User blog comment:GreenMoriyama/Raymond, the Traceur Policeman/@comment-1330314-20160904021638

Parkour in videogames is a feature that I find tremendously exciting, and for that reason I'm going to be especially harsh on Raymond's kit: he has some cool features, especially Sixth Sense, but he could be so, so much more. When you were working on him, I caught bits of your conversation with LivesByProxy on my feed, and I was looking forward to seeing a champion that would really do something cool and new with mobility, with some of the greatest freedom of movement in the game, if not the greatest, and especially unique interaction with terrain. Instead, Raymond is a champion with two/three boring movement speed steroids, and a dash that, in spite of a nice interaction with terrain, doesn't really do anything new with it. For a champion whose fighting style is meant to evoke Capoeira, he doesn't really do a lot of acrobatic fighting, and he's pitched as a pure fighter even though he has only one damaging basic ability. Here are my thoughts on his individual abilities:
 * Sixth Sense is a phenomenal idea. I really want to see this, and it's perfect on a mobile, law enforcer-type champion. This is a total keeper. Combative Dancer's other passive, on the other hand, is utterly boring, and I think you should ditch it completely. You've probably heard this enough from me already, but I think a major recurring issue with your champion designs is that you try to fill up space with unnecessary passives out of a need for there to be enough stuff: a champion's completeness is defined by the strength and depth of their gameplay, not their complexity, and ideally you should be aiming for a champion that presents the maximum number of meaningful choices (i.e. depth) with a minimum amount of complexity (i.e. stuff people have to memorize or be generally aware of). Stat-to-stat steroids tend to be the worst for this, because they add complexity, but little to no depth. The same applies for permanent steroids.
 * Crowd Control is pretty alright. I don't think there's really a need for an attack speed steroid, and a long-duration disarm disproportionately affects one set of champions over the other (i.e. autoattackers versus casters), so even though it's somewhat thematically appropriate, I'd look for something else.
 * Freerunning's passive is boring and redundant when you factor in either his innate or the active itself. The dash's halved cooldown on terrain jump is nice, but that by itself does not a parkour champion make.
 * Persistent Will is... meh. A shield doesn't feel too appropriate on what's meant to be a freerunning, acrobatic martial artist, the slow reduction just reduces what should be meaningful counterplay, and the self-heal, aside from being even less appropriate, is kind of redundant when you have a shield, and only makes a difference when Raymond uses it in low-threat situations. I'd look for a completely different ability.
 * Rope of Detainment came before, and for that I congratulate you. However, the above effect is a bit messy (three casts? 10% bonus autoattack damage? Knockup at point-blank range with a double pull delay?), and again doesn't really convey the idea of a freerunner, a policeman or a martial artist. I feel you'd have much more room to work with if you made Raymond high-tech in some form or another, which would allow him to use gadgets for CC/utility, and could help better explain his augmented physical capabilities (e.g. freerunning, martial arts prowess, and the ability to trace targets). For example, Raymond could be a policeman who willingly subjected himself to hextech body modification in order to chase down a particularly tough criminal he was obsessively tracking, which would also fit with many of the mechanics you've already added to his kit.

I really want Raymond to work. Perhaps I might post a champion concept for a parkour champion on my blog, perhaps I'll work with you on subsequent changes for Raymond, if you'd like, perhaps both, but I think the core concept of freerunning in League is absolutely brilliant and needs to happen. Your kit isn't all that bad, per se, it just frustrates me because it doesn't tap nearly enough into a tremendously powerful game concept, and features far too many generic, seen-before effects despite working with a theme that is so fresh and original. I think Raymond has the potential to be this completely unique roaming support-fighter champion who specializes in tracking down champions across vast distances, chasing them and disabling them for his team to finish off, but if you want to reach that, or simply fulfill Raymond's potential as a traceur, you're going to have to revamp most of his kit and really think outside the box.