User blog comment:SamuelKeller64/Paracelsus, the Primal Alchemist/@comment-24420226-20160226175211

As neat and quirky as this concept is, it's way too convoluted. You have four ability descriptions per basic ability slot that are - you almost have to take a night class to learn how to play this champion on even a basic level. A lot of the abilities in the same slot aren't even very similar. I would strongly recommend thinking about ways you can slim down this design.

I can appreciate wanting to make a versatile champion, but this is just flat-out overloaded without much interesting gameplay. Beyond managing your reagants, all the other abilities are straightforward skill shots or mark detonations. You don't need a lot of ability text to create a versatile champion. Just look at Lee Sin or Oriana. Their abilities on their own are very straightforward and easy to learn (you press Q and the ball moves, you press R and the ball explodes), but they way they interact with each other and other game elements creates a lot of depth and versatility.

I really like the concept of constructing and managing reagants. Like, a lot. It's super unique, has great potential, and we don't have anything like it in league right now. You owe it to yourself and the concept to take a step back and really hammer out something that's easier to understand, but still brings that uniqueness and depth that I think it could have.