User blog comment:Threshlesticks/Vaz'Nist/@comment-3391671-20170209222747/@comment-3391671-20170226090929

Apologies for the late reply. Been busy.

I am glad to be of help, seeing no one had offered a word of criticism to this full concept. I too am glad to know that you are trying to addressing my comments as I had asked previously, as that had been on my nerves.

Lowering the MS to 350 is alright, although I would lower it more since he is a Tank-primary. The reduction was necessary due to his passive, but I also mentioned  since I assumed he had enough of it to not be as  hungry as I would expect. But it was only a personal thought, not a necessary one.

As you have noticed, I mentioned Vaz'Nist to being a mage secondary because he has enough possible damage in his kit that being a wouldn't be fitting. The thing I find with tank-supports is that one of their weaknesses is that they are not typically appropriated with enough damage and are meant to be the most effective in damage when working in tandem with another champion. , the champion who fits this tank-controller role, is like such, mostly due to her ability damage scaling off her (and her resistances of /), not off her. With Vaz'Nist, his abilities scale off on top of his, which would make him less a support for the reason. In the end, it feels you are justifying the classification because of a desire to approach two areas (be a tank-sup, but also be able to solo decently), although the kit does not reflect this nature because of the conflicting goals nature (as sups who are tanks-primary/secondary are not typically efficient at wave clearing).

The fact that his abilities cannot kill a champion is not an entirely valid point, since it introduces a method for Vaz'Nist to be able to gain lots of permanent if he chooses to not kill his enemy (this comes to the question if this negative health decays over time). He still is able to land an AA to make the kill, and while melee, he could use other methods, such as or utilize his  and  to be able to close the gap.

It erks me not because of how it should not be limited, but to justify such a powerful effect, you utilize the limitation method of "champion only." I would think that just like, even the puniest of minions can do something to supply something in granting more. Yet as you say, it would be overpowered if Vaz'Nist could gain permanent from non-champions; admittedly, it is overpowered enough as it is if used in given scenarios, and nerfing its values will not save it.

As a note, bonus denotes numbers added to a base (bonus magic damage does not mean the total damage dealt), while denoting total would refer to a multiplication of the base (200% total damage would refer to a 2x factor of the base damage).

"The flavor text however is necessary because he will never get a spotlight." I do not mean to be rude, but this is the same as whenever any content creator makes the point "this champion will never be released." It's depressing, and it is morbid. And as much as it may be true, what people seek in a custom champion's kit is not ability description half-filled with flavor text, but something of the likes of a League of Legends' champion ability description. This is an expectation though, but I wished to mention how the "he will never get a spotlight" is a weak argument. If you want to describe an ability and how it is justified, it is also possible to create a separate section for "ideas behind an ability" or of the likes.

I may not be the best person to ask in regards to min-maxing one's dps in a fight, but if you place Vaz'Nist as a tank-support, he may as well proc the base damage plus a maximum so that he can land his other abilities better. I wouldn't bother to go for that 100% bonus when I can go for a 75% bonus with a 10%, for who knows if that small CC can prove better than a simple extra 25% damage. Thus, I personally do not find as much intuitive decision making in this mechanic.

To add though, I find it that he deals too much damage later on, as that base damage is absurd at the 100% bonus damage mark, at 480. Lower the scaling so that this ability is not so powerful in the late game.

So it's not 525, but 300. That is much better, although it is best to tt template the value if it's the radius or the diameter (likely the former).

is no different from. Unless you refer to " attained from Prologned Suffering," maximum does not have to be specified. This also means though that Vaz'Nist already deals more than enough damage, due to how his abilities deals damage through both items and Prolonged Suffering. Thus, there will be a need to nerf that scaling more, as 30% can still be a lot.

I didn't make note of this in my post, but that, even if for 2 seconds, is highly costly at rank 1 for being 10% for , only to hyper scale to 50% at rank 5. Even if only for those two seconds, there exists no champion who is able to inflict such a high amount of as this. I would soften it up to a scaling of %.

If you don't mind the bluntness of my comment, I find your attitude to be a little haughty as you value your own opinion over others. Admittedly, when making a concept, you need the integrity even in the sea of criticism. However, the way you respond and the logics behind them are offputting at times. Even if a pseudo- cannot kill due to his passive, the issue is that it can deal damage by punishing someone for taking the initiative, especially one that is usually obvious. As mentioned, this is especially apparent in what RIOT tries to avoid with their champion (which is why they don't have a champion with Bloodseeker's Rupture). In this case, if you even have the thought of adding it back in later, I can only say that you will be berated for what is not acceptable in the gameplay of LoL.

So the new ult is a non-leaping  that draws in enemies only at the edge to deal true damage. If people are into the area (what happens if they dash into it?), then they also receive damage... I don't find this ult any more exciting than the last.