Ashe's design/balance problems, and suggestions to address them
Instead of beginning with why I think Ashe is a fun and awesome champion, I'll first explain why I believe she's a candidate for ability remakes.
Ashe by design has always been a team dependent champion. Her kit packs utility through slows and initiation, but in exchange she's a marksman that lacks steroids or escapes. In the first place, Ashe's balance hinges on situational usage, because not every team needs or wants a marksman with a utility centric kit. This by itself isn't necessarily a bad thing, because situational usage is able to promote diversity.
Now, getting into specifics, a permaslow has some very serious implications. Previous discussions about Skarner cite the Feast/Famine pattern where if Skarner was strong enough to fight you, his permaslow (and cooldown refresh on autoattack) made him snowball out of control, but if he wasn't strong enough to fight you, then he was more prone to being extremely weak. Now a permaslow on a ranged character is more problematic because in Ashe's case, it means when she gets ahead, she beats you extremely hard by being able to start a fight at a long range that you can't escape from, which is compounded by the fact Ashe has two abilities that extend beyond her autoattack range which let her start fights, not to mention Hawkshot makes it extremely difficult to ambush or countergank against Ashe when used correctly. Traditionally, the way to balance against this has been to deliberately keep Ashe weaker at laning to make it more difficult for her to snowball out of control. This is a very binary form of balance, obviously. To sum it up, Ashe is very prone to being a champion who is either way too strong or too weak due to the fact she prevents disengages.
One of the other issues with Ashe is comp dependence. Now again, I'm all for situational usage as a means to promote diversity. But current Ashe depends heavily on hard engages that lead to guaranteed kills. In terms of comp dependence to put this simply, Ashe effectively wants to be played on high damage teams against squishy teams, making her a lot less successful in metagames that aren't assassin metas. This is due to the nature of her ultimate. Ashe's ultimate is really just a long ranged stun (obvious, right?). Now compare to something like Varus ult. While Ashe ult is objectively a stronger ability overall, Varus's ult outside of its initiation/counterinitiation potential also serves as an ability that has some synergy with other parts of his kit, namely his W Blight procs. Ashe ult doesn't get this treatment for the most part. Ashe ult doesn't directly benefit Ashe herself that much, outside of making it easier for her to just simply get in range to hit you. The way it functions currently, you very highly depend on having other teammates to contribute damage to ensure that it is most powerful. Now, I love team based plays. But at the same time, it doesn't feel good to be strictly dependent on teammates performing correctly for your abilities to accomplish what they are supposed to. Let's also keep in mind that Ashe ultimate is countered by items lategame, such as QSS and BV on backline champions, which then prevents you and your team from following up on your ult on priority targets easily. Given the difficulty of landing Ashe ult especially on mobile champions, it feels awful that so much of its power is stacked on how teammates benefit from it, rather than Ashe herself.
Finally, the last thing I want to cite about Ashe is decision making. Let's ignore for a minute that Ashe is a lot less useful against tanky teams and wants assassin teammates before someone decides to pick her which already puts constraints on what she can do in-game. Ashe is another one of those champions with an archaic, Dota style mana pool. Her mana pool is extremely small, but she effectively only has one ability that primarily makes use of it (Volley). Fearless during the Sona rework has been talking a lot about "meaningful decisions". Ashe's current resource usage doesn't promote this. Volley doesn't cost a lot of mana, thus having a mostly trivial effect on Ashe's mana pool especially if you run a few mana regen runes and masteries. But Ashe's extremely small mana pool means midgame, her ability usage is extremely restricted when her ult wipes out most of her available mana.
With these things, I have three basic changes to Ashe in mind with the intention of making her more viable at all parts of the game, introducing better counterplay to her, and promoting meaningful decisions.
- Frost Shot should be a castable ability with a cooldown of 5 seconds. Preferably an autoattack reset with increased slow values and a mana cost of 30.
- Give Ashe a mana pool closer to Graves.
- Reduce the base damage on ult to about 200, 350, 500, add a .5 AD ratio, and refresh Ashe's focus stacks upon successfully landing an ultimate.
The idea behind the changes is understanding that Ashe's permaslow needs more windows to escape from (ESPECIALLY if Ashe is ahead), and to give Ashe more meaningful decisions about how to spend her mana for potentially increasing her damage output. Ashe's slow should feel impactful, but Ashe should spend a lot of mana to permaslow you (by casting Volley in between enhanced attacks). Also for Ashe to maximize her damage, she needs to find a way to position that allows her to take advantage of an autoattack reset. The changes to ult are there to make it less "free" damage, but at the same time transfers more of the reward of landing it to Ashe herself by guaranteeing her an extra crit.