Caitlyn Rework Concept

Tiniest Turtle··3 votes·1,206 views

Caitlyn to me is the marksman built around precision and range. She should be the back backline still impacting the fight and scoring deft shots as League's sniperiest sniper. While Jhin is unique in his slow high damage shots, I want caitlyn to be unique in her high range at the cost of having to aim. The result of this was a pretty wacky kit cantered around kneeling in place to turn your autos into skillshots. The idea being that most of the time Caitlyn really would be operating as a sniper sitting in the backline from an advantageous spot where she can hit the enemy backline with high damage attacks while also deterring enemies from her. In the process I made her a little but more high tech. I also picture her as League's burstiest adc and one who combos abilities to truly snipe someone down. I left out specific information about cooldowns, range, and damage for now just so the mechanics of her kit can be focused on rather than the tuning of said mechanics. Hope you enjoy.

Passive: Snipe Hold down left click to kneel, rooting yourself and augmenting your basic attacks. While kneeling your attacks take twice as long to charge, but have double Caitlyn's normal auto attack range and do increased damage, but must be aimed. When an attack is charged, right clicking Caitlyn fire a round in the direction of the cursor that stops on the first enemy hit. Aimed attacks cannot normally crit.

Q: 90 Caliber Net Fire a hextech net shot in the target direction. The first enemy champion or epic monster struck is marked for 4 seconds and slowed by 40% for 2 seconds. If the shot hits the net expands into a wall perpendicular to Caitlyn that lasts up to 4 seconds and slows enemies walking through it by 40% for 1 second. Hitting the marked target with an aimed attack or Ace in the Hole will collapse the net on them to deal bonus magic damage.

W: Hextech Snaptrap Lay a Hextech Snaptrap that arms quickly. Enemies caught in the trap are rooted and revealed and will take bonus damage from any aimed shots. 4 traps can be active at a time.

E: Triple Tap Activate while Kneeling to cause your next three Aimed Shots within the next 5 seconds to charge more quickly and the causes the third attack to crit.

R: Ace in the Hole Activate while kneeling to charge up a specialized shot for up to 5 seconds. Upon cast, Caitlyn's auto attack delay is reset and it takes an extra 1.25 seconds on top of her normal attack delay to shoot Ace in the Hole. Enemies can see Caitlyn's sights while she's charging up the attack. Releasing Ace in the Hole causes Caitlyn to fire a shot in the direction of the cursor that travels near instantly and ignores all units except the last enemy champion hit, dealing massive damage and stunning for 1.5 seconds. Ace in the Hole can crit if cast while Triple Tap's third shot is active.

Feedback is much appreciated ~

3 Comments

The Goodest Boy2 votes

This is a really really good and well thought out concept, much better than some stuff I've seen on the boards. This really solidifies her sniper/marksman thematic.

The aimed auto attack mechanic especially sounds super cool and unique! There's just a few possible issues with it I'd like to offer suggestions for (as I hate criticizing without offering solutions.)

Activating your passive by holding down right click could be clunky and problematic for some people. Some players hold down right click to move around, especially when out of combat. It could become annoying.

Instead, could I suggest tying the kneeling mechanic to an active ability? Maybe shift it around a bit, so pressing E causes her to kneel, but give the E a very low cooldown. (Like 1 second or so.) After using E to kneel, everything would function as her current passive does, but it feels a bit smoother when on an ability.

So you don't lose the E active, you could make it so when kneeling with your E, every 3rd aimed auto attack crits/deals bonus damage. Because rooting yourself to auto attack would be insanely risky realistically, you should probably make every auto attack while kneeling do at least some bonus damage. Perhaps based on distance traveled?

As a tiny suggestion, you could also give her interactions with bushes to keep ties to her current passive. Maybe, her Aimed Auto attacks will pierce all targets hit when fired from brush.

All in all, a super rad concept! I'd play this rework. :) Also, out of curiosity, how would on-hit effects interact with her aimed autos?

Tiniest Turtle1 votes

[{quoted}](name=The Goodest Boy,realm=NA,application-id=3ErqAdtq,discussion-id=AZ0EeMEG,comment-id=0000,timestamp=2018-01-18T17:17:03.342+0000)

This is a really really good and well thought out concept, much better than some stuff I've seen on the boards. This really solidifies her sniper/marksman thematic.

The aimed auto attack mechanic especially sounds super cool and unique! There's just a few possible issues with it I'd like to offer suggestions for (as I hate criticizing without offering solutions.)

Activating your passive by holding down right click could be clunky and problematic for some people. Some players hold down right click to move around, especially when out of combat. It could become annoying.

Instead, could I suggest tying the kneeling mechanic to an active ability? Maybe shift it around a bit, so pressing E causes her to kneel, but give the E a very low cooldown. (Like 1 second or so.) After using E to kneel, everything would function as her current passive does, but it feels a bit smoother when on an ability.

So you don't lose the E active, you could make it so when kneeling with your E, every 3rd aimed auto attack crits/deals bonus damage. Because rooting yourself to auto attack would be insanely risky realistically, you should probably make every auto attack while kneeling do at least some bonus damage. Perhaps based on distance traveled?

As a tiny suggestion, you could also give her interactions with bushes to keep ties to her current passive. Maybe, her Aimed Auto attacks will pierce all targets hit when fired from brush.

All in all, a super rad concept! I'd play this rework. :) Also, out of curiosity, how would on-hit effects interact with her aimed autos?

There I changed the functionality of the passive. Thanks for catching that quality of life mishap. Also, I'm glad you enjoy my concept!

Vargrjalmer1 votes

this actually sounds better than anything they've come out with in years, only problem i see is with that ulti, the only saving grace of her current ulti is that I can block it to save the carry. You take that away and I'll be a very sad tank.

More from Gameplay

More by Tiniest Turtle