User blog comment:ZPPHR/Nate/@comment-1330314-20131231111540/@comment-1330314-20131231180140

Total AD scaling just means the ability's base damage increases even if you don't level it up. You can always lower the base damage (for example, if you have an ability that deals 150 at rank 5 and your level 18 damage is 100, you can simply change the damage to 50  and have exactly the same number. It would thus make sense for Nate's clones to have their damage scale with his own AD.

Thing is, your champion has a pet ability and ability that moves stuff around, but you don't want him to be a pet champion? What do you want Nate to be, then? What makes him unique as a champion compared to the rest of the mages in League? What combo do you want him to have? The problem right now is that none of your abilities work with each other, which makes it hard to see how he can be played effectively or what makes him interesting. Don't want him to be a pet champion? Don't give him a pet. Want him to be an autoattack-based mage? Give him an incentive to autoattack besides his passive, i.e. reward him for weaving autoattacks into his spells.

Psi-Blast doesn't have to be a pass-through ability, but you need to give it something other than its existing damage (with a really terrible scaling, not to mention) to make it a valid part of his kit and make it rewarding for the player, particularly as right now it has no flavor whatsoever.

The problem with situational abilities is that they don't work. One of the reasons champions like and  are unviable is because part of their kit is situational. Even has a way to reliably use her throw. If you don't want this to interact with Nate's W, that's your prerogative, but you need to make this more reliable.

Regarding Psionic Maelstrom's damage, there are far more damaging abilities out there on far lower cooldowns ( and 's ultimates, for example). You can afford to decrease its cooldown by a significant amount, particularly as the scaling is not as good as you think ( and scaling on an ultimate is pretty terrible, especially if you expect enemies to stay in the AoE for a full 8 seconds to take that much damage). The range increase is mainly there to ensure he doesn't get blown up instantly when trying to lay it down (again, more reliability), and the mana cost reduction just prevents this ability from having a ridiculously high gate, which shouldn't be what should stop you from ulting.