User blog comment:Sagee Prime/Nidalee 2.0/@comment-9245010-20130713105817

So let me take a look:

As I see, the rework's basic aim was to make her more versatile, make her kit fit more to an agressive-poke/engage playstyle. No abilities were changed so significally, so she has about the same kit, just a bit buffed/improved/moved around in power. Let me take a look on the individual skills:

Innate: Has been enhanced slightly, while the -5% instantly is not that much, the +10% after 9 secs is much more significant, and the increased after-leave duration is great. I love the idea to encourage the players, to utilize her skills for an ambush, defensively or even passively, while her whole kit became much more agressive. While 9 secs is hell a lot of time to spend, you may do anything in the brush: you may use abilities, aa, move ( to have the damage reduction), etc, which would result in permanent brush-hugging (being invisible to the enemy team is not a condition) About the damage reduction, I'm not sure on lanes, every player is moving constantly, so this is a passive 10% damage reduction while not CCd, which is would be just okay (a bit strong even then) as a standalone passive, but with the additional bonus movement through bush, it makes it a bit OP. While limiting the movement reduction only to brushes would not lower the amount of bush-hugging, doing that and adding thr stack-loss-on-hit mechanics would significantly reduce her early power, but somewhat reduce her effectiveness on the middle lane (anyways, her kit is much better on the sidelanes). Another idea would be to merge the damage reduction with her Ult passive, like you passively gain damage reduction while moving, and more after switching forms for a short duration. But something should be done to reduce her significantly increased lane dominance (10% damage reduction, ungankable due to the high MS boost+traps, high sustain, easy Tear stacking, high damage both as AD and AP (even as hybrd her AAs would be devastating).

Q: passively some on-hit damage from AP. As it does not have a flat, it basically makes AP builds a bit more viable. It also makes AP/AS builds nice, as it scales greats from Attack speed, and has a great synergy with her heal. Javelin Toss has its numbers moved around, shorter range with higher Missile Speed is devastating: It reaches max bonus damage faster, and 1800 Missile Speed is barely dodgeable undodgeable ( it reaches its end faster than 1 secs!) As it procs both on-hit and on-ability effects it procs Muramana twice (see http://leagueoflegends.wikia.com/wiki/Muramana for reference, look for Fizz's Urchin Strike). With around 300 AD, TriForce and Muramana (kind of basic build, maybe with BC and LW) it pokes for 150+600+450+2*120(let's say, it prolly would be higher) which is 1440 raw damage. At 700 Ap old nida Q poked for 1712. And that is mostly because of the old Q's high flt. The new Javalin Toss has almost no flat damage, only the lower CD. The new is also faster, really hard to dodge, and with the new kit, Nida can reposition very easily for a Javelin spam. As it has high scales, and it gains almost nothing (besides the lower CD), it is your last skill to max. At end-game it has the potential to poke higher than the origial, which would result in her kit being much much stronger. Also note that the old Q was the only damage source of AP Nida (almost), while as AD you still have your whole cougar combo and the still overpowered poke. The low flat makes her much worse as a sololaner, as they should scale with levels more than items. Cougar Q gained some Ap scales (from passive), damage is the same, its okay. You should move around the numbers in human form, but otherwise the idea is good.

W: Trap is the same, higher CD early on, no high mana costs, lower shred (which makes not that much difference for a vision/utility skill). However, it got some on-hit armor and MR shred. Ehich synergies pretty well with a Black Cleaver and an LW, it would not only make your pokes even stronger, but also make your argets more vulnerable for teammates. With her already high damage it may be too much. In Cougar, I like the idea with the range and highlighting, it is the same tear-stacking utility movement spell as it was, but now enhances your ganks. I like the basic idea behind this very much, it is a great improvement at all, but the hgh armor redu/pen with high scales is very dangerous, but by nerfing her Q its okay (maybe reduce it a bit).

E: Now cannot heal allies. :( you hate Nida supports, don't you? Anyways it gives more AS now (nice with her Q passive) and buffs whole team so they will push turrets like hell. It gives more As than a rank 3 Sivir ult (really?), and as you did not state the duration ( I assume it's 7 sec as the original) it is not much shorter, has much lower CD and you only do not get the 20% MS (which you get from your passive ^^). So it is stronger than an ultimate in many aspects. The reduction of its early power is good, though. Swipe is the same ol' damage skill, it is great, the AD scale is nice. At all, the AS is too high, otherwise great and welcomed changes.

R: Signature skill, the same in many aspects, the damage reduction is really nice, it enables you to block a high amount of damage from a poke, and renders enemy burst somewhat unviable. As it is usable while CCd, so it enbales Nida to withstand any burst at level 6. Which is very nice, as it was her weakest point imo. At  rank 3, 40% may be too much, but it's up to you.

Overall, it is nice, just care for the numbers. I love the idea of opening multiple paths, but as far as I see, AD is stronger than AP in many aspects (it's a bit like Katarina/Evelynn : they both have AD scales, but better as AP).

And as per ususal: these are only suggestions and recommendations, and I do not seek to insult you or anything, just to improve your concept and give some feedback (hopefully positive).