A Cassiopeia rework
To preface, I don't play cass a whole lot now, because I really don't think she's terribly enjoyable anymore. This is just an idea for her rework, hope you enjoy.
*EDIT: Made changes due to clarification on what players want Cass to be.
Passive: Deathly Elixir. Every second that an enemy champion is poisoned, Cassiopeia builds up a stack of Deadly Elixer (Can build up multiple stacks per second if multiple enemies are poisoned). At 10 stacks, Cassiopeia's next Twin Fang against an enemy champion will heal her for (10 per level) + .35 AP.
Q: Noxious Blast (Cooldown: 4 seconds) (Cost: 40/50/60/70/80) After a delay, Cassiopeia blasts a target area. All enemies hit are afflicted with Icy Death.
Icy Death: deals 80/125/170/215/260 (+.5 ap) over 4 seconds and slows movement speed by 10/15/20/25/30%. If the enemy is a champion, Cassiopeia gains half of the stolen movement speed. The movement speed reduction gradually recovers over the duration. ** W: Miasma (Cost: 90 mana and 1 charge)**
Passive: Cassiopeia stores a charge every 16/14/12/10/8 seconds. Max 2/2/2/2/3 charges.
Active: Cassiopeia throws a cloud of poison at a target location which expands over 7 seconds. Enemies caught in the poison are afflicted with Mental Parasite. Continual exposure renews the duration.
**Mental Parasite: **Deals 20/40/60/80/100 (+.2 AP) every second for two seconds and causes all ability cooldowns to recover 50% slower while active.
E: Twin Fang (Cooldown: 6 seconds) (Cost: 30/40/50/60/70 mana) Passive: Poisoned champions are now surrounded by particles that vary depending on which was most recently applied. Icy Death: Green Particles Mental Parasite: Purple Particles Deathly Glare: Grey Particles
Active: Cassiopeia fires a targetted projectile that damages the first enemy hit for 40/55/70/85/100 (+.3 ap). If the target is poisoned, an additional fang is fired at the target and the cooldown is reduced to 1 second. Twin Fang has additional effects based on the type of poison that was most recently applied to the target enemy (these effects can only be applied once every 10/8/6 seconds):
Icy Death: Each instance of twin fang deals an additional 30% damage to targets below 40% health. Mental Parasite: Cassiopeia gains 10% of her missing mana and the poison is reapplied. Death's Glare: Twin Fang will pass through other enemies to hit its target, and an additional fang will spread to every target in the area afflicted with Death's Glare.
R: Petrifying Gaze (Cooldown: 120/110/100) (Cost: 100 mana) After a brief Delay, Cassiopeia blasts targets in a cone, afflicting them with Death's Glare.
Death's Glare: Deals 150/250/350 (+.5 ap) damage and slows enemies for 40% over 2 seconds. During the first second of the poison, any enemy that looks Cassiopeia in the eye will be stunned for 2 seconds.
Explanation: -The passive is meant to give her some survivability, which she desperately needs as a low-ish ranged immobile mage. It is far more effective mid-late game when multiple targets are being poisoned simultaniously, and is harder to proc than you would think, simply because of how Twin Fang works.
-The poisons were each given their own name, and were made to try for different effects. The Q is the slowing poison, which gives Cass movespeed and allows to seal their death through enhanced damage on E on low-hp targets. The W is a unique effect that reduces the speed at which cooldowns regen. It was made specifically to help Cass become a better zone controller: she can now throw out 4 different miasmas, and people REALLY don't want to stand in them, because their cooldowns will regen very slowly if they do. On the flip side, it no longer slows, so in order for it to work maximum effect, you have to first Q them.
-The E was transitioned into a burst move that compliments the poisons, rather than superceding them. It was given a unique targetting system (think Caitlyn's R) where it is targetted, but is a projectile that can be blocked by either minions or champions standing between Cass and her target. It also gives dynamic effects based on poisons so that Cass truly feels like a poison mage, carefully managing them.
-Finally, her R itself became a poison instead. It still has the same effect, where targets facing her are stunned, but now the poison means that if targets face her ever within the 1 second window, they will become stunned. This gives her a lot more opportunity to use the utility of the spell, and it turns her E into something of an AOE, to help teamfight presence if used properly.
Goals: -Reduce her spammy nature and make her spells more high impact -Give more dynamic intricacy to her kit other than just "throw spells at people and hope for the best" -Bring home the poison fantasy and add some unique mechanics to them to make her feel like she's applying layers of poisons. -Make her E and R feel cohesive to the rest of her kit. -Make her E live up to the name "twin fang" -Make her kit feel different and unique from the rest of the imobile mages.
That's how I'd rework Cass. Hope it gives some food for thought on ways to make her more dynamic. The numbers aren't really important, and it'd be impossible to tell how balanced they are without seeing it put in place. Thanks for reading!
