User blog comment:KeithCornell/Champion Concept - Amaia, the First Woe/@comment-24420226-20160628003339/@comment-24420226-20160629232303

I never said she was simple - she is far from it. The problem is that all the special cogs, unique leveres, and finangly mechanics don't offer depth. Think about it this way; she has a lot of different ways for here to shoot people, and she shoots people in a manner that no other champion shoots people, but all she can do is shoot people. In contrast, look at Lee Sin. His tools are all fairly straightforward. Even a beginner player can realize that your Q lets you tag enemies and jump to them and your W lets you hop to an ally. But these tools together offer a kit with so much dynamic play for both the player and their opponents. How you chain these abilities together creates radically different scenarios. The Lee can use these tools to position for the perfect Dragon Kick engage, and the opponents react (dynamically) to try to deny Lee this positioning. Or he can jump in to save an allie's skin, and the enemy has a chance to react to or interfere with this. With Amaia, she just hits a button and now she is shooting you with a different gun, and thats it. The throwback to Udyr's kit was not to say how simple they both are, but how boring they both are. Both are just abilities that, at their core, just result in stat buffs and basic attack modifiers.

I understood that switching to a stance has an overarching 2 second lockout, but does switching from, say, grenades to rifle only after 2 shots put the grenades on the full 12 second cooldown? You have two different cooldowns going on (the static 2 seconds and the full cooldown listed with each ability), and it's still not explicit how each is managed.