User blog comment:Asfidyll/Averyth, the Riftblade Hunter/@comment-11434673-20131118181838/@comment-11434673-20131119041225

Saboteur: The damage scale works nice, but try this for the code: { { pp|7|20|25|30|35|40|45|50|1|3|6|9|12|15|18 } } (just remove the spaces). You need to change the damage back to physical or make it magical. You could do instead- Saboteur: Averyth's basic attacks apply a 2 (or so) second debuff to the start. Each attack refreshes the debuff. The debuff stores 10-15% of your basic attacks damage (doesn't increase with crits or Sheen (for now anyways)). If the debuff wears off, it deals that damage as extra physical damage.

Riftblade's Curse: I think the stun should happen from the back, and a slight slow (20% at max) from the front and would also apply to back hits. As for the heal, I think you should remove it and place it on her Sentinel's Mark and replace it with the damage amplification but it'd be a reduced amount. Lets say 10% for now.

Bladedancer: The problem with trying to create a "more interesting gameplay" is that it doesn't fit with the rest of her abilities. I think you should just make the cost a constant 2.5% at all levels (half of the original number) and being "squishy" doesn't matter with health cost (seeing how it costs 5% to anyone, tank or mage).

Sentinel's Mark: The ability reads: "marks a nearby enemy", so it shoulds like it does automaticly. Try: "marks targetted enemy". Where the amplified damage was, give it a targeted life steal/spell vamp debuff for a few seconds. That way, when you are engaged on the target, you'd still get your healing (but in a different form) and your damage amplification. I'd also reduce the duration of the DoT to 3-4 seconds.

Blades of the Rift: Its still pretty complex with mutliple blinks... Give me a bit.

Nice to see the changes, and explaining somethings.