.....I want to play her. I want to play her now
Tanky AP are some of my favorite champs to play. Swain, Karthus, Rumble, Morde, all are hilariously fun. She sounds like a great addition to the hard to kill nuisances I love playing.
I do have a question though. It sounds like All is Dust could be terribly broken if one build sufficiently tanky. Play safe and you'll rarely be pushed out of your lane. Build enough defense and regen, and, with the ult up, you'll be friggin invincible. Especially with a Warmogs.
No real suggestions at this time, but I think you might want to change that functionality a bit.
Yes. The intent for all is dust is meant to make Asane pretty much invulnerable to wear and tear in the jungle or lane- odd auto attacks, glancing spells, minions getting ideas above their station and so on. It's also meant to be weak against anyone who can pull off a decent combo, which is about 90% of the champs in the league at this time. An Asane who builds super tanky is going to stalemate 1v1s but not be that much use in a team fight, nor as a pusher. There are relatively few AP/health regen items in the game so there's a tradeoff there. Building pure health only scales AiD's nuke, and when you think about that long enough you'll realise it's not super viable, since using that nuke completely negates all the passive benefits of AiD for the duration of a fight AND takes 10% of your health along with it, no matter how much you have.
Of course if you have something like a RoA/Rylais, it's a **** scary nuke if you're confident to take the hit, which is the point.
I imagine however that Asane's core, for jungling at least, will be philo stone/emblem of valor (to build a locket with a later HoG), along with 2 early levels in All is Dust to abuse the health regeneration. Once up that combo will give her something in the order of 65HP5 on her augmented health, with 25 armor to make jungling more forgiving.
If it makes her too sustainy, it will be simple enough to drop the passive down a bit and make it more manageable. Without the regen, it's a pretty lacklustre spell overall.
Big problem with Ruegal: placing a large burden of knowledge on the enemy player. If they don't know exactly what he does, Bad Things happen to them. Sadly, I think this would be a problem any time you wanted to create a character with the goal of making people choose between two evils; they have to know what happens when they do X or they do Y to be able to really "choose". Maybe a detailed in-game effect for the ability would be able to convey the idea, but... would be pretty hard with Ruegal's, I think.
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