User blog comment:EliteMadness/Custom Champion - Vane/@comment-7709681-20190215233433/@comment-7709681-20190216231607

> Vane outranging Kindred at 12 stacks has something to do with Kindred not being rewarded more for champions kills compared to assists.

What are you talking about? get their attack range increased, AS steroid increased,  and  damage increased and technically E's range gets increased since it scales based on their attack range. They get rewarded for regardless of whether was a kill or an assist, so the stack adquisition is the same on both cases in regards to champions. Also consider that from all the stats she gets from stacks, attack range (and consequentially E's range) is capped because by no means should anyone outrange a turret.

In regards to the passive bonuses, you have to clarify if the bonuses from the ultimate are stacking with those of the innate or if is a writting mistake (say that you wanted the now base values from the innate originally on the ultimate and left them there too by accident), as likewise you're giving bonuses way faster than before, and otherwise it still has some issues.


 * Thanks to the base value, now the 100% lifedrain range happens faster and scales better as a consequence. This is not fixing the problem, is making it worse.


 * The cooldown was improved and don't believe was necessary to reduce the starting value of the bonus damage, but now to reach the 225% range requires 15 stacks rather than 12, which isn't near to a significant nerf in that regard since its dealing bonus damage based on the total damage dealt by the attack. You have to factorize the potential that the base attack can bring such as, other damage modifiers and on-hit effects and it feels as if you're dismissing that.


 * For the bonus range it also barely got a nerf, now outranges Kindred and turrets simultaneously at 15 stacks rather than 12 and 13 respectively.

For Q don't get the changes at all: The cooldown was fine, the issue was that it became too spammable with the CDR refund, why give it the same on-hit CDR refund from the Innate then? And why the MS now being based on range? I get that in your other comments mentioned that wanted it to be a disengage tool but right now works as an artillery nuke than anything else, so the MS felt unbefitting but wasn't near being too strong, now is rather weak boost unless you snipe someone with the ability, at which point is still against the intended purpose.

For W, I stand firm of my rephrasing unless you explain how is suppose to work according to you but simultaneously I got the calculations wrong (because it was late at night here and my mind barely knew how to do math), for all I can read means your basic attacks deals bonus damage based on your AD based on your opponents missing health but attacks already deal 100% AD so why bother listing it ( of is the same value,  of  is . You're getting  bonus damage)? Because the only reasoning in the current phrasing is to avoid it stacks with or the Innate. Besides that, don't get why increase the cooldown instead of reducing the buff's duration, specially when the time window at max CDR is barely 0.8s, so is still the same issue of irrelevant time window.

For E... that's not how works. If you can move while active it means that you're and  but, which in turn is more powerful than just Stasis since you can escape while leaving unharmed and feels much worse as the opponent, and for that now the cooldown is too low.

For R, won't mention anything on the bonuses since its the same issue I mentioned on the Innate of whether this is a writting mistake or these bonuses are meant to stack with the Innate. In regards with the active... is still filler, increasing W's AS to reduce its damage is irrelevant when the upsides offset the downsides in tenfolds (e.g.: Getting  in exchange of reducing attack's damage by 20% has the same logic applied to it as  ). Also, why make it a toggle when it has a 1 second cooldown and is free, for the same logic as ?