User blog comment:Poisonshark/Me as a champion/@comment-24862418-20140729035048/@comment-25235491-20140729101143

First of everything, thank you for coming back. With a long comment on top of that, score.

Concerning the champ, it's never been intended to be balanced at this stage. But since it appears it's time for that, let's go for it and amke it balanced.

Too many passives, you say? Those on Q are only countermeasures to wasting resources, and an explanation as to how his other skills function with its stacks. If you want me to not mention it, I will simply take it off, but that was the only way to indicate that his other skills get enhanced by Charge stacks. Plus, if you look at his actives, without Charge stacks he is real weak.

Passive: You say Aggressive alone is too strong? You're thinking too much of Zed's passive. Zed deals a percentage of the target's maximum health as magic damage. Poisonshark has his basic attack damage increased by a percentage of the opponent's missing health percentage. Zed to an enemy at 50% health -> deals 10% of enemy's max health as bonus magic damage. Poisonshark to an enemy under 50% health -> deals 50/100/150/200 % (level 18 it's 351) more damage on autoattacks if the target hit him in the last 3 seconds.

Q: I couldn't put it into the passive because the basis for the champion was to manually gain Charge stacks. Believe me, I've tried during development.

W: That Channel passive was a reference to the similarly-named Magic The Gathering card which has you pay 1/20 of your life for 1 mana. Which is why for 1/20 of your life you lose, you gain 1 Channel stack per level invested into the skill. I agree that this looks hard to do since losing all of your life in one go would only give you 20 charges at level one.

E: I agree that it looks extremely painful, but with this, you only kill one target. Which is great for picks, but not for teamfights. Plus, it has a one-second channel time and Rebound can only be used if you used a triple-charged Hulk Jump. Which nerfs all the other skills like mad since he needs to regain his Charge levels, and I can't guess yet how hard it can be before high levels. I agree though in that it looks extremely strong.

R: But every single skill changes with the Charge stacks. Fireball uncharged is weaksauce, when charged it is more powerful, and when triple-charged it negates its per-hit scaling and stuns. Hulk Jump uncharged is just a jump that is a bit weak and scales on bonus AD, when charged it is stronger and scales on total AD, and when level 3 it slows and allows the use of Rebound. So for Rage Install, when uncharged it gives you Mere Hate, when charged it gives an initiating damage shockwave, and when triple-charged it changes Mere Hate into the much more powerful Rage. Logical way to function with actually three variations of each skill based on Charge stacks.

As for taking your suggestions into account, I have plans, even though they involve getting rid of the manual Charge which I don't like because it is kinda my gimmick there.

Ideas:

P: Channel: Gains charge stacks from losing life, up to 3 stacks as usual.

Q: Aggression: Execute autoattack buff, like suggested. Single-target cooldown like Yasuo's Sweeping Blade or Udyr's Bear Stance stun, maybe?

W: Fireball: Channel passive moved to P.

E: Hulk Jump: The same, with big damage nerfs and a landing point indicator like the Pantheon ult.

R: Rage Install: No change, perhaps charged Mere Hate and Rage will destroy projectiles targeted at him or skillshots that should hit him.