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

You wanted a serious review? fair enough

For starters, lets set up an average good scenario for the sake of valuing the stacks: 6 kills, 7 assists, 6 turrets (taking down bot then later push mid, without considering taking down the nexus just entering the enemy base), 2 Elemental Dragons, 1 Herald, 1 Elder Dragon and 1 Baron Nashor. On a more stretched out positive case, double the amount of e-dragons, elder dragons and barons. That nets you a stack range. For the sake of evaluation will consider only the lower cap.

I - This kind of passives aren't too exciting unless the amount of stacks somehow interacts with one or more values of the kit, and rather in each of the cases are just free stats, and stats that rather grow exponentially fast and aren't as difficult to get value from.


 * The cooldown and damage start fine for what it does considering the cooldown is reductable; however, the base cooldown reduction per ability rank is too high for what it does, and the considerably high amount of damage it can get is straight up unbalanced. In hindsight:
 * Attacks deal at 0 stacks, the equivalent to a normal . Vane requires 12 stacks to deal, which equates dealing higher damage than a crit with . This is without factoring the attack being a , any other attack modifier as W and no on-hit effects.
 * Considering this, the high-end lower cap scenario is a whooping every 4 seconds that can be reduced by 1 or 2 on-hit.
 * As other have mentioned, the potential of outranging turrets is dangerously powerful so is worthy the whole of the ability, but being infinitely increasing is straight up dumb.
 * Vane outranges at max  turrets with 752 at 12 stacks and outranges turrets with 786 range at 13 stacks. Vane has 900 range at 16 stacks, the same range  has at max  with, but unlike her the bonus range is on every attack.
 * Considering this, the high-end lower cap scenario is a whooping 3122 attack range, increased to 3272 with . For comparison, most non-global projectile ultimates (and some non-ultimate) have 3000-3500 range at top.
 * Not going to bother here on explanations or calculating the high-end lower cap, will just leave it at "you heal for 110% of the damage dealt by attacks and abilities at 10 stacks".

Q -  In regards to range, cost and cooldown reduction is fine; however, the damage is way too high and the on-champion bonuses are too much. If you want this to work, nerf the damage and remove the build-in CD refund at least.

W -  In regards to wording can be rephrased to "Vane gains and her basic attacks deal   for 8 seconds.", which even for the effect feels uninteresting, yet must point out something significant: At 45% or 35% CDR at rank 4 or 5, respectively, the buff can be refreshed without a time window until mana runs out, at that point the ability may aswell be a passive or a toggle.

E -  So active on a third of its cooldown, reductable per rank and with CDR? Do agree with the idea of adding Stasis to a champion's kit, but just being stasis is lazy and uninventive (in fact, you copied and pasted the exact text from Hourglass' description.)

R -  This ability is filler, the bonuses of the innate are already strong and infintely increasing, why bother on making it higher, and even then why for so much? And with a maximum time window of seconds with 45% CDR and, gets to the same issue as W of getting to a point when this may aswell be a passive or a toggle.

In general, with the bonkers Innate and Q, the uninspired W and E, and the filler R, it is indeed an unhealthy design. If you want to seriously improve the concept, beside giving it an actual theme and character, rework the kit entirely.