Making a Miracle: How to satisfy Stashu AND the Cass mains
#Disclaimer
I don't play much Cass. However:
- I have been following the Cass threads closely
- I have done rework concepts for champs I don't play before { Talon and Fiora (WIP) }
#What Stashu wants
- Cass should be a late-game carry (an AP marksman, if you will)
- Cass should have weaknesses in lane
- Gameplay should mimic her lore
- When Cass is first transformed, she's not comfortable with her new form; she still thinks of herself as a human. Eventually, she embraces her new form, and all the power that comes with it.
#What Cass Mains want
- Cass should be a poison mage
- Her kit should function without twin fang
- Current stacking passive feels like a chore, designed to deny cass early power
- It doesn't make sense. Poisoning people to power yourself up?
#What changes to make
#In preparation for a new passive...
- Rebalance (buff) Cass' AP ratios
- She's losing the free deathcap passive
- If she needs to be stronger/weaker at different points in the game, she can have different bases/scaling with ability level.
- Twin Fang (E) no longer resets its cooldown when used on poisoned enemies.
- This is on the passive, now.
#Passive: Aspect of the serpent
What's the most inhuman part of Cass' kit? Slinging poison at people? I think not. It's sinking her teeth into someone. Snakes do that, not people. It's also the area of Cass' kit with the most potential lategame power (resets). So it makes sense that when Cass embraces that ferocious, snake-like urge to bite, again and again and again, she unlocks her full (dps) power. It also makes more sense that you get stronger from biting people than from spitting poison on them.
Cassiopeia builds a stack of Aspect of the Serpent once every X seconds and each time she hits an enemy champion with a twin fang.
- Innate (0 stacks): Cassiopeia's cast times are shortened by cooldown reduction.
- note: I'm NOT talking about things like the delay on her Q (although this would be possible too). I'm talking about the amount of time she needs to pause for in order to cast the spell.
- This means that a cass with cdr is better able to kite opponents, since she doesn't need to stop moving for as long in order to cast.
- Breakpoint 1: Twin Fang now heals for 6 / 8 / 10 / 12 / 14 / 16 (+ 10% AP).
- This is known to feel good.
- Breakpoint 2: If her target is poisoned, Twin Fang's cooldown is reduced by half.
- You could get rid of this one if you want, for a bigger 'ascension' feel, but I figured it's important for Cass' mid-game teamfight presence.
- Breakpoint 3: If her target is poisoned, Twin Fang's cooldown is reduced to 0.5 seconds.
#Advantages
- Since Cass no longer has the ability to spam E's, she has a lane weakness: all-in her
- You'll have a chance to do this when Cass tries to E you (short range)
- She'll want to E you because she wants to stack her passive.
- Since Cass has a lane weakness, she can afford to have more power back in her poisons
- This way, each of her spell casts can actually feel meaningful.
- Her laning will have the feel of "hang back and poison them to death, jumping in for a bite if I have the chance or for a kill."
#P.S. The most helpful feedback
If kit suggestions/critiques work, they're really helpful, but if they don't work, they're often useless. If you talk about "feel," that will ALWAYS be useful, and I can keep iterating until I come up with something that works for you. For example:
"I think too much of Cass' damage is in her E." isn't bad feedback. But it would be much more useful to say, "I think of Cass as the poison mage. Right now, she doesn't feel like a poison mage at all. I think it's because all of her damage is locked up in her E, not her poisons."
I promise I will read every one of your responses. I will do my best to respond to everything, but if this thread blows up, I can't promise that.
######Thoughts?