User blog comment:Lykrast/CCC5 - Morma the craftsman/@comment-1330314-20140903210430

Thoughts on this:
 * Overall, you have a strong theme for a utility tank, crafter champion. Seeing how Reinforce and Sprint both work exclusively on allies, I'd mark him as a support first and foremost, in the same vein as.
 * Quicksilver Cowl and Glacial Gem feel like missed opportunities. Though exclusive to Morma, both items have effects and bonuses that could apply to literally any champion, and just look like custom items you'd like to have out in the game more generally. You should give Morma items that make him powerful in a way no other champion can really achieve, which would involve interaction with his abilities.
 * Handwork's passives make it clear that Morma's a tank. The resistance increase is simple and effective, so no criticism there.
 * Punishment feels sort of outside Morma's theme and gameplay: how do the spontaneous chains fit with Morma's theme as a crafter? Why would a melee champion have an ability that works solely as ranged poke? It's good that Morma has a way of applying crowd control to enemies from a distance, but it would be better if it were implemented in a manner that encouraged Morma to get up close and fit his theme better.
 * Reinforce has a lot of power, but not a lot of gameplay. First off, the sheer number of stats you're augmenting means you'd use this for literally everything, which means there's no real decision-making to this ability, but it also overloads your ability with tons of effects your target might not necessarily need all at the same time. You need to streamline heavily until you end up with only a select few effects, but effects that would make the ability's purpose clear: what do you want to achieve with this ability? In which specific situations do you want it to be used?
 * Spell Barrier is a great support ability at its core (I'm assuming Morma can use it on himself too), but it lacks a reward. and  reward the champion for successfully blocking an ability, mainly because the timing itself is so clutch that it's meant to feel personally rewarding beyond simply negating an ability.
 * Sprint looks like an awesome ability, but it's only going to work in a full-on teamfight, which means it's going to feel incomplete until the mid game. In lane (and a duo lane, as it wouldn't work in a solo lane), you'd be able to dash to your champion three times, but the second and third dashes would feel superfluous. You need to reimplement this in a way that would work both in lane and in teamfights.

Basically, your theme's awesome, but the implementation of Morma's doesn't look fully thought through. Your abilities are all based on good ideas, but need to be tweaked or streamlined a little.