Thread:PrimusMobileVzla/@comment-27802145-20160411124633/@comment-27802145-20160425124209

Oh, my apologies. I wrongly presumed that you weren't expecting a reply, as per you proposing that you don't review mine. Excuse my ill manners, if you would.

At first glance, I don't think Dmitri sharing the sustain capacities that Vladimir has is your only issue which relates to Vladimir. Blood magic is basically the entirety of Vladimir's theme, and whilst champions may share mutual themes, I think Dmitri treads too blatantly over Vladimir's identity as the League's blood magician. More common aspects such as just being a ninja, or a warrior with a huge sword could be shared more easily as per them being less unique, but I feel that blood magicians are unique enough of a species to warrant them being less available.

Now, regarding the kit, if there was anything I could say with utter certainty, it would be that there's a heck of a lot going on. I'm sure even Gypsylord would be proud. I will now proceed to state some of the ideas I have about the kit in a list, as to ease the progression. Oh jeez, that was long. I'm not sure if I even managed to get out everything I wanted to say, but I'm sure the wall of text above should keep you busy for a little while.
 * The passive seems a bit bland in gameplay to me, as in that it's a every X action, next basic attack deals bonus damage and heals, though the different effects which can activate depending on Dmitri's current range for sure band-aids this problem.
 * The passive's power also seems to escalate exponentially based on Dmitri's level, with the earlier levels being a tad bit too weak (effective 1% damage prep per aa/ability), and the later levels conversely being insane (effective 5% damage prep per aa/ability). This proposes the possible dilemma of Dmitri being too feast or famine, as a lot of his power is only unlocked through leveling. Personally, I would change the condition to "every basic attacks and abilities...", and the effect to "Dmitri's next basic attack deals % (+ X% per 100) of target's maximum health as bonus magic damage..."
 * Regarding all of the active abilities, their costs seem to be a bit too negligible for someone who is supposed to play around health, albeit less so than Vladimir. A possible way of addressing this, if I may make a suggestion, could be to increase all of the costs of the abilities to X% of current health, but write up an additional passive so that ability costs are also received as heals over Y seconds. This would definitely increase Dmitri's affinity with Spirit Visage (in which I can imagine being built on him nearly every single game), as well as giving him some more unique functions, in addition to having ability costs which actually exist for a purpose, other than for the sake of simply existing (bluntly speaking, health costs of 5%, 3%, and 6% average out for a 4.7% health cost, which is but pathetic considering Dmitri's innate sustain, not to mention these costs aren't played around as gameplay elements, unlike Zac's Cell Division).
 * Anima Flux seems a bit weird in that it can only deal lethal damage to monsters. I can't imagine any particular scenarios where it could be abused (especially with spell vamp and the sort being removed, AFAIK), so personally, I would most definitely change the Q so that it applies the bonus damage to all non-champions.
 * Whilst this particular quirk may be emphasized due to it being on paper, I still find Sanguine Surge's cooldown reduction mechanic very unnecessary and complex. Also the reduction of a 10 second cooldown seems to be a calling for annoyance when Sanguine Surge also allows momentary untargetablity. I think either the cooldown reduction component needs to be wiped, or the base cooldown increased, as personally, I don't see the act of forcing kit synergy a good enough excuse to give Dmitri untargetability on a reducible 5.5 second cooldown. But still, I may be overreacting, as I'm just biased against untargetability, so don't feel the need to be bothered by this particular point.
 * I feel that Tainted Bloom could do with a damage increase and removal of the shield. It seems to me that Dmitri is supposed to be built beefy anyway, and I don't entirely think giving Dmitri a dash with untargetability and a shield is a good idea. Furthermore, the shield strength doesn't seem to be of a major value unless a couple of champions are hit and Dmitri is low on health. I think it would both benefit Dmitri and reduce the clutter in his kit if you increased the damage, but removed the shield. The drawing of the blood trails could also be made more interesting if they were to accelerate towards Dmitri, as in they start slow but gain speed as time goes on (would allow the damage to be increased even further, while providing for more interactive gameplay, in addition to counterplay).
 * As for the ultimate, I'm not entirely sold on it to be honest. As original and dynamic the ability seems, I don't think it belongs in a game like LoL (would suit DoTA 2 more, for sure). The max-min range in its power capacity is unspeakable, and the ability also indirectly punishes enemies for doing good, as you can assume whoever is doing the best on their team in a given scenario (although I guess Mordekaiser is already a prominent offender of this very paradigm). Also the description states that both the target and Dmitri can issue movement commands. Could you clarify this a bit, and state what would happen if the orders were to be conflicting?