User blog comment:Lykrast/Aur, gold's master/@comment-1330314-20121130210533

The gold mechanic looks like an awesome idea. His passive's also awesome, though the discount may be a little high.

Regarding the Q, it's a nice thought, though you may want to add a combat advantage to it, like an AoE debuff or something. Maybe you could have it bribe enemy minions into fighting for you!

Your W looks really nice too, though you may want to scale damage and healing separately, as well as tone down both, since 300 damage plus 100% AP can take down a good portion of an enemy's health by itself at +500 AP whereas heals usually don't heal for too much.

Your E needs a bit of balancing. First off, the cooldown starts way too high, and at medium-high gold values gets really overpowered (negative cooldown starting at 1.6k+ gold), especially since your true damage bonus is way too high. You need to decrease the base cooldown, increase the gold required to reduce the cooldown, impose a cap to avoid having too low a CD and reduce the true damage value by a factor of about 10.

Your ult is fantastic (though it makes him more of an AD mage than a support/carry), although you may still want to keep it capped against jungle monsters or maybe even restrict it to champions (after all, fighting Nashor is meant to be hard). You may also want to add some sort of challenge to the ult, since right now it's just a straight bursty damage boost.

Overall, very nice ideas. Keep up the great work!