User blog comment:GutsyTick/CP: New Items and an Ekko Rework/@comment-1330314-20151121114854

Thoughts on the new items:
 * The description for Euclidator's effects is really unnecessarily complicated and unintuitive: why make a ranged-only item have an effect specifically for melee basic attacks? Why even do the whole melee-ranged conversion thing? Without all the fluff, the description reads as "When fully energized, your next basic attack within 200 units gains, deals bonus physical damage to the main target and  physical damage to nearby enemies, both of which can critically strike, but does not apply ability on-hit effects," which is itself overcomplicated. What is the purpose of the range limitation? Of the on-hit effect limitation? What is the item's overall goal, and what's the strategic difference between it and  or ?
 * The Solidarity effect on Mother's Rosario is pretty cool from a design perspective, but would also risk hard-countering any AP burst champion, as you'd be effectively pooling your health with that of everyone with the item. The Courage passive, which also looks designed to counter burst, also feels like it would be too fiddly to work reliably in an in-game scenario, as in most fights you're going to be taking damage from multiple sources, including tiny instances of damage such as mage or minion basic attacks, or even DoTs, which would all just cause you to last for about an extra fraction of a second before dying. A better way to implement this would be to do something similar to passive, where going below a certain amount of health would heal you for a portion of your maximum health over time (it would also scale with the item's stats better). Overall, I'm not sure if an item like this could work, but its effects are at least novel and interesting.

Thoughts on the Ekko rework:
 * As a preface, while I somewhat agree that Ekko could be made to fit his time theme better, I completely disagree with your view on 3-hit effects, which are not only full of rich and interesting gameplay for everyone involved, but are also general enough to be a decent fit on any champion, including Ekko. I also don't fully understand the removal of his mana, as his new passive could be easily turned into a separate stack system, and he might become unnecessarily difficult to dislodge from lane.
 * The Resonance passive working on current health is interesting in that it preserves Ekko's hit-and-run playstyle, but the Refraction effect is unnecessarily weird: in gameplay terms, you're essentially silencing your opponent for 1 to 4 seconds (in addition to extending their cooldowns afterwards), plus slowing them massively for the same duration, while also more or less halving all of your cooldowns for the same duration. Toying with cooldowns might be thematically interesting, but in general you're going to want to keep certain constants, which includes cooldown tick rate, for purposes of clarity. From a gameplay perspective, Refraction seems designed to silence and slow enemies while also buffing your kill potential, but does a lot of things beside that that to me don't feel as interesting as they look on paper.
 * I question the arc-on-return mechanic for Parabolic Tear (why make it an arc? Wouldn't that mess up his current interesting movement pattern?), as well as the damage increase (his manaless poke risks becoming a big issue, even with the piddly early base damage), but other than that the ability is still his current Q in most respects.
 * Making the W passive apply on CCed enemies sounds interesting, though its interaction with Q is going to be weird (either Q slows after damaging champions, which would anti-synergize with this, or it slows before, which would make the effect add a dollop of extra damage). I agree that the active needs to lose either its shield or its stun, as both together are fairly redundant, though I'm not a fan of the Refraction effect.
 * E isn't too different from its live version, and looks mostly fine. I question the blink on first cast, as it would allow him to dodge on-demand far more easily, perhaps a little too easily given his lack of mana costs, but that's more of a small detail in the grant scheme of things.
 * As Krufix mentioned, the version of Chronoshift you're proposing had been tested by Riot, and was unsuccessful due to how wildly unpredictable it was and how it ended up not providing that much gameplay or enjoyment in spite of its effect looking amazing on paper. In the specific case of your ult, leaving Ekko's own health unchanged would prevent him from using his ult to evade fatal damage, which is not only a super-high moment for Ekko players but also a core function of his current ult.

Overall, you have a lot of creativity and top-notch writing skills, as well as an eye for detail, but it's difficult to understand either the purpose or the functionality (or both) of the changes you've proposed here. Euclidator's description is really messy, Mother's Rosario has a very clear goal, but one that might not be healthy for the game (i.e. hard-countering magic burst), and the above Ekko kit looks like it's lost on some of its gameplay, in exchange for effects that, while conceptually interesting, don't feel like they contribute that positively to his kit. There's a lot of stuff here that would instantly and significantly improve with just a few tweaks (namely, Euclidator's text), but there are also aspects of what you're proposing that might be fundamentally unworkable (e.g. Mother's Rosario's Solidarity effect, the above Ekko ult, etc.).