User blog comment:Shadowlord723/Randall - The Arcane Spellmaster/@comment-3391671-20160912111344

I will say in its own form of way, the base concept of Randall is alright. But, the issue I would find from this concept is two items: there is a lot of "burden of knowledge" for the player to know how to play Randall (requires them to check up a wiki to possibly how each summoner spell is affected, since an intro video would take too much time to list it all) and a lot of overlapping/superfluous/bloating material in the kit, both because of the interaction with summoner spells and with what you had offered to his kit. Again, the idea itself is nice, but I believe you may have gone off on the wrong foot in how you've developed  Randall.

Before tapping into each ability, allow me to inform you as to why the correlation to summoner spells is an issue with Randall. As mentioned above, Q and E are very bloated and filled with literal. This leads to the fact that the respective abilities are too flexible. Yes, they are all based around what Randall chooses for summoner spells each game, thus during that game, his Q and E have stable effects. But, to effectively know which spell supplies which effect to those abilities, you would need a list to provide you them at the select screen. A champion design should avoid this, as their effects should be well and clear at the select screen by both yourself and the opposing players. Obviously, people can predict that the build of and  will provide healing and damage respectively, but will that be as apparent with  and ? In any game, Randall's spells should have static effects that players can get accustomed to over time (of course, with how is a common pick, knowing its effects may not be as hard after a while).

I also notice that you do not list other summoner spells (such as that are map specific. This also means though that you have to bloat the kit more... and I presume you already get my point in regards to that.

The other issue that I haven't mentioned thus far is Randall's identity. A custom champion does not always need an identity beyond their theme, especially if the creator of the CC is not aiming that high, but Randall's theme is "the Arcane Spellmaster"... now who else is a ? Or is a who uses a, a  that  and an  in one kit? If you want Randall to be appealing, it may be a good idea to give him a little more than a label to describe what he is other than a master of arcane spells.

Now moving onto the individual abilities:
 * The Spellmaster's Knowledge: People have told to me that knowledge is power, but I digress at this old cliche. Knowledge can empower you, but at times, when doing something, experience is what will shine better. There may be little difference between the two, but I will tell you, there is.
 * Now, my blabber aside, this Innate offers nothing new, for all it does is offer effects such (the 15% summoner spell cooldown) with other effects that used to be in the Mastery tree. It's not the worse of the kit, but for sure, it doesn't mean it's any less duller for something to figuratively feast on.
 * For organization sake, it is a good idea to use the tt template for some of the effects that are more static. For example, if you say the range of is increased by 20%, state " for a total of 510 range". (How to use tt template:  )
 * What you can do is have given types of spell have special effects. Spells that simply grant effects to Randall would also be expended to allies nearby for 50% effectiveness ( would basically double apply its effects on allies for a total of, the same as if being applied to self); movement spells may stay the same as you had described for them; offensive spells such as and  would also apply to applicable enemies nearby the target for 50% of the damage; the rest you can imagine. This would cut down how much Spellmaster's Knowledge describes.
 * Q, Arcane Detonation, is the first of the winding abilities with too much in its description. It is similar to and other similar abilities are released and detonated, but that is not the core of its problem. While, again, unique that the detonation is hinged on what summoner spells are in stock, it means there are too many variabilities. It can have two of many effects
 * Shield self and possibly allies; can shorten Arcane Detonation's cooldown to (and more with CDR);  enemies who were hit; be redirected to the cursor for "accurate" detonation; grant MS to self and allies; heal self and allies; dealing DoT to enemies; substitute half the damage for true damage on minions/monsters; blink to orb's location.
 * These effects are scary in the fact that and  grants Randall with a free 1000 range blink every  seconds or less.  in itself makes this ability a free-target spell, making the skillshot portion pointless. And more...
 * Instead of having the abilities have their skills based off the summoner spells, it might be much better and more balanced to have the abilities affect the summoner spells or something of the likes. One simple example is have an ability reduce the CD of summoner spells by 1 second everytime you hit a champion with Q. This is nothing but an example, but I hope you understand what I believe is the better direction of Randall's kit.
 * W, Chain Lighting... "Chain Lightning"? I believe I've heard that name being far too used in LoL and outside to not sound like a Star Wars spoof. In other words, find a better name for a spell like this.
 * The range for both its initiation and bounces are rather large. Old Ryze and his Spell Flux didn't have the statistics you've given this ability; compare 900/600 to 600/200.
 * This also goes for the damage it can deal, which can go as far as  damage; no targeted ability should be able to deal this kind of damage.
 * With my recommendations for Arcane Detonation, the additional effects of this ability would have to be changed. In the first place, refreshing a debuff and increasing its effectiveness can be unfair.
 * Astral Dimension, or should I saw call it "World of my Summoner Spells", is a tasteless AoE with how it fully relies on the summoner spell Randall has on hand. While Arcane Detonation has its own damage, this spell is an.
 * "But the costs and cooldowns are large and long, respectively." That is not a reason for an ability to be powerful or strong. In fact, that is a lazy way of balancing an ability/kit.
 * I understand that you want all your abilities to be summoner spell related... but is a spellmaster all about their summoner spell? Don't get too caught up on that one theme and tailor in something that would flesh out the kit without looking like a spell too ingrained into its theme.
 * The range is there... but how about the radius of the AoVE?
 * The ult is Spellmaster's Essence... an ability that affects anyone who has been affected by Randall's spells, and in return, grant him, and ... not as much interactive, while being very powerful it what it does. A heal that is just as effective as 's , while also damaging enemies with a small nuke.
 * The applied effects to Randall himself is nothing more than a glorified "since I'm hurting/helping you, my enemy/ally, I will get some essence back." The idea is somewhat alright, but I believe it isn't intriguing in what it's supposed to do within the kit.
 * To top it off, the passive part is similar to having an effect of "any champion affected by Randall's abilities in the last X seconds will be marked with Arcane Essence." That is not really unique, is it...

As a closing note, I just wish to point out that if you are to release champion, do so with a bit more body. "I will release lore later" will not attract viewers once this blog is buried by others. If you want to put your champion's info somewhere on the wiki before posting, use a sandbox; for you, your sandbox is at User:Shadowlord723/Sandbox. Use that empty space for yourself.

I will be posting a blog-guide on custom contents, so look out for it so you can better your custom champions.