User blog comment:Telaruhn/Aldric, The Elder Guardian/@comment-4773210-20140406081422

First of all, I want to thank everyone who has given me feedback so far! This is so awesome and I'm really thankful you like what I've done. I'm in the works of making some changes for this champ already, so I'm going to go through each skill, one by one:

Guardian's Seal: You guys bring up some great points on its ability to stack; orginally, I was going to put a 10-second static cooldown per shield per ally, so an ally can only get a shield every ten seconds, but I thought stacking shields might be an interesting mechanic. On the other hand, I could lower the shield amount and/or lower/remove the AP ratio so that stacking shields doesn't seem so overpowered. Aldric already gains a shield on every ability he casts on himself (see ability details).

Sacred Hammer:  I wanted to include the stun because there's travel time to factor in, especially since they're getting knocked so far back, but I can see how it's extraneous. Lowering the base damage and ratios may also be considered, since it is AoE. I'll also include missle width and speed, so it can be compared to other projectile abilities.

Safeguard (soon to be renamed, nice catch lol):  I was thinking that this skill was so overloaded, but at the cost of Aldric losing the ability to use basic attacks (which as a tank, is HUGE to me). The ability blocks basic attacks, which encourages use in fights, and since Aldric can target himself with it, be can sponge damage and defend himself. The reason by such high bases is because it's a heal-over-time and not instant like Soraka's or Nami's. It's intended to useful against autoattackers, but less so against burst (and even then, there's a shield for them). I really like the idea of leashing an ally at the moment, but I'm going to have to think of some other ways that I can make it an interesting and unique ability without making it seem so overloaded. Possibly remove the heal? Then the cooldown or mana cost can be lowered.

Inspire (damn you Rito, I like these names!): This also does seem overloaded, especially as it applies shields, armor, magic resist, and movement speed while dealing damage in an AoE. I'm definitely scaling some elements (damage) down to make it more clear that Aldric's a tank, and making it so he only applies the armor and magic resist to himself and not to enemies. Aldric isn't affected by the passive portion, so I think the 10% boost is balanced, just the active portion is not. Honestly, If i remove the defense bonuses, it will be too similar to Karma's mantra's Inspire, providing shield, damage and movement speed in an AoE.

Sanctuary: SO.... This ability used to to be able to target allies AND enemies, but I felt it's versatility as such as too overpowered, so I restricted it to just allies. Now that I look back, he HAS to have some sort of initiation, simply because his current kit lacks it. The damage immunity, in my opinion is very balanced, since it is localized and teamfights can occur over a large portion of the map (so it may not even be used). That said, I could always reduce it to 50% damage reduction or something, but I have something else in mind... I'm going to implement it soon, so look out for it!

I really want to thank everyone again for the great feedback. It really means a lot, so if I haven't commented on your posts individually, it doesn't mean I haven't looked at it! Stay tuned for upcoming changes!