User blog comment:ZPPHR/Nate/@comment-1330314-20131231111540/@comment-5638912-20131231173145

Wow! First of all, thanks a lot for your feedback. It really makes me think. I do actually wanna give him some synergize across his abilities, but I'm still thinking on how.

It originally was a shapeshift champion, as you can see here.


 * : This passive is indeed meant to make him use autoattacks reliably, but not completely. He can be a carry, yes, but I'm focusing more on his mage role.


 * : I didn't want to make it too similar to or  in making it pass-through, so that's why I made it collisional. I meant it to be a tool in 1v1 encounters, rather than harassing or farming, but now that I think of it, many marksmen have that. lol


 * : These pets have 30% of his maximum health when spawned (its noted in the ability details below it), and share the same attack speed, movement speed and resistances as Nate. He is not forced to build CDR, it's only to extend their duration not the damage or anything else.

Other thing about this, I didn't want to make them scale with total AD only because a player could just build pure AD and be like 2/3 right-click champions in one. Being an autoattack in nature, they are not avoidable. Too much damage from 3-5 basic-attack sources.

Also, I didn't want to make it controllable, so the player wouldn't be worried about the unit. I made Duplicate in the same fashion as.


 * : A ground rock is just a rock that appears when no minion or monster is selected at first, but it prevents the slow from being applied, thus, making it situational, yes. I don't want to make it so that moves Duplicates because, like I said, I don't want Nate to be a pet controller or something.

About the range, it has a 700 range to select the unit to be thrown, and them it will travel 550 more units in the given direction. If thrown outward from max range (away from Nate), this makes a 1250 units of range.


 * : Let's say Nate achieves 500 AP and 300 AD (192 bonus AD at lvl18), it deals 40 magic damage and 30  per tick; It lasts 8 seconds, so it deals damage up to 16 times. This makes a maximum, not total, of 1140 magic damage and 633 physical damage, over 8 seconds. You think I should lower the cooldown and increase the range? I'd be happy to, but I think it'd be too much.

Thanks again for your comment, I know I still have to work on it (and on another concept also), but I will. :P