the reason i considered ranged auto attacks with the passive was that the champion seemed to desire a skirmishy, kitey playstyle. With proper management of passive stacks, he could weave autos in between casts of his Q and W, whittling the enemy down while he kited them and evaded their damage. if he missed a Q cast, (say, his second or third which he needs in order to go all-in) but successfully hit his opponent with his W, he could jump back out and still end the trade somewhat in his favor. However, i wanted to gate him via cooldowns so that his threat would have significant downtime if he messed up and had to jump out without dealing damage (similar to yasuo's wind-wall or fiora's riposte). Raz doesn't have to gain the extra bonus movespeed for losing his last feather, however - after rethinking this, i've come to the conclusion that this would give him too much disengage and make him feel like he lacks that crucial window of vulnerability. Enemies should be able to keep track of Raz's feather count and reasonably feel that if they go in when it is low and juke his first Q, they should be able to stick to him and overwhelmingly win the trade.
This being said, when his feather count is high, Raz should be able to feel like he can force a trade and be able to do so again in a little while as long as he lands most of his damage. This was part of the thinking behind my giving him charge refunds for effectively spacing and landing his damage on enemy champions.
My thinking behind the bonus movement speed for the passive is that this would allow him to effectively position his Q activations with every cast if he had feathers, and make the ability much easier to juke if he tried to fight when he did not have feathers. Additionally, it would make him more evasive in combination with his W when he had charges, while limiting the ability's distancing power if he used it without feathers; and using his E defensively when he did not have feathers would reduce his ability to avoid a gank. In all of these ways, the champion would feel like he had actual windows of vulnerability if he did not correctly manage his passive in lane and played too aggressive without landing damage.
In my mind, Raz would be manaless, and his resource bar would instead display his feather charges below his health bar. That way, he only has one resource to keep track of (a very important design philosophy with Riot) and one less variable he has to consider when deciding whether to go in.
I very strongly feel that skygrey feathers should replenish in the way i mentioned. having them only replenish out of combat punishes Raz for CSing and harassing enemies, prevents him from clearing camps effectively, etc. pure out of combat passives such as that are (i feel) only truly effective on supports. By giving them a per-second passive replenish, he can slowly regain charges while hugging tower or roaming to another lane; most critically, the primary replenish method of damaging an enemy champion or killing a monster allows Raz to lane and jungle, respectively, and rewards him for skirmishing with his opponent (the entire guiding idea of the champion concept, right?) Him getting two for killing large monsters or champions doesn't have to be there, but i think this replenish method will actually feel pretty intuitive in-game once people play a couple games with him. In practice, it would feel very intuitively similar to lee sin or zed's energy return, and the 2 second cooldown would create a rhythm of aggression that both Raz and his lane opponent could play around.
If you don't think Raz should be a jungler, the on-monster-kill part could be removed.
I didn't want to give him too much up-front damage, because I felt like that would open the door in to turning him in to an assassin or nuker, which (i felt) would ruin the unique potential of the champion concept. Therefore, i stuck all of his damage on to his Q and his passive (both of these things functioning as sustained damage), gated his abilities with brief delays and internal cooldowns, and loaded him up with powerful mobility & defensive utility so that he could outplay his opponents and survive skirmishes long enough to fully utilize his kit and passive. Traveler's staff critting was completely a joke - i don't think it should actually crit.
My idea for the W was that the bonus range would be included in the range indicator so long as you had the required number of feathers before casting the ability. However, i don't think the bonus range is too critical to the ability, so perhaps only the second jump would have bonus range, and neither would be effected by feathers.
My big idea for the E was that it would reward him for sticking with a fight long enough to go in - if he managed to land his stun on an opponent, he could then re-activate his E and finish them off with the bonus attack speed. However, he wouldn't be able to use it without first casting it the first time and then waiting through the internal cooldown to cast it again; and having to cast the ability twice in order to access the damage would force him to manage his passive charges better if he wanted the vital damage boost he would get by using the ability in conjunction with two feathers.
basically, my whole driving idea behind the passive was giving Raz and his opponent a rhythm to play around. By timing his passive recharge in conjunction with the refund he gets for harassing an opponent, Raz could surprise his opponent by gaining two charges in an instant, allowing him sudden access to an empowered ability cast (say, just in time for his second E activation to come up); alternatively, by carefully spacing his abilities and range-empowered auto attacks in conjunction with the speed boost he gets from casting abilities, Raz could keep his feather count high and maintain his safety and damage threat on his opponents. All his enemies would have to do to punish raz is either juke the Q cast or get out of range of the following auto attack within two seconds. Raz relies on double-feather ability casts in order to maintain a ranged threat on his opponent, so forcing him to use the auto early will punish him heavily down the road.
honestly, i think the recharge mechanic in combination with the way i've balanced the Q is pretty genius...if i may say so myself. : )
Let me further explain the passive autos and Q ability.
Raz wouldn't be able to auto while mid-Q animation, but only after. I think giving the ability a .5 second repositioning delay and giving the empowered auto a 3 second buff duration would effectively space his threat. After casting and successfully landing a Q, Raz has 4 seconds to cast the ability again, but can only do so after 1.5 seconds. he has 8 seconds total to use all three casts after first activating the ability. Each blow that lands on at least one enemy champion would reduce the ability's cooldown by 2 seconds once it begins ticking - this would mean that if he lands all three blows at level 1, the cooldown would be 6 seconds once it begins ticking. at rank 5, it would be 2 seconds before CDR if he lands all three, and 6 seconds before CDR if he lands one.
the passive autos do not deal a significant amount of damage on their own early game, but they are very important for keeping up Raz's feather count, and later in the game their damage should ramp up to extremely significant levels. I just put down 25% as a placeholder amount, but in reality the ratio should probably scale with his level in the same manner that Lucian's, Mf's, and Riven's do. Unlike riven's modifier but similarly to Lucian's, the bonus damage should function as a total increase, allowing it to benefit from a critical strike. After a great deal of consideration, I think perhaps a 1.5 second internal cooldown on the refund rather than 2 seconds would allow Raz a more forgiving window to weave his auto attacks in with his abilities.