User blog comment:Witchking99/Skorn, Angel of Victory/@comment-25235491-20171104113840/@comment-3391671-20171107080313

Dealing a lot of damage, and being able to take a lot is very iconic for, so I'm presuming that you individualized the characteristics too much, when they were one and the same. But as PS mentions, and  are polarizing if you abide to each of their extremes (Fighter-damage and Tank-defense, respectively), but can be balanced if you work Skorn into a. You need to be mindful if your "fantasy" can work as a kit than making them out to be too ideal, thus "overpowered" or "too flexible".

I would actually say that W will not work imo. It grants too much utility for both the ally and Skorn. The heal oneself on a 15-7 cooldown can also be too powerful imo for its possible large heal, along with that utility being too much on a fighter/tank that is not likely supposed to support as well as other tank-supports due to it being a really detached utility that gives allies, especially ADCs, the ability to have the sustain they shouldn't have access to typically. Having a skill too hard to use effectively does not mean its effectiveness should be upped to make up for it; difficulty =/= raw power. I'm not the right person to ask, but I would suggest a rethinking of this ability and its balance.

Skorn seems to have a lot tied to in his kit, so it's not unlikely that Skorn will get a part-guaranteed  with this E. Once again, even without the, it is an giant area of  just as large as 's ult. Take that into consideration of how strong this ability can become. From your reasoning, you may be thinking more of how great the ability could be, but not how frustrating, unbalanced or counterable it may be too. Unique mechanics are cool too, but not at the cost of the balance of the ability or the entire kit.

Skorn already recycles taken damage into their own health, so while you did make kit-synergy, it was in a way to make Skorn overly strong. As PS says, it's more game changing than invincibility in that Skorn, a supposed "Fighter-Tank" can recover from a losing game because their enemy is a or.

While it's good to recognize when class classification needs changing, please also consider what is the actual original intention of Skorn's kit. I would like to know and discuss what directions can be taken, since for now, he seems to be a bit of everything aside from mobility. He has quite a bit of damage, sustain and ally utility, to the point of being somewhat unhealthy.