User blog comment:Lyndongwapo/Custom Champion: Protos, the Source/@comment-3391671-20180528064140

Just to continue the discussion up here instead of in the sort-of-long thread below:
 * Long dashes via an energy consumption is one thing that surely can be explored in League. However, I find it unique enough that unless it's advertised as one of the core mechanics in that champion and their theme, it should not be on just any champion. If you think Protos fits to the long dash, I won't argue with that.
 * There are just a few nuts & bolts that either feel extra on W, or could be tweaked to make the ability more appealing. First, the "global cooldown reduction on champ collision" splits the ability from being used outside combat. There is the small cooldown, what is the main purpose of W? Long or short dashes? If it's meant for combat, then the "dash longer by consuming more energy" sounds added-on (For example of reasoning). This is especially the case with Mages, unless they are meant to be some kind of battle-mage.
 * The innate itself still feels stale as a... a passive. When I refer to a passive being stale or boring, this is more about them being passive in nature than being uninteresting mechanics (the ones you have above have potential, but are currently not appealing yet). Passives should be passive, but for exciting gameplay, they should also be active in a way. I'm sure you'd find less interesting if he just received bonus AS from  instead of how it gives a larger bonus AS periodically.
 * What can be done, as an example could be the follow: Growing Energy can be periodic, where Protos will have increased range on one ability periodically. If you do still want flat-passive increased range, it could be delayed to level 6; I recommend this because the bonus 15% at level one just makes ability ranges flop in awkward ways (as in, they say they have 500 range, when really... they start with 575, so why mention 15% bonus when it'll never be 500 range?).
 * Take into consideration that playing with ranges is risky, as they are meant to be typically fixed, with some exclusions ('s ult) to show some iconic individuality. Just giving increased range to all abilities over-time gives a creeping feeling of zoning, which either requires the ranges to start off very small (thus causing a poor early game) or a small increase into the later levels (meaning that the range increase is actually pitiful or weak late game).
 * For Energy Gatherer, I may recommend rethinking again about  as a resource. Just blatantly removing the maximum cap is not how it should be done, as the purpose of  as a resource is a more skirmishing focused (as in, short fights, but can do so often) resource, where as  is meant to burn over a longer battle. Protos currently works more like a  champion with a ridiculously high mana regen, but no item synergy (since  does not have any corresponding items as  does). Take this into consideration.
 * E, Full Outburst, feels more punishing to enemies doing their job: destroying the shield. There is a reason why kit designers should not make a shield that works like (I attack champion, but I get hurt for it), as it punished gameplay that is typically a good thing. Especially for a Mage, this ability works oddly out-of-class, even if Protos may be a battlemage, and the ability deals magic damage.
 * The only time I'd be fine with a shield being depleted bursting to deal AoE damage would be on a tank, in an ability that consumes X health to create a shield of the same size, with damage heavily tied to health to prevent easily-bursting shields. Reconsider how the shield works as a League of Legends mechanic, not as something you may see in other games.

I once again reading my blog on starting custom champions again, especially the part that links to all the LoL game design aspects, as they should help you improve these things on your own, instead of needing a third party to point it out every single time. Please don't leave the questioning to just the critics, or they will stop giving you the answer since you are not showing growth in the critical thinking of game design.