User blog comment:JBox2D/Templar Assassin: Attempted DOTA Crossover/@comment-4012115-20140218225819/@comment-7709681-20140219030726

Before explaining myself I say the following: This is LoL, DotA is slow-paced and certain effects are justified inside their context, but adjustments must be done in here.

Innate Passive - Taking into consideration that this her original passive I say the following:

1. She is a ranged hero, perhaps DotA's hero with the shortest range attack (without the passive) for a ranged hero, but ranged; here is melee. Would be too powerful if she remains melee with the bonus range in this adaptation but then turns odd if you turn her ranged, then passive would partially be, towards LoL represents and possess as content,. You could make her have the lowest range of a ranged champion (425, sharing place with ) and make her have at her passive's highest rank one of the highest static autoattack ranges in the game (e.g.: 705 at its best, as the highest ones are passive effects of active abilities).

2. Both the split effect on autoattacks and its true damage are original inside the game, but my recommendation is to make the split damage range static and the true damage dealt to the affected units scale per level until, at least, 50% of the damage dealt by the original autoattack.

Q -  Nothing to say here, beside both what I said and still say. :P

W - Again the problem of a mechanic from her that, inside the game, that feels simillar to other, in this case ; however in this case must be forgived, as many modification to her kit would make this adaptation a shame of her true essence, and for her in DotA this is as essencial as Blink Dagger. You should either reduce the duration of the armor reduction or the armor reduction itself, but I am in favor of the second; something like   would be good, having a base reduction of 50 plus the scale is too much.

E - Nothing to say here, beside both what I said and still say. :P

R - You should make the range of the ability static with the lowest level (900'), and the limitant of the three seconds cooldown makes it balanced (or at least I hope so).