User blog comment:Willbachbakal/(Champion Concept) Bak Mei, the Iron Fist/@comment-5588011-20150930231110/@comment-5588011-20151002180433

Whoops my bad! I was talking about Pantheon's Q. Which is his first maxed skill top-lane. Your champion has little downsides if he misses his E early-game against a Pantheon, Pantheon can hardly punish your champion except with a Q, which is what he can do against all other champions, almost all the time when it's off cooldown. Once again, if your champion blocks Pantheon's Q he turns into a redundant champion simply because of how much he mitigates a select group of champion's skills redundant. In-fact someone could probably play Bak Mei as a support, turn a huge amount of supports redundant yet still deal deal 20% maximum true health damage every few seconds with no downside.

I haven't said that Bak Mei could perma-CC people, what I have said is Bak Mei can punish an enemy's mistakes far more than what is healthy, has little downside to his abilities due to the extremely short cooldown. What you have created is a champion that is otherwise unable to secure kills yet extremely able to turn a huge amount of champions redundant yet horribly weak against others. You haven't balanced his gameplay pattern so he isn't so oppressive against a select few group of champions yet stronger against others.

Also your comment about  how he can make plays in my opinion is wrong. You've basically created a champion that has a Yasuo Q on every ability. That is different from having a high-moment where you feel strong, instead you've made him have a flat level of satisfaction for the player playing him as you can't abuse power spikes. Also that means he has 3 insta-cast AAs at level 1...? Also since his movement isn't interrupted by his AAs he can just dart back out again?

I think you've assumed that he'd be a top-lane carry, yet with the sheer damage you've added onto your character he'd be an amazing peeling support, then either an amazing top-laner against certain champions, able to turn them completely redundant or a rubbish top-laner against others when they get level 3/6.

If I was playing your champion I would build him as a full tank, that makes him almost impossible to punish severely due to the innate tankiness he has yet still have immense damage due to the scaling AD on level and true damage ultimate. This is basically tank Ekko pre-nerf where he punished you unhealthily due to him being stronger in an unintended role.

All of these assumptions are made with the idea that Bak Mei has a short, insta-cast, no-delay directional attack that is also of an extremely thin-width (I'm currently imagining a Lee Sin Q). This is also assuming we are at a relatively high-elo such as plat/diamond, maybe even challenger/master.

In my personal opinion if you want to add healthy gameplay you need to make each of his individual ability's extremely strong, and I'm assuming you want them to be spammable in a short period. Yet it shouldn't be so spammable over a long period that it provides no clear opportunity for counter-play for the enemy. I'd highly suggest a fatigue system that stacks up upon ability casting, and while it perhaps shouldn't scale with skill points I'd suggest you add something to increase the overall satisfaction of the act of blocking projectiles, interrupting ability casts or hooking. Right now the power is distributed in tiny compartments that it doesn't seem fun. Bak Mei should be rewarded on being a reactive champion, yet not be so reactive as to devalue the abilities and actions of other champions so much. This is also the case with Teemo, he turns something that should otherwise be okay - travelling the map, into something extremely unenjoyable.