Ashe [Mini Rework Concept]
To start off, I think Ashe has a very solid kit right now and I will not be changed much, but I am changing Volley. This is not because I think Volley is a bad spell or anything, but to grant Ashe more power within her kit I will be changing Volley to be more difficult to use / easier to dodge. By adding counterplay to the spell we can then grant more power to it and add unique strong interactions with Frost Shot. Also Frost shot will still do the same thing toggle'd on, but toggle'd off will now have it own effect so that Frost Shot is less about "Do I want a slow?" and more decision making to the spell between "Do I want effect X or effect Y at this current time?"
Basic Attack Range: 575 units (from 600 units)
Frost Shot (Q): Cooldown: 1 second OFF: Ashe gains 25/50/75/100/125 units as bonus range to her basic attacks.
Toggle ON Cost: Consume 8 Mana per basic attack: ON: Ashe's basic attacks slow her target by 25/30/35/40/45% for 1.5 seconds (from 15/20/35/30/35% for 2 seconds) Whether Frost Shot is ON or not Volley applies Frost Shot's current rank's slow.
Passive: Volley applies a mark of the archer for 2.5 seconds. If the same unit has 3 marks of the archer then that unit will be stunned for 0.75/1/1.25/1.5/1.75 seconds.
Volley (W): Cost: 20 Mana per arrow; Range: 1200 units Cooldown: Approx. 1.8~ seconds (matches the same rate as Ashe's attack speed)
Ashe fires an arrow in the target direction to deal 40/50/60/70/80(+100%AD) physical damage to the first unit struck. If a Volley arrow executes an unit it will continue along its path until it either hits and does not execute another unit or comes to the end of its path. Volley's attack damage ratio may critically strike, apply on-hit effects, and life steal. Ashe gains an arrow every 30/23/16/9/2 seconds up to a maximum of 7 arrows at one time.
After Notes:
Other: The lower base basic attack range is to offer better counter play while Ashe is using her slow on Frost Shot it forces Ashe get in closer for her perma-slow and be more at risk while still offering her 'I will kite you to death through my slow' playstyle. Ashe can still get her 600 range with a point in Frost Shot, just a slightly short range offers better play while her slow is active.
Frost Shot: So instead of this ability being "to slow or not to slow" this ability is now a decision making and further emphasize Ashe is both a utility marksman and a hyper marksman as well to scale really well in the late game through either a powerful slow or long range since she is a long bow user after all. I pointed out why Ashe has reduced base range which is for better counter play during Frost Shot's slow, but something else to offer better counter play is despite having a stronger slow % which helps Ashe kite or kill in a world of mobility creeping is a shorter duration for her slow. While she can still perma-slow you to death, the shorter duration allows the user to get away if Ashe ever stops consecutively attacking her opponent or breaks up the slow via CC on to Ashe. Frost Shot's slow applying to Volley arrows is labeled on Frost Shot instead of Volley, but a unique interaction happens for Volley that scales based on Frost Shot's rank which is a stun if you successfully land 3 arrows within a short time on the same enemy and this is the main power I wanted to add to Ashe by making Volley harder to use rather than having it as a shotgun of 7 arrows.
Volley: Ashe has learned to control herself and stop firing off all her arrows at one time, she now carefully fires one arrow at a time with precision! Something I should point out first is that Focus only critically strikes off of Ashe's basic attacks. Volley is harder to use because it no longer is a shotgun of 7 arrows but rather the 7 arrows fire one at a time as a line skill shot and to emphasize Ashe's late game as a hyper utility marksman the attack damage portion of Volley may critically strike and each Volley arrow applies on-hit effects and life steal to function as a long range, skill shot basic attack since I think having a skill shot basic attack will be really cool to have and Ashe has the perfect opportunity to have that. To not take away Volley's ability to wave clear, if Volley arrows successfully execute enemies then they will not stop at the first unit struck but instead continue along their path until they either come at the end of their path or fail to execute an enemy unit Obviously Ashe now has a recharge timer per arrow up to a maximum of Ashe holding 7 arrows at one time, the recharge timer is very long early on so you have to manage arrows early on. Later on, rank 5 specifically, the recharge cooldown is a very low 2 seconds meaning that your restrictions are through your rate of attack and mana; this does emphasize Ashe being tailored for the late game rather than early game. Of course a lot of you do not realize that 100% AD is your basic attack damage, this is the only value that may critically strike, the small base damage (which is unchanged) is just an additional amount of damage being added on to the value.
Hope you appreciate the ideas! ~ Stacona