Twitch is still in the same terrible state he's been in since the rework. I stand by what I said about the rework making him even worse.
Errol, I'm sorry but that concept is terribad. Aside from the problem of that stupid ass passive, "mid-range carry" doesn't work. Look at Urgot. "Mid-range" anything doesn't work. If you can't do your stuff from long range, but you can't survive like a melee, you're fucked.
Secondly, still not getting into that passive, frankly, all of those skills suck. His W especially is useless basically stunlocking him for very little gain, but the rest of it is weird and has no cohesiveness. His Q is about positioning him like Amumu, but he doesn't have anything useful to do once he gets there. His E gimps the whole mid range thing even more, and his R does nothing unless he suicides to use one of the other skills.
Finally, that passive is just a wreck. The movespeed gain/loss would have to be negligible to keep him in line with other champions, but even losing a little bit of MS on any carry is absolutely horrible, as even 5 MS was enough to seriously hurt Vayne after her first nerfs. Not to mention it's basically Mantra but even worse.
Right. I never expected too much from that, anyway, given that I haven't actually played League in some time, but here are my thoughts:
- Immobile time... I probably set it a bit too high. I can see how that could gimp the champion, though, but W should probably have some immobile startup.
- Consider something like W, W, R, Auto, E, R. (This also leaves you wide open should the character in question not die. R is intended to pull the enemy quite close, but ranges can be problematic.) Alternatively drop the second R and Q-Pull yourself a bit away.
- Numbers, numbers, numbers. Base speed could be adjusted, I just don't want the champion to have too hard of a base speed edge. That's not what I designed him for. Similarily, the base range. I don't want it to be at the Urgot area, god no. I did think more of something around Nidalee, in fact. Too close for comfort later game, in a team fight? ...yeah. It's a trade-off.
- Lane bullying factor. Persistent (for all of ~12 seconds), detonatable Q charges? A W that presumably has quite some damage when used correctly (damage falloff!), converts into CC on hit and just a straight Blitz pull when you hit 6, and the ability to punt away people with gap closers. He's got one himself, even if it isn't too good.
- Really, I fail to see how an E that gets people off you does not synergize with any squishy. Late game, you get blown up if someone's on you and they're doing it right but that applies to any carry. Furthermore, it's a knockup which this character needs for his ult. I believe
- Charges. I'm used to resource systems by now, that might have made me say "Charges? Of course!". Actually, this character wouldn't lose too much if I just plain dropped the charge system and gave him all the charge-only stuff as regular follow-ups, maybe with a bit of mana cost attached and in the case of R in a twice per cooldown system. Then, we'd have room for some sort of new passive. Let's call it "We're getting the fuck out of here" - more movespeed when moving away from people, scales a bit with enemy move speed.
Perhaps even with a cleanse should you drop below 40% health. But then again, you could actually take Cleanse yourself instead.
- Synergy is a funny topic. Some synergy is required or you have a completely disjoint kit. But the most important synergy in League, I believe, is that your character doesn't scale off three different stats like Sion. That no matter how you build your character every, or nearly every skill matters. But what an apparently unsynergistic skill does is not breaking the character.
It gives the character more options. (When done well. Done badly, they do wind up breaking the character...)
Look at Annie's Molten Shield, which essentially defines like half her entire niche despite being sort of a "throw it in" skill. Or Singeds old, old R, when it still gave AD and AS. That one did synergize, in a way, because it allowed you to push towers like a chemical-crazed madman. Which is probably why the stats got removed, also killing my Level 6 soloing potential. As helpful as MR and Tenacity are they can't replace what these unsynergistic stats gave me.
So, my point is that if you enforce synergy you're killing the interesting archetype-breaking details of a character, which means that you're reducing diversity.
On the other hand, there's certain types of synergy on characters that just stem from the nature of the skills themselves, not from any overarching skill tying the character together. Like on Singed. That's beautiful design. The bruiser archetype also is such a thing, actually, (referring to the genre-defining Xin Zhao) but Riot, uh, dropped the ball on that one with the twenty or so other bruisers around.
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That's all, I guess. Thanks for the harsh criticism, definitely.