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Let's start with his W. In a vacuum, this ability is beyond broken, I'll agree; the ability to resurrect your team if you take down the right target, in addition to the extra 100 gold per stack on the scoundrel is big. In addition, the same ability gives you camouflage and movement speed to close in onto your target.

But now, let's see how that fits into Akshan's kit. He's a very squishy marksman, with no form of crowd control whatsoever, and no front-loaded damage either, which makes this ability pretty hard to execute. Akshan will be very reliant on his team to frontline for him and keep the fight going while he dishes out his DPS. So, in conclusion, this ability is an extreme high risk, with an equally high reward.

Now his E, which is his main form of mobility. Oh great, an ultra mobile ADC, he's gonna be so hard to catch, right? Wrong. The swing gets stopped upon hitting terrain, which means that Akshan is incredibly vulnerable in choke points, AKA in the jungle, alcoves, and pits. If he gets caught in these places, he's a dead man. I actually really like this mechanic, because the game is full of champions that thrive in choke points and will obliterate you when you find them there, but very few who actually need to be in the open to fight easily.

And finally his ult... You can literally hide behind a minion wave or even a turret to not take damage from it.

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over 3 years ago - /u/RiotRayYonggi - Direct link

We aimed to give each unique mechanic in his kit some pretty large trade-offs, especially in both DPS and counterplay.

over 3 years ago - /u/RiotRayYonggi - Direct link

Originally posted by letslurk

Can I ask from a design perspective why it seems like new champs have such overwhelmingly full kits in comparison to older ones?

They might seem that way, often when characters are revealed and first impressions come out, people will just rattle off mechanics back-to-back without any context. The same can be applied to a lot of old champions.

Karthus: Stays alive for 4 seconds after he dies, high radius AOE magic damage, reduces all magic resist on enemy team, high dps spammable aoe ability, global nuke ultimate from anywhere on the map.

That said, we have a philosophy to never re-print the exact same ability twice. This means every new champion will have 3+ things that haven't been seen before, and can be jarring for players at first release, then becomes more comfortable over time.