Passive Oh hey , Urgot ' s passive on a character that it actually makes sense with . Yeah , that ' s where the whole idea started . Q I do think that the numbers are a little high damagewise . While one may argue that it is his main harassranged skill , as a tank he probably does not need so much damage . Just out of curiousity , would attacking a marked target while BlackOut is toggled allow him to theoretically keep it on indefinitely chaining Q ' s with cooldown reduction ? You mean keep BlackOut on permanently because you gain more Starlight per attack then you ' re spending a second ? That is a good point , I should drop the duration or up the cooldown or both , I hadn ' t quite considered 5 seconds uptime out of 6 . I think I was considering making the cooldown start when the mark ends , but that doesn ' t make as much sense when effects can ' t change how long it lasts and it can miss . The damage is deliberately a bit higher because it ' s his only upfront damage but as you ' re not the only one to say it seems high I ' ll tone it down . W I think that as a skill it ' s mechnically fine , though once again the numbers are overtuned . It ' s pretty much identical to Galio ' s Bulwark which has surprisingly high values , but adding an additional bonus onto that is probably overkill . Did you mean Bulwark has surprisingly high values or Doom Denied does ? Looking back I ' ve apparently copied Bulwark ' s base and added a scaling , so even though it ' s missing the Heal I guess that could do with scaling down too . E I think backloading the damage makes the skill feel not as great as it could be . I like the concept but perhaps the initial tether itself could do something so that it doesn ' t feel so bad for Togru when it gets broken . Actually I was worried on a single target it would be hard to break when combined with Q , and it can at least munch through minion waves and on 6 minions will still generate 18 Starlight of his 20 cap at the moment . On multiple enemies it is easy for them to split up and reduce how many of them get hit for the percentage damage , but that means you ' ve just got the enemy team to separate up which has huge meaning in a larger teamfight . R This works pretty well and would be pretty fun to play as , though I think though making it available at level 1 is perhaps giving him too much too fast . Besides that , just a minor nitpick but is there a maximum range on the Glare damage ? just for the sake of completeness and edge cases . Also , his potential stickiness probably necessitates lower overall damage so that he isn ' t oppressive . Currently there is no maximum range because an enemy has to have been in your melee range within 2 seconds or attacking the ally you stuck a big ' Don ' t attack him ' sign on . I can lower the damage here as well , it ' s supposed to be noticeable but not devastating , although I ' m already planning to reduce the Starlight gain from Q by lowering duration and can easily lower the generation from W and E as well , force the player to work more for each tick . Lore and Design I found it pretty interesting , though the story does draw a lot of parallels to Morgana fallen and exiled , turns to darknessI suppose that ' s a fair comparison . Morgana though is all about spite and rejecting light in claiming darkness , Togru is supposed to be about light and darkness being sides to the same coin and fallen nobility unable to see why he was betrayed . Overall I like it , most problems I have are minor nitpicks or easily fixed . Thanks , I ' ll see what I can do .