User blog comment:Reveleron/Malefic, the Abiding Sinner/@comment-7709681-20151104153531/@comment-27047008-20151104194651

Excuse the verbose descriptions; it's just how I write unfortunately, a bad habit you may call it. At least I don't talk like this irl lol. As for the review, I thank you, but I'm also compelled to refute a couple of your points, as I think they've mostly been sourced from misunderstanding.

I: Yeah I knew I should've elaborated on this, maybe write up the ability details or something. By cumulatively receiving 100% current health, I meant that each time you receive damage, you receive stagger equal to the ratio of your current health and damage received. For instance, say you receive 20 damage when you have 100 health, then receive 20 damage again; 20:100 would be 20%, then 20:80 would be 25%, for a total stagger of 45%. Basically it was just to ensure that it would be difficult by Malefic himself to trigger the faltering without proper coordination with his teammates (the faltering would also be near impossible to trigger by Malefic himself while building tanky). As for the damage increase, it should be noted that it is based on their current health, so it is likely that no one would ever be affected by the maximum damage increase; faltering requires stagger cumulation based on current health damage received, and faltering boosts damage received based on current health, not that punishing I think, especially with the abridged duration.

Q: Maybe the damage is extreme, I would not know as I'm not entirely new to this, and this is indeed my first fan concept. However, please know that the damage is dealt over 4 seconds, and that it's a dot from a passive effect, hence not allowing it to stack, but only refresh, with the fact that using the passive damage means that Malefic cannot use the Sunder component of his abilities. As for the active damage of 100% AD, I'm not sure why you consider it to be so much, when other abilities from live fighter champions almost always scale off a base value + 100% AD; regardless, I shouldn't use preexisting champs as an excuse, if you could elaborate on why you consider the damage too much, then it would be greatly appreciated. I currently however, cannot fathom how I could decrease the damage of an ability to lower than 100% AD with no base.

W: To be totally honest with you I originally thought this was the ability which would be most prone to criticism, as it was basically inspired by Tahm's thick skin. But look how that turned out; the only ability which actually gets complimented.

E: Other than the fact that this ability's prone to abuse b/c of it's low cooldown, I'm not sure why you consider it unfair. It's a directionally telegraphed dash which has a delay of 1 second, and can only affect up to 1 champion with it's armor reduction. Just as comparison: Firoa's riposte has a 0.75 second delay, and Thresh's hook has a delay of 0.5 seconds; 1 second delay is no laughable thing, and I honestly think you must've read over that, confounded by the major armor reduction. The only point of the armor reduction was to make wave clearing late game possible for Malefic, or to allow to put significant pressure onto one enemy champion, which is supposed to be the whole point of Malefic's kit. Also be aware that to suspend the target needs two marks, meaning that Malefic must get into melee range, then hit them with a dash at point blank with a 1 second delay.

R: The ultimate was rushed, I can concur, and I totally agree with your opinions on this one. The point of the ability was to give Malefic the power to just end a teamfight, but of course, it could've been done better. One shouldn't be forced to heal the enemy champions when hitting them; I guess this gave Malefic too much power.

As for the Q and E being too similar, I was hoping that Q and E would much function like enhanced auto attacks, being delayed and all while still dealing 100% AD damage, but providing bonus CC and effects. Maybe it makes the kit too boring on paper, but I'm sure that in-game, this could be proven wrong.

Overall, I was hoping for a slow and delayed, but menacing character when coming up with this one. I hope you can at least agree with that. I might've given him too much power indeed, but from what you've just said I'm not entirely convinced. I do thank you however for pointing out the problems with E and R; they could definitely use some immediate working.