Cassiopeia 4.21 opinions

IndyBoy·12/10/2014, 9:32:42 PM·11 votes·8,735 views

Ok so I just got a chance to play the new Cass update for a few games and here's my opinions so far.

Passive and abilities: passive: stacks MUCH MUCH faster, just try it out you'll see what I'm talking about. Also the removal of the farming aspect of it was a really good decision, makes it much less monotonous. Q: feels more powerful due to early maxing(read below) W: no change E: due to sync with Q now feels more rewarding. R: no change

STAGES OF THE GAME Early Game: Her early game buffs have been game changing to say the least. I actually feel like I have damage early and mid game now. In fact, I feel as if this new Cass version is as much of, if not MORE of a lane bully than old Cass. I find myself 2/3s healthing enemies level 2 on a consistent basis. All at the cost of much less mana than the previous iterations of this rework. Maxing Q is now the preferred max imo due to the fact that you get the poison buff by nailing E's. This give her some nice wave clear so she isn't constantly pushed to tower. In fact I feel as if its quite easy to get first bloods lvl 2 on a consistent basis.

Mid Game: Her mid game has also been buffed exponentially she now has the ability to make plays, she has damage, her stacks start kicking in around this time. Just an all around buff.

Late game: Feels basically the same, maybe even a bit more powerful. The Q nerfs are slightly noticeable but in the end the overall buffs feel worth it.

Final thoughts: Many of you may know I have despised this rework for months, basically ever since it was released on PBE. I still have problems with her gameplay changes and how she is less AOE focused BUT, BUTTTTTTTTTTTTTTTTTTTTTTTTTTTT these new changes feel very good. Cass now feels like a more cohesive champion, if not a bit overpowered. I kinda wanna say she's gonna get nerfed in a future patch but I hope not. I guess we'll have to see, from what I've seen assassins are still really really powerful against her.

Stashu: Although I do not approve of how you handled this rework and I still feel as if you've been ignoring a vast majority of the community that liked the original Cassiopeia, these changes have been a seriously positive note. A little more communication throughout this process could have gone a long way. shrug

EDIT: ONE THING I THINK NEEDS TO BE ADDRESSED. This is very serious and I think you really need to look into it Stashu, I'll make an entire thread on it if I have to. Is the clarity of targets that are poisoned. In big teamfights I feel it needs to be necessary that targets that Cass has poisoned are actually poisoned. Like some times I'm finding myself mashing Q and trying to spam E and sometimes I can't tell if my Q actually landed or if I'm about to hit a target with twin fang and put my E on cooldown.

Like make the people and minions Cass has poisoned have like a greenish or purple tint so we can know for sure they've been poisoned or not. OR You could even do something similar to the Cho Gath feast indicator when they're within death range for a nom but instead it could be like a snake circling them or something indicating that a target is poisoned. Just a thought. But something of this sort needs to happen. Cass's poison indicator is really hard to see in a hectic team fight.

25 Comments

RiotRiot Stashu12/11/2014, 6:31:59 AM15 votes

Stashu: Although I do not approve of how you handled this rework and I still feel as if you've been ignoring a vast majority of the community that liked the original Cassiopeia, these changes have been a seriously positive note. A little more communication throughout this process could have gone a long way. shrug

Glad the changes sit well with you. Sorry about communicating, I've been working on that :/. We're not done with Cassiopeia just yet, so as we move forward I'll be sure to be more open there.

EDIT: ONE THING I THINK NEEDS TO BE ADDRESSED. This is very serious and I think you really need to look into it Stashu, I'll make an entire thread on it if I have to. Is the clarity of targets that are poisoned. In big teamfights I feel it needs to be necessary that targets that Cass has poisoned are actually poisoned. Like some times I'm finding myself mashing Q and trying to spam E and sometimes I can't tell if my Q actually landed or if I'm about to hit a target with twin fang and put my E on cooldown.

There's actually a thread on this (well, poison indicators in general) right now that's gaining some traction, and it's something that we'd definitely like to do. Totally agree that it would go a long way, the current particles are just not up to par with the clarity bar we've established over the past few years.

Anyway, thanks for taking your time to post this. I understand there are still some pretty big problems left to solve, but I want everyone to know that we've still got Cassiopeia front-and-center and will continue trying to improve her.

5G8Nri0B5412/11/2014, 8:47:54 AM13 votes

Having played it myself, my opinion of her rework...............................is pretty much the same. Negative.

With that said, I can see all your points and I agree some parts are certainly improved. However all of my predictions have been correct and many of her problems remains un-solved. Both the goods and the bads.

I, personally...was hoping that I could scrape some unexpected good from playing her in 4.21. Except...everything is very much predictable. She's a little better now, but not one bit fun to play as I predicted. And I fear Stashu will mistake VIABILITY for FUN and THEMATIC CONSISTENCY. Especially as the lion's share of his changes are focused purely on her in a balance perspective.

I know that Stashu is still working to fix her, however how much and how drastically he is going to change her is as of yet unknown.

CaptnJakSparrow12/11/2014, 11:31:28 AM10 votes

personally, I just wish he'd rework her into an actual snake you can have fun with. but, that'd never happen.

AquariusGine12/11/2014, 1:16:18 AM10 votes

Mid game got buffed to quite a scary point.

I feel that she is perfectly balanced right now, the risk she has to take justifies her damage output. (Early AND mid game)

She feels much more cohesive before rework. Stacking no longer feels exhausting and no more mana problems :D :D

chumbler12/11/2014, 6:49:19 AM10 votes

You could improve her by abandoning this trash rework and reverting it. Would save everyone a lot of time and annoyance. I'll even let you pretend that you're making some inspired buff to her rather than just returning her to the state she was in after being made by a far superior designer. Just dump this garbage.

But hey, keep on responding to the rare suck-up post by someone as clueless as you are.

Cutrate12/10/2014, 9:40:21 PM5 votes

i felt like stacks were still pretty slow, taking around 30 minute's.

Pawleader12/11/2014, 11:20:52 AM3 votes

Passive has been taking longer to stack for me. I generally got 400 stacks around 27-28 minutes now it takes almost 30 - 40 minutes in depending on the matchup.

It stacks about the same speed as before, but now you need 500 stacks instead of 400.

Auryiel12/11/2014, 4:04:30 PM3 votes

Passive is still just a bunch of stats = nope, better luck next time Stashu