User blog comment:Ado edem/Lancer, the Blue Spearman of the Wind/@comment-5441738-20121010172050/@comment-5441738-20121010194045

I do take those as innate abilities. If you want all of those as definitely in there for references, then MAKE THOSE THE ABILITIES, especially Rune Magic! Seriously, making each Rune a different ability would be GREAT. In fact, they can even work together with Target Locked! Watch closely as I provide a brilliant and vague example:

Innate: Target Locked Every third autoattack applies a stack of Target Locked to the target. Maximum 4 stacks, lost when target is changed. Lancer gains 20% attack speed for each stack of Target Locked on his target.

Q: Rune of Endurance Heals target ally for 2%/4%6%/8%/10% of his maximum health. or reduces target opponent's armor by 5%/10%/15%/20%/25% for 5 seconds (+5% per Target Locked stack).

W: Rune of Trapping

Passive: Whenever Lancer kills an enemy, he regains mana equal to 1% of his maximum mana.

Active: Places a trap within 600 units. When an enemy champion passes over a trap, that champion is stunned for .25/.5/.75/1/1.25 seconds and takes 50/100/150/200/250 (+.6 AP) magic damage.

E: Rune of Inner Flame

Passive: Increases Lancer's Sight range by 5%/10%/15%/20%/25%.

Active: Deals 25/50/75/100/125 (+ 0.5 ability power) (+5/10/15/20/25 per Target Locked stack) damage to target enemy. That enemy is blinded for 2/3/4/5/6 seconds (+.5 per Target Locked stack at time of cast)

R: Ultimate (I am not writing that out): 

Passive: When Lancer has 10% of his max mana or lower remaining, his attack damage is reduced by 25%, Attack speed and movement speed are reduced by 10%.

Active pt. 1: Lancer leaps to target location, dashing up to 600 units away and gaining 10% increased movement speed for 10 seconds. After casting this, he may cast pt. 2. Part 1 has a cooldown of 40/30/20 seconds.

Active pt. 2: Lancer leaps at target enemy with his lance locked in place, dealing damage equal to 5/10/15% of his target's maximum health (minimum 100/200/300 damage +.5 per AD). If the target has three or more stacks of Target Locked, then half of the damage dealt to the main target is also dealt to all enemies within 450 units. Part 2 has a cooldown of 120/100/80 seconds.

What's really interesting here is that I unintentionally gave him a very interesting anti-tank role naturally, as Target Locked and his ultimate both work better when focusing on something that can survive for a long while.

You can handicap his mana by handicapping the stat, too. In fact, that's a much easier way to do it.

TONE IT DOWN MORE. Until it does zero damage and has an hour of cooldown, you can nerf it more. In fact, we can nerf it even more than that by mana its mana cost ridiculous. PLEASE do not claim that you can't tone it down any more.

You did not "have" to boost the Summoner Spells. I understand what you're trying to get at, but in case you never noticed, the Summoner/Champion system is a re-implementation of the master/champion system from Fate/Stay Night. You do your references a disservice by making them too literal and not flavorful enough.

Thry thinking of it in this way. Which one is more important: That something you call a bird flies and eats bugs and seeds or that it has feathers and wings? The feathers and wings, of course. It needs to look and feel like what it is, not necessarily behave in the exact same way.

The W spell only needs to be nerfed in terms of its active doubling a 25% armor reduction. 50% armor reduction like that gets ridiculous very quickly when you consider how powerful right-clicking with a Phantom Dancer and an Infinity Edge is.

I figured on what Disengage was. I think that a skillshot dash would represent that pretty well in terms of what the game already has.

"The ult... I dont want two ultimates to be casted on the same target... Its a sure kill otherwise..."

Of course.

"I thought it would be good to require the buff disengage since the ult( from the fsn reference), he always jumps to get a distance then shoots it. I will think more towards this if i have the time..."

See my example above. I put that in quite effectively, don't you think?

"I knew there was a danger of its complexity since i was jabbing all the skills in it, but i insist on keeping it that way to stay true for the reference and this champion."

If you insist that hard, then:

1) you're never going to make him a good, workable champion, and

2) your fan-works are going to suck because you obsess over details.

"Thanks for the comment, really needed another opinion to widen my view :)."

This was, to be frank, rather obvious. Being too obsessively true to source material is a common mistake; see also the Watchmen movie. Just don't be so heavy-handed with it, and things will turn out fine.