User blog comment:Witchking99/Skorn, The Angel of Justice/@comment-3391671-20170629145454

The things I can say in regards to the theme... for your information, the "not-so-angel" theme has been touched upon by fellow content creators Chase999. It makes me wonder why he had not made a mention that his own set of champions had something similar going, where angels are "heavenly," but in truth are not the same kind of "holy," instead being false-angels. Just know that I have that in my mind, so if I don't show any good reaction to the theme, half of it may be due in part to having seen it already recently.

Starting where I am strong, the theme is all right, as Skorn is a not-so-angel. There is much to criticize in regards to and the quotes, but I'll stop myself hear from being a broken record of what I've likely told you. What I will say is that when you write a backstory, it isn't the best idea to start with an explanation: In this society, this is how people are organized, into smaller X cells and then into even smaller X categories, etc. Not only does it bore the readers, the readers will need to read through this in order to find the more thematic or artistic bits that they look for in a lore. Who is Skorn? What is he? And why do I have to read about how angels are organized!? Remember, human beings are selfish for knowledge, and it is best served in an orderly manner.

Back to quotes, if you don't mind the bluntness, but the selection of quotes, or at least the personality displayed in them, seem to be relatively the same. Or at the least, they don't differ much from other champion concepts seen recently. I mentioned above, and will not say further, but I do recommend trying to not go for the "little bit aggressive and overjoyed warrior" approach for quotes. The most recent champ has something of the likes going on... and the greatest criticism he has gotten from it is "edgy." Not that it is inherently bad, but the context of the term was surely not a compliment.

Kit

 * General: Divers are part of the Fighter's class, so either limit him to the Diver class, or put up another class from another main class that Skorn may fit.
 * Shall I change the blog title for you to what you want it as?
 * Innate: I had a different, and what I think to be as better, term for this, but here we go: number saturation. What I refer to is when large numbers are used to give the impression that lots of gains are earned, when in reality, the ratios can be shrunk down with the same mechanical effect. Why does there have to be 3000 resource for Just Victory? Admittedly, only received one "point" for the resource may not seem much, especially when the resource is not comprehended well, but 3000 is a bit much.
 * This goes into the next problem I have: extremes. While it will likely not happen often in a game, Skorn has the potential to heal 1500+ from lvl 1. Yes, he needs to build up to it without being hit by an attack, the issue still stands that there are two extremes. Either you heal mediocre, or you have that one lucky power moment of healing full. Yes, Skorn sacrifices his way to survive long fights, but there is much to be said about why the value is so high and why E works the way it does.
 * Looking at the second part of the ability, Just victory works similar to a lifesteal-overtime. The heal is not instant, but he heals for / per second, reaching / lifesteal over ten seconds. I'll need to read the ability kit more to make sure I am judging it correctly, but for now, I believe Just Victory will need some tuning.
 * Q: I noticed this in the innate, but I will suggest that you use LoL terms, not flavor text, when talking about effects. While these may be custom champions, it shows best if you streamline your champs to the style of live champions. "Armor break"? Do you mean "armor shred"?
 * Looking further, Q is not the typical "this is my main damage tool." Actually, it's something more akin to W or E: a status inflicter and a defensive tool. Having them both in one ability is worrisome though, as you may have been told before. Skorn receives both offensive and defensive buffs at the same time. Don't you think that's just give him a tool where he can be a little more safe but also a little stronger?
 * W: A few missing values ,such as the duration. But there is also this: "if it does equal to 50% of the total damage." What does this mean? Please clarify.
 * E: So the healing ability, Angel's Grace... and I thought Skorn was not as supportive upon allies. What catches my attention though are 4 properties.
 * Why a dash on a heal? I can understand, you probably wanted Skorn to be dash to allies to heal them. But what happens if Skorn wants to use it as a mobility tool? When other champions "waste" their dash, it is usually because they have other sources of damage. However, this is a heal-dash... and Skorn would be sacrifice his heal to mobolize. "Then he doesn't need to use it as such." As a Diver, he would probably like to use that dash as a dash.
 * 1 second cooldown... well, I'm baffled. I look below and there is a "minimum" cost. So is that the actual "cooldown"/limiter of this ability? I don't say this often, but I find this a little BS. Skorn cannot use this unless he can heal to nearby allies. This ties in with the absurd amount of healing this ability can do, and I don't understand why you had made a minimum consumption the lockdown on this ability than the normal CD.
 * As heal, this is surely one unreliable heal. Can't trigger it when you want, and when you do, it's a large burst... which would likely be nerfed by the balancing team. Aside from changing the restrictions, the heal would be more reliable if there is a base amount, and if the ability didn't just suck the whole out of Skorn and his resource. Having it all consumed gives an air of "do-or-die" to it.
 * Last, but not least, the restriction itself. "Skorn cannot cast this unless he has X resource." It's not terrible, but with the numbers I see, this tool is heavily restricted and relies terribly on being untouched in battle to even use. Why the restrictions, or was this not thought out well?
 * Reviewing Chase's response below, I find that he is filled with a little power fantasy, because there are actual people who can take advantage of the mechanics in Skorn's basic kit. I do not mean to slander a fellow content creator, but his huzzah to the 1000 points of damage and the heal is disturbing to say the least.
 * R: A "heightened form" ult, where Skorn attains on-hit damage, the ability to / and receive his resource through it easily... not only is that damage puny, but I find it not so exciting. Skorn is surely a fantastic duelist, but this ult is just underwhelming. The part about granting him his tertiary resource from the AoE damage seems to be a make-up for his kit not being able to build up the resource easily (unless W is supposed to do that). If he is supposed to build resource overtime, I would better prefer if it was passive over time, without damage.
 * Is the from Skorn's? Because that means the tankier Skorn is, the more damage he deals. If not, it's the opposite problem, where tankier champs are dealt much more damage because they had built health... I don't think this scaling is healthy, neither does it make much sense.