User blog comment:Kenetron/Deviah, Solace of the Lunari/@comment-3391671-20171014121952

Let's start it up with how the kit works, and its potentials. I would like to cover theme and backstory after, although I will mention what criticism I have for it when it coincides with the kit.


 * Innate: The innate is sour. Surely, it's not bland like a stat conversion, or is a win-loss situation of "you cannot gain X, but will instead receive X." However, a quantitative increase of values for takedowns isn't exciting to say the least. There are other champions who gain something through take downs, but it is more momentous and trained on one ability, if not more. The only champs I can think who receive gains across the board is and possibly, but that is what makes them special. One gains more  as he takes down enemies under certain circumstances, and the other grows in size. Thus, I believe another ability may work for Deviah to make her unique.
 * Q: RITO has done some champion or group specific Easter Eggs, but never have they or will they do anything beyond that. The "If the target is a Celestial Aspect aside from Diana." essentially breaks that code, and I follow it because it creates an unfair disadvantage for those who play these champions. If this ability is nothing more than a delayed on-unit target, then even more so since it cannot be dodged normally; Aspects have it harder where there isn't any counterplay. I don't care if she has some hate to the other aspects, this ability is a bit of a clear sign that you did not consider game balance or counterplay into consideration.
 * W: I won't say too much, but please consider that having an ability simply aid allies and damage enemies is not only plain, but is also overly tooled. What I mean to say is that an ability should be one or the other (offense or defense). If you want both aspects, one should be "unreliable" or "restricted"; neither should be so readily available at the same time. It damages both its balance in the kit and its thematic nature.
 * E: I'm not exactly fond of having a scaling number of skillshots, and those that do tend not to be skillshots but instead something else non-relavent to damage, such as 's . Other champs keep a fixed number so that opposing enemies can read how many will be emitted, plus there wouldn't be an issue with damage; as of now, the damage scaling is much too crooked: base damage as an example...
 * R: 8 seconds 50% shred... oh isn't that fantastic... not much so. An untargetability, with a "I pass my passive to you" and CD refresh for all abilities... I don't know what to say about this ability than it possibly being all flavour (theme driven) but not working for the kit...

Overall, aside from the mechanics that I've pointed out as flawed, I don't find anything coherent or exciting about this kit. She gives utility to allies, but also has some AoEs and skillshots... nothing special. Most of all, while there are implications of Lunari, the abilities don't feel tied to Deviah, since I feel like I can change the text to fit any support-mage champion with some religious background. That in itself is not good if Deviah does feel distinct or unique.

As for theme, I can understand trying to expand on an existing part of Runeterra. However, with the Lunari, I believe they are not in any need to expand. Of course, they could use a touch up, but they aren't old fashioned in regards to the lore's age. There also have been examples of old being compared to new, but they are usually done with sharp contrast and intriguing relation. For example, represents old Noxus, while  is the new and modern one. Their looks are Noxus, but are not much alike. They both uses axes, but not in the same way. In Deviah's case... she feels more like "I am informed as a Lunari" but not an actual one. She happened to be burried, but nothing further. I don't see her being driven to be connected with Diana beyond her title, and that alone creates a loose character.