User blog comment:Baristar/Custom Champion, Alice the wonderful Lass/@comment-3391671-20170606144233

So we have here an update to the Wonder Lass. How exciting! From a quick look at the patch notes, I will say that you have dearly improve her gameplay, if not ruined it by accident, which has happened a few times to my concepts. Anyways dear, here are what I have to say:


 * Innate has been changed from an AA enhancement on enemy champions recently damaged by allied champions, to a more reliable and Mage-suitable shield-from-dealing-damage. Thus far, I do not have any quelms, although a few changes to the writing will clarify how the shield works.
 * For example, what can be written (imo) is "Upon dealing damage to an enemy champion, Alive stores % of the damage dealt for 3 seconds. After the 3 seconds, Alice receives a barrier equal to the stored damage, lasting for 3 seconds." This would in gameplay make it clear off the bat how much shield one would get when they deal damage, instead of waiting for their shield to come up to know how much shield they'll get.
 * I would also place a note in the ability details that the shield refreshes every X second (half-second may be the best), and that every instance of shield is separate from each other, as in that you can get 80 shield for 3 seconds, and the next second get a 100 shield, bu after another 2 seconds, if you haven't been dealt damage, you will still lose that 80 shield as it expires and be left with 100.
 * Q now looks a little better, although I still have description nitpicks. As her main damage tool (as most Q's tend to be), it might as well do its job well. However, how long will Alice keep her latest CC for? For as long as she is not hit by another CC? What happens if she is hit by a ?
 * Also, I would clarify the "collide on first enemy champion" part to "stops at the first enemy champion it collides with." I would also change "The ball of energy will detonate after arming itself for 2 seconds, dealing the same magic damage." to "The ball of energy will detonate after a delay of 2 seconds, dealing the same magic damage." And lastly, "Enemies affected by Misuse Package detonation will be affected by the latest CC Alice has been afflicted, lasting up to 2 seconds." could be changed to "Enemies affected by the second detonation of this spell will be affected by the CC Alice had last stored upon casting Misuse Package, lasting for up to 2 seconds."
 * Also, seeing that Alice does not have that on-hit innate anymore, having damage in Q seems counter productive to what she would likely build as a Mage.
 * I'm a bit torn if this kind of dash/blink should be on a mages kit, especially when it seems that she isn't that much of a burst/combat mage to reckon coming close to an enemy champion like such. The effect is nice though, so I will leave it up to you if you want it kept or not.
 * What I will criticize is that CD reduction on top of that cooldown. The ability has quite the short cooldown for a dash/blink, and I would increase that CD by at least 50% if not more.
 * The description can be split into its two ranges, and start off with "Alice dashes to a target enemy." After, you have the list of two effects, "If casted within 350 range, Alice will deal magic damage to her target and reduce the cooldown of this ability by half. If caster beyond 350 range, Alice will dash half the distance, then blink behind her target." I personally made that addition to the beyon-350 range to add spice to the ability, but I hope you get where I went with the reformatting.
 * That is still there, and as I recommended before, it should be removed. This is not only for the  and damage resistance overlap, but also the overlap with the  who is referenced in the quotes.
 * In the end, this ability is more out of flavour than as much for kit synergy. I still believe it can be used to let her either be a bit tanky for allies, or be hard to hit when in need of escape velocity. But in the end, will a mage like her need this?
 * It may be easier to condense the ult's effects, or at least rearrange how they affect each other. For example, Fragile Immunity can be the trigger for when Foolproof and Fragile Immunity are both lost: "Alice will not be targeted by enemy minions, along with enemy turrets, except for the Nexus Obelisk, for up to 12 seconds. Exiting the turret's attack range will reset the timer. Upon staying within range of a turret for more than 12 seconds, or if she uses a basic attack, ability or item's active effect, Alice will lose Fragile Immunity and Foolproof."
 * Why keep Majestic Looking Glass for 20 more seconds (if the duration was 5 seconds at the time of being revealed, will Alice lose it, or reset timer to 20 seconds?)? If you are still clung to the "have enemy stats" part, I wouldn't go that way as that is virtually granting Alice a boost in stats in a way that may be not be applied onto her, along with giving her either more damage or tankiness than she should be given because an enemy builds so. What gameplay aspect is this supposed to fulfill?