i think i have a great kassadin rework. do you think this is better than nerfing?
Passive - Void Stone : when kassadins spells deal damage they heal him for 90 + 5xlevel (90 at 18) + 1.0 ap ratio . 10 second cooldown . no longer reduces magic damage. Also, kassadin converts all cooldown reduction into bonus health. Making the CDR not work (i think CDR would be OP in this kit). Working the numbers myself it seems +120 health for every 10% CDR is around the right gold value conversion (slightly less in fact). But i think its a good number. 20% cdr is around 633 gold, and 600gold is 225 health. meaning 20% cdr is about 250 health in gold value. I think 120 health for 10% is a good value
Q Null Sphere : manacost 40/80/120/160/200 mana. deals 70/140/210/280/350 magic damage . no ap ratio. silences for 1.5 seconds. 9 second cooldown. when enemies are hit with null sphere they get a buff for 60 seconds that prevents future ones from silencing them. being hit with null sphere while the buff is on you does not refresh the buff. this means kassadin does not get constant silencing harass that the enemy cannot respond to. the silence only applies once every 60 seconds, which is every 2waves. I thought of making it 30 seconds but no thats a silence every wave, too much.
W Nether Blade : No cost. no more passive attack increase. on active next attack deals 100/140/180/220/260 extra magic damage, restores some missing mana, more against champions (values can be decided later) . 9 second cooldown
E Force Pulse : 6 second cooldown. can now be used anytime. 30/60/90/120/150 mana. deals 50/100/150/200/250 magic damage in a large cone. 100 bonus damage to minions/monsters at all ranks. spell counter causes it to have a strong slow (70% for 3 seconds) and do (3/6/9/12/15% of enemies maxhealth bonus damage) on its next cast. the spell counter is 3 enemy spells casted within a 10 second time window within 800range of kassadin. when the counter is reached the next force pulse in 15 seconds gets the slow. if not used in 15 seconds, the counter resets to 0. the spell counter has charges that last 10 seconds, 3 enemy casts must happen in a 10 second window to get the stronger cast, if 3 is not reached in 10 seconds the charges will fade one by one, 10 seconds after they are generated. after using a powered up E, kassadin cant gain charges for 10 seconds. Kassadin has rings, or a visual, around him indicating his charges for enemies to see.
R Rift Walk : 60 mana. 100/200/300 magic damage in the aoe. no more increasing damage per cast. increasing manacost per cast stays. no more scaling damage from mana. being hit with rift walk gives enemies a buff that lasts 10 seconds that reduces rift walk damage they take by 50% , being hit with rift walk while the buff is on you does not refresh the buff (meaning every 10 seconds you can get another full 300 damage) . 10 second cooldown. If a champion is damaged by rifkwalk cooldown is 4 seconds instead.
Looking at the numbers they seem pretty strong. Maybe too strong. Always subject to be reduced a bit.
I put alot of thought into designing what i think is a much better kassadin, in concept design and balance areas.
Do you think my ideas are a good direction for kassadin? if so let riot know ! instead of destroying kassadin rework him again!
I feel the proper way to change kassadin is to bring him to more of a "the voidwalker" theme and less of "the antimage" theme he was when first created.
This will also give riot freedom to create another " the anti mage" champion in the future , since that identity is somewhat removed from kassadin. (although, in concept, anti mage champions are very hard to balance. see the anti mage in dota, or galio)
What do i mean by "the voidwalker". well im thinking about in terms of his concept / fantasy he is a voidwalking menace that is constantly voidwalking with his ultimate causing havock. teleporting everywhere and you cant run from him or catch him.
But you also have to take that fantasy/concept and make it into something balanced. With current kassadin he is "the voidwalker" that also does tons of damage and just becomes crazy lategame with his speed and high damage.
i think the best way to make it balanced would be to turn kassadin into more of a tank, with acceptable damage, so he can keep his super high mobility and still be balanced. and he can even get his silence back. Sort of like a highspeed void-mundo with a bit more damage, less tanky, more mobility
Heres the general numbers that i think would work, always subject to change. 1) no more AP scaling damage. his base damages will be all he gets, but it will be decent to work with all game. kassadin gets his silence back but is no longer a burst assassin so its okay. 2) kassadin gets his silence back loses the shield. im giving him a heal to turn kassadin into a tanky highspeed lowdamage mage 3) kassadin will need a use for AP but not damage. im thinking of giving kassadin a healing passive 4) i gave some of kassadins spells a buffer so enemies dont suffer the full effects all the time