User blog comment:Telaruhn/Bal-Goth, The Killer Mastermind/@comment-1330314-20140427055258/@comment-4773210-20140427164321

Once again, you always have such in-depth and intuitive feedback. I have some changes I'll be implementing soon, so look out for those!

I can see what you mean for Doom Lotus... I still want this to be a source of damage, so I may change it so that the first and additional instances of damage deal magic damage based on. That way the damage stays relevant, whether the target is at full health or at low health.

With the new change to Doom Lotus, Umbral Rush is pretty good the way it is. Early on, it should be more used for disengaging ganks in lane, or possibly ganking if you want to jungle with him, so the damage shouldn't be too intense, especially since it scales up significantly later on. I'd also like to point out it resets the autoattack timer, though you still have to take into account the dash animation (similar to Vayne's Tumble).

Spike Trap's purpose is to zone brush while laning and catch people out of position during mid and late game. If an enemy trips a trap from across the map, Bal-Goth can capitalize that by using his ultimate on them. That being said, I could significantly reduce the arming time so that it can be used more on the fly, and make it so the trap deals initial physical damage when detonated, along with damage over time.

Incapacitate, as you said, is for sticking power; the mini-stun was added as I was looking for a way to interrupt channeling abilities. His ultimate provides such a role, so I'll remove it for now. In it's place, I could increase the slow a little bit. I think the damage is solid because you still have to account for Doom Lotus in both his attacks and his abilities. Interactions with basic attacks on top of that might be too much.

Looking at Mastermind's passive, I thought attack speed might be interesting should Bal-Goth not be able to finish enemies off with his initial burst; In addition, he's going to be hard pressed to mark every enemy champion, so he won't receive the full benefit unless they are all in the AoE of Incapacitate or Mastermind's active.

Speaking of which, Mastermind's Active has both a single-target and multi-target approach. The channel time was added to allow for some counterplay; an immediate blink from across the map would be overpowered, and the enemy needs some sort of warning they're going to be killed. The Global range, while possibly abusive, allows for risky play, especially when an enemy is struck by a Spike Trap. By blinking across the map, you're making the decision to go all-out on the target, even if you aren't damaging or silencing anyone else. Many other assassins have an AoE aspect to their kit, and they have to give up hitting other enemies because they're focusing on a single target, so I see no problem with that. There might be abuse cases considering the ultimate is global, but if Bal-Goth loses sight them, he can't cast the ability, period. For multiple targets, I can imagine it to be very strong as both a follow-up to other forms of initiation, and he'll benefit from it because he'll hit multiple champions, powering his passive. Overall, while some of his kit is single-target focused, he's still able to influence a teamfight.

Again, thank you for your great feedback :) I'll be making changes shortly!