User blog comment:ClayHuang158/Tayna/@comment-3391671-20171113050046/@comment-3391671-20171119022450

This brings to question of how "hextech" the sword is in the first place, or moreso how it fits in lore. From what I have seen, no Demacian uses Hextech devices, likely because of their anti-magic background. Even though Piltovians have been invited as allies to the kingdom, there are no traces of magictech for Demacia. This brings into question how justified it is for Tayna to be Demacian. Surely, you can change it so that she is from Piltover, teamed up with Demacian people, but was later betrayed... but I do say, be minded if the elements in the story match up with the supposed facts. You can test bounds, but the "hextech in Demacia" once is unlikely atm.

A hextech device that has ascended into becoming a tool for magic is unheard of, and not because it shouldn't work like that, but surely because it hasn't been explored. But at that point, the purpose of the blade wouldn't be a hextech device, since "hextech" refers to an item that runs on magic but cannot use magic spells. Surely, Runes may be either scarce or a fright for people to use casually, but Pilties must have explored that already to a given degree. And by Rune, if you refer to what is chasing after... I believe that kind of rune would be already tested in a  Zaunite lab.

An advocate is someone who is integral to the system or an part of an established and recognized organization. But does she holds such a holding in Demacia? However, the Legends' titles have been global instead of being tied to their supposed title of one region. Is she the Arcane Advocate of the world? No, there are enough people accepting of magic. Thus, I believe the name doesn't describe what she really is, and limits her to being "another person who is trying to impose magic on Demacia." What would the world name her?

Also to say... she doesn't feel unique enough to be a legend, as a good number of these aspects of story lack her personality and could be given to anyone else betrayed by Demacia because of "you use magic." Her foundation is rocky, and you need to build a proper character with a proper background. As mentioned before, one aspect of her story is questionable in that why does she even have parents who made Hextech when she is a Demacian. Can't leave these open ended.

And as I had deliberated, the sword wouldn't be hextech anymore, and more of a magic blade. You can refer to it having been a hextech device, but as per definitions, that's not the case.

"Doesn't have the mobility" bothers me when the circle chart gives her two points in mobility (when I believe she has at most 1, since none of her mobility tools can be effectively used outside of battle). There is also the fact that the way Q works, while it can be used to escape ganking enemies with a minor MS boost, the second part is screaming "engage." Yes, it can be cast in any direction... but that's essentially granting a free dash, which in itself is plain. And let me clarify for you that I've been referring to for a reason, because as much as they are, they aren't the bursty kind. Think and. Tayna may not have the ability to jump as reliably, but I find it that it is enough damage and the likeliness to grant her that capability.

And as explained before, numbers can be tweaked around and her Q can become reliable enough to make her an actual. That is your choice. I just find that a good part of her kit relies on AAs, and that while she also uses a fair amount of abilities, she isn't a. Maybe a if anything, but once again, those AAs...

Onto the changes you have made:
 * Experimenting is nice, but surely it was not what I personally was seeking for. The "rank 5, you get something" isn't appealing, as it is more suitable for when an effect that is necessary for the theme is too powerful early game, in the case of . If you thought it streamlined Magus Orb... it didn't.
 * "Blade Overload" sounds like a better title, and I would play off the "overload" part, but for now... the ability itself is still filled with lots of detail. I'll cover what needs to be shredded or done about to better this kit; as of now, it's not fluid and likely is only readable by you, since you created the kit. Not overly complex... just the reasoning to them isn't as apparent.
 * Number tuning is fine, especially if you wanted to make emphasis somewhere for thematic reasons. However, as mentioned before, the logistics is the issue, not the values.
 * "Flavor" thing is asking to be clubbed for adding something into a kit because of personal biases, which isn't bad, but can lead to superfluous aspects. As of now, Tayna needs to have aspect of her kit removed, thus there isn't room for personal do-dads.
 * I've never approached trying to tie "hitting physically" to because of how messy it can be. Thus far even, the blades thrown in Q are magical, not physical. If Tayna chose to actually toss them like an extended basic attack, then it makes me think that Q should be more of an ability that acts like an AA. But it doesn't...
 * "Just in case someone wants ot play AD Tayna"... is a nice thought, but your should focus on if she is an AP champ or an AD one. If you want hybrid, it is alright, but will lead to not-so-satisfactory results. Too much personal inserts, especially when there are other issues to take care of, should be limited.

Now to cover what I referred to as parts that need change or removal, it would be those "synergies" with Magus Orb and the Blades. You had placed them into the kit with good purpose, but much of them are superfluous or bloat the kit.
 * As mentioned before, the Rank 5 in the innate is not necessary. It's a limiting factor with no current backing, seeing that there isn't a valid reason to lock ability interactions when the ability interactions are already jumbled.
 * Speaking of ability interactions, I advise that you simplify Magus Orb more AND put all interactions into its ability description instead of spreading them out. As far as I can say, effects should be clear as to what "detonating the orb" will do, instead of making each of them too unique that there would be a higher learning cap. Look at : instead of making his own do something special or be overly abundant with details, it's a simple ability to start with, with  only enhancing a small part of it. Tayna though has the issue that her abilities are already overly rich with effects and shouldn't need anymore.
 * For Q, with no duration on Ruenswords in the Innate, I would also remove the "can gain Runeswords on both cast." Focus more on this Q being more about a projectile that hits enemies and grants her a potential engage tool. Heck, I would focus on Q having her dash towards any enemy hit by Q and make it clearly an engage tool. But that's me. Understand that you should start from the more barebones, lest you make each part of the kit too chunky.
 * This includes removing the Rune Overload part and just let Magus Orb detonate as normal. There is already synergy in that she can remotely detonate the Magus Orb without needing to basic attack.
 * W, I would remove that passive. I would like to ask why you added it in, but in the first place, it's an extra detail much like the Slow could inflict with his innate. If you didn't want Tayna to be as much mobile, or considered that it was not one of her strengths, then don't add it in.
 * Activation of W has too much flavour text. Can be limited to "Tayna stabs her sword into the ground, releasing a shockwave of runic energy..."
 * I like the idea of letting the marks not be consumed on first hit, but would simplify it to: "W marks enemies with X. Tayna's other abilties will apply additional marks of X, and upon reaching 3 marks, the mark are consumed to deal magic damage."
 * The ability already deals AoE damage, and I don't think it is necesary to make those marks deal more AoE damage. Thus, I recommend removing the "80% to nearby enemies," and just keeping it for a single-target ability on another custom champion.
 * Much like Q, you could just like Magus Orbs to detonate when in contact with the initial shockwave, or a detonate mark. There is no need to make different kinds of damage; simplify them.
 * Hmm... causing damage at cast, and more when detonated. Not bad. As mentioned above, I would just let any part of Tayna's abilities detonate the second damage on Magus Orb, along with giving a small delay for the first part.
 * However, I would remove the ability to get Runeswords by detonating these orbs. As mentioned before, Tayna has no duration for how long she can hold onto them, giving no less importance to them. Thus, limiting how she can collect her Innate is what you should do, yet you are doing just the opposite.
 * The Runic energy will hopefully be remove, seeing that Tayna already slows enemies through her W. As for the CD reset, I would say it should go. Detonating these orbs aren't so difficult, and are an easy way to gain Hexsword in her innate. Either you remove the CD reset, or change it into a 50% reduction with a much longer cooldown. You need to consider more how much accessibility you are giving Tayna to these effects.
 * Granting more sword sounds like something I would rework for . Nonetheless, I don't think there is a need to grant more swords on kill. Casting abilities and the likes is already an easy thing to do, so you need to reconsider the balance of the attainability of these Swords. Otherwise, I would fix her max Rune blade count to 8 instead of making it pseudo-climb with 0/1/2 additional blades.
 * Uneven scaling... the bane of my existent. The one thing I won't like, unless heavily justified. Nonetheless, if you want Tayna to gain more blades, have them on the side as a properly scaling set ( or ), or just make it flat. Scaling values should be on the side, unless they are per level.
 * This ability gives a feeling where and 's ults were mixed together. Not a bad thing, but wished to note.
 * Firing speed should be defined in the main ability description, not hidden away in the ability details. The ability details section is moreso reserved for information that is for additional facts, such as the maximum projectiles can shoot with high AS (not applicable, now that it is all fixed).
 * Both the and the shield aspects are unnecessary. You might have wanted to grant Tayna a means to survive while sending out her Blades... but I would instead regulate that to a basic ability instead of letting the ult go "you will be protected, no worries." There is also no need to give her more slows.
 * Being able to retarget where she is firing her blade is definitely necessary, so thank lord for that.

Details and small items are nice, but as mentioned before, take care of the bare bone skeleton first before adding all the Christmas decor.