User blog comment:Shaw Fujikawa/Custom Champion - Jodric, the Shock Trooper/@comment-1330314-20140212142921/@comment-1330314-20140212205446

The thing is, if you're forced to use up an entire active ability for the sole purpose of managing your champion's resource, that would tend to mean your resource can't be managed naturally. The point of active abilities is that they're meant to feel impactful and genuinely additive to gameplay on their own. Even pure self-buff abilities like and  achieve far more than resource management.

If tying heat to spells didn't work because your champion had no resource problems, it's likely that you didn't give Jodric the option to build up heat continuously. The cooldowns on his W and E are high (which is fine), and so changing his Q into a short-cooldown ability with a useful bonus (i.e. damage and/or crowd control) would allow Jodric to build up heat in a way that would force him to manage his resource there too.

The issue I take with on-attack heat generation is that you're essentially putting a limit on basic attack usage, which is detrimental to gameplay more than anything else, particularly for an AD Carry whose most reliable source of damage is meant to be autoattacks. Whereas you can control the usage of spells, basic attacks are something you're expected to land whenever you can. You'd think that high-level Jodric players people would be able to perfectly control their heat by toggling Q just as they reach 90+ heat, but it's far more likely that average or even good players would autoattack as much as they can, and end up sliding from a massive AS steroid to an equally massive AS reduction without even realizing that they're not supposed to autoattack as much (particularly as the window to prevent overheating becomes exponentially smaller as your attack speed increases).

If you're really dead-set on Jodric generating heat with autoattacks, how about this: change your Q so that it has two different functionalities depending on its toggle, and remove Jodric's passive heat generation. If toggled off, Jodric's basic attacks deplete heat on each hit (Rev them Down). If toggled on, Jodric's basic attacks generate heat, but deal bonus damage that stacks upon each consecutive autoattack up to a cap (Rev them Up). That way, you'd have a way to control your heat generation that doesn't hamper good play: you'd still have control over heat generation, and there would still be lots of room for mastery to get the perfect damage output from this ability, but at least there'd be a lot more gameplay involved.