Board Thread:Suggestions/@comment-30288274-20161115004506/@comment-29867763-20161115055158

Father's sub-class seems to be more of a fighter than a tank, since he does not seem to have defensive skills or naturally high defense, and seems to be able to combo well from his z and counters

you have 2 counters, which will cut some variety out of Father's kit. Plus, e + x (if i read the desc right) does less damage, but takes 4x as much mana (even though you can combo from e + x).

What happens if nobody hits Father's c?

You are implying that Z2 is optional; how long is Z1's cooldown/how much mana is used if Z2 isn't activated?

You should change the name of E to something that shows what E does other than changing attacks, since you say that the attacks will be more powerful. Maybe something like (Death Stance), (Toll), or (Risk).

How would this character be debuffed or buffed in juggernaut, boss fight, or team fight?

I like the idea of making skills cost too much mana, but Father seems extremely (and I mean EXTREMELY) dependent on reaching foes via skills. This means that Father will be able to deal 80 burst damage using almost skills, but will have trouble dealing the last 20 damage. This seems to make Father a very polarized fighter, but an extremely overpowered and unfair one on paper.