Kassadin potential rework
Introduction
As a Kassadin main, I find it very frustrating that a character with such an OP premise can get crapped on so hard in A LOT of match-ups. I’m tired of constantly being out-traded early game because of the awful base damages on the abilities and I think that the way he scales is completely retarded. For example, his Q at max level does 170 base damage (25 per level starting at 70), this ability however has 70% AP scaling, I feel that this only makes up for it once you have a deathcap and three other AP items, which is difficult to get at a decent time if you have had a bad laning phase. This means that Kassadin has incredible damage output late game, but very weak early and mid. This type of scaling doesn’t work all too well against tanks and the other mid-laners who mostly scale a lot faster than he does. He either doesn’t have enough damage output at the time, or he can be out-traded at pretty much all the way though the game.
Passive - Chosen of the Void
6% of missing mana is split into magic resist and armor.
Fixes his problems with sustainability by allowing to become more sustainable the longer the fight lasts. As a counter to this he is especially weaker to silences and stuns as he will have to use his abilities to increase the effectiveness of his passive.
**Q - Void armor **
Passive: increases maximum Mana by 2% per level
Active: Kassadin gains three charges that last for 15 seconds. When Kassadin uses a damaging ability a stack is used to and a shield is added equal to 10% of the damage done plus 3% per level, all three stacks can be applied one after another, stacking the shields. (Stacks not activated by W’s passive)
This rework would allows Kassadin to trade better when fully engaging, this will balance out his laning to allow him a chance to sustainable farm with his abilities whilst keeping his laning presence formidable but only if engaged on.
W - Nether blade
Passive: Kassadin’s basic attack deals 10 damage per level plus 2% of maximum Mana and 5% of ability power
Active: temporarily disables the passive ability, whilst the active is present. When activated, Kassadin's next basic attack stuns a target and dealing his base attack damage plus 40% of his ability power as magic damage, his basic attack range is also increased by half. (The stun lasts 1 second)
Increasing the amount of damage Nether blade’s passive deals is to offset the damage that is no longer dealt by his Q and allowing him to be more dps focused, the active will make up for the poke that he is missing and give him some more trade and gank potential.
**E - Void pulse **
Passive: Kassadin gains 5% of his missing Mana per level for every assist and 10% for every kill.
Active: Every time an ability is used by Kassadin or another champion in a 500 range of him, he gains a charge, every 3 charges Kassadin can activate void pulse sending a wave dealing 50 magic damage per level plus 40% of his ability power 360 degrees around Kassadin. If three enemy champions are in the wave at the time, Kassadin gains 20% movement speed buff and the enemies are slowed. If there are 3 allied heroes in the wave then Kassadin is healed by 20% of his missing hp and 10% to his allies. For every champion hit, the cooldown is reduced by 1 second, plus if 3 or more enemies are hit in the blast, Kassadin's ult comes of cooldown.
This ability gives Kassadin some team-fight potential which he was previously lacking whilst still being able to pick off squishy targets and adcs like a normal assassin, with a nice mix of Utility.
R - Unstable energy
Kassadin transforms into an orb of energy that travels in a straight line towards a target location upon reaching the location a blast equal to Void pulse's current level activates. Anyone Kassadin travels through takes magical 50 magical damage per level plus 40% of AP per level. Every time Kassadin travels using his ult, the Mana cost doubles. Whilst Kassadin is in the orb all his armor and magic resistance is stripped although he is immune to crowd control effects.
_This is a rework that potentially can fix the broken-ness of Kassadin's previous ult by taking his ability to instantly travel a short distance and by not making him invulnerable. It also may not be wise to spam this ability as it would be when Kassadin is at his most vulnerable, whilst still allowing him to engage and leave a fight. _
_This rework would address some basic design flaws that Kassadin has whilst still keeping his same design philosophy and style and hopefully plugging some of the holes that he has in regards to how op he is.
His play-style shifts from someone who sits out of a fight until most of it has finished to clean up, to someone who will have no problems starting a fight and staying till the end right in the middle of the fight. With his passive, he will have plenty of bases resistances and stacking that with a Zhonyas and an abyssal scepter will ensure he has the survivorbility that he needs. Next has he is more dps orientated now, he would benefit greatly from a wits end/ Nashor's tooth. Next, he is also very Mana dependent and it is built into many of his abilities, this means that a rod or a seraphs would be a core item to help him deal with this. He also has a little more utility, with his new stun, along with his slow and heal. _
I would like to know others opinions on this. Thanks for reading!
Note: I know some of the ideas here are a little over the top but it is a concept and most likely won't be even take into consideration.