User blog comment:Penuile/Custom patch notes for Pre-Season Five/@comment-1330314-20140727001315

These changes are massive! Thoughts:
 * I like the streamlining of vision, but I'm not at all a fan of true sight. True sight is a hard counter to stealth, which means that its very existence makes counterplay against stealth purely binary (either you have true sight and you completely deny your opponent from using their abilities properly, either you don't and you lose), and therefore not meaningful. I would look for more ways to interact with stealth other than through true sight, in order to give the mechanic more organic counterplay than just popping the true sight item.
 * You changes to stealth look interesting, and would definitely allow for players to spot stealthed enemies. I don't think that unit collision reveal, however, would be necessary, as it simply makes stealth fiddlier for stealth champions instead of making for more counterplay (stealth champions are already revealed to their enemies at 200 ranges, with your changes).
 * The changes to trinkets look good, and having the warding power of every player increase over time fits the evolving vision requirements of a match well.
 * Standardizing every mana champion's ultimate cost to 100 mana is something Riot is trying to do currently, and a great idea.
 * Getting a free ban after banning a 7800 IP champion is practically the same as auto-banning the champion within the first week. This might be a good idea, but in general I think the ban system needs to be looked at in more detail (multiple rounds of picking and banning could be a good way of shaking up team comps).
 * The changes to all look good, while we wait for his upcoming rework.
 * I don't play often enough to realize how much this would change her, but if it remains functionally the same I'm all for it.
 * The toggle option for would be fantastic, and would help avoid killing the buff monster when leashing at level 1. The mana cost per shot, not so much. Without this ability, Teemo would have no damage output, and would be able to contribute even less to his team. Unless you give Teemo massive increases to his mana and regen, he'd end up permanently mana-starved.
 * As a frequent support player, I love these QoL changes. Interrupting gapclosers would be a massive bit of extra utility for Blitz, and one that makes sense.
 * I'm not sure the changes to are what  needs. He's meant to be a top-tier defensive tank, so if you were to nerf him it would be better to hit his offensive power (his Q poke or passive strength, for example).
 * The changes to would perhaps fix some weird interactions with Tenacity, but would also make the slows completely immune to it too. How about having Tenacity reduce the strength of the slows over the duration in compensation?
 * I personally think needs a lot more changes than what you're proposing, but a buff to his base regen looks good. It may be a bit too much past a few levels, though, so you may want to nerf his health regen per level in order to balance out its progression.
 * It is surprising that the addition of range indicators to every leash, and not just 's, are not already in effect. This change looks extremely simple to implement and critically important to upholding clarity on the affected champions.
 * I don't think the changes would work. Increasing the mana cost on  risks giving her huge mana issues (and mana problems are not meant to be her weakness), and the hit delay on  is, I think, sufficient to count as an adequate warning, particularly as moving just a few steps outside the center will severely reduce the ability's effectiveness.
 * With 's impending rework, I don't think she really needs changes right now. Her ult is both extremely strong (it can easily secure a save or a double kill in bot lane) and fairly easy to land, so I think the high cooldown is justified.
 * Regarding, most other targeted gapclosers (, , etc.) follow a target even after they've flashed or dashed or blinked to another location, so its current functionality is the standard one. probably needs a better way to make use of her riskiness, but I don't think this would help her as much as you'd think.
 * Moving to the trinket slot is a good idea. I may be biased, as I did a rework concept for, but I don't agree with the other changes: giving Viktor ability power per level or based on his base AD are functionally the same thing, as you're giving Vik AP as he levels up. The base AD-to-AP correlation, however, doesn't make sense on a full AP champion. I also disagree with turning Viktor's augments into -style evolution system, first because it's already been done, and secondly because I think this would keep Viktor as a generalist, when I feel he should be a specialist (his augments are designed for him to work as either a mage, a bruiser or a support, even if only one playstyle is viable on him right now).
 * Your changes to look pretty good, and take care of his perma-slow problem, though ultimately I think he needs a full-on rework to properly address his issues of counterplay and power progression.
 * Removing the perma-slow on is also good, but as with Shaco, I think he needs a much bigger rework to solve his problems.
 * I fully approve of the change to, particularly as it would give her a meaningful way to express her power in lane beyond just her long-cooldown W poke. The removal of the perma-slow, even if the mechanic itself is iconic to , would allow her to have a lot more visible and reactive power.
 * The change you're suggesting for is something Riot's been hinting at recently. I think you're completely right about this.
 * I definitely agree that has to have an actual gameplay function, rather than just serve as a crutch for players figuring out mana management. I'm not a fan of the passive power, or the cooldown reduction on the active, but I'd definitely go for the spell cost reduction (you could even have it make abilities completely free to cast for a short duration). Even with that, I still think it would need a little something else that would help it work as a last-ditch spell enabler.
 * While I definitely agree that needs to provide a bigger impact per cast to become viable, I still don't think your buffs to its power would make it worth picking. Clairvoyance is extremely situational (using it is pretty hit-or-miss, and nobody likes wasting a summoner spell), and I would go for buffs to its reliability.
 * Turning cooldown reduction on items into something that's not a multiple of 5 looks... bleurgh. 13.34% is very math-y and doesn't look nearly as appealing as 15% or 20%. It also runs the issue of only providing proper CDR if you buy two more items just like it, which isn't good either. Raising the CDR cap is a whole other can of worms, and one I think is frankly not worth opening. Overall, I don't think the items you've mentioned need a CDR reduction.
 * I fully agree with the changes to penetration items. With the arrival of and the bonus pen on his ult, I thought this would've happened a lot sooner.
 * The unique attack speed on looks really weird, especially when right next to the other 30% AS. Why would you want the item to have only a portion of its attack speed be unique, and why only that much?
 * Turning into another  will not fix its issues, and might make them even worse (the splash is a lot harder to work with on ranged champions than the current secondary bolts). I think Runaan's needs to be more useful on marksmen in general, but I don't think the changes you're proposing are the way to go.
 * Magic resistance has no place on an anti-tower item, especially as you're already giving it armor: if you want the item to be effective against both physical and magic damage, make it grant health, which is the proper counter-everything stat. Bar, which is an antiquated item that may need a stat rework, no item should give both armor and magic resistance at the same time. The active also has a few issues: the AP scaling and lack of AP on the item makes both the stats and the effect fairly awkward and mismatched, the functionality on enemy champions, while potentially useful for the item's late-game scaling, is inappropriate for , and the damage reduction on towers, as opposed to a full-on disable, might create clarity problems. Overall, you need to take another look at this.

There are a lot of changes I like here, and you're looking at the right things, but I think some of what you're proposing has the potential to be a lot more developed and polished, given additional