except Evelynn can also kill them during that time. Or maybe more similar to Poppy's old ultimate but without the abuse-cases (i.e. ulting the damageless support in order to freely kill everyone else).
 * She's currently a duelist/assassin, and I wanted to give her some unique team-fight utility (as well as moving her away from the engage niche her current ultimate fills, and away from Riot trying to make her a "diver). She can now "abduct" people, something no other assassin really does (and it's different from the version I gave to Talon). She doesn't have to use it on priority kills, either, she could use to to take the enemy's tank out of the fight. It's sort of a single-target Bard ultimate, except Evelynn can also kill them during that time. Or maybe more similar to Poppy's old ultimate but without the abuse-cases (i.e. ulting the damageless support in order to freely kill everyone else).


 * At the moment her ultimate's cooldown will refresh even if the target is marked with Moonlight AFTER Diana dashes to them, so long as Crescent Strike is already in the air. This is a "grace period", since it allows a player to perform the combo wrong but still get the reward. Syndra's Scatter the Weak has a grace period, too, and will knockback spheres that appear after she casts it so long as the sphere was "spawning" before she cast Scatter the Weak.
 * At the moment her ultimate's cooldown will refresh even if the target is marked with Moonlight AFTER Diana dashes to them, so long as Crescent Strike is already in the air. This is a "grace period", since it allows a player to perform the combo wrong but still get the reward. Syndra's Scatter the Weak has a grace period, too, and will knockback spheres that appear after she casts it so long as the sphere was "spawning" before she cast Scatter the Weak.