@Riot, you can't deny the current state of Cassiopeia's rework is bad
It seems to be a consensus among every Cassiopeia player in theses boards that the current state of her rework is bad, so please, listen to our ideas. Cassiopeia already has a very small number of players that are faithful to her, so please, don't ruin her for us. I'd first like to say that, for me at least, the current problem with her rework e purely numeric, I know number are not definite yet, but it's still valuable feedback.
I'll start this topic with a comparison of her live (bolded) vs. reworked kit (normal characters).
#[Passive]
#Live Deadly Cadence Casting a spell causes any subsequent spellcasts within 5 seconds to cost 10% less mana, stacking up to 5 times.
#Reworked Aspect of the Serpent New passive: Cassiopeia gains a stack of Aspect of the Serpent for each second that an enemy champion is poisoned and for each poisoned unit that she kills. Her ability power is increased by 1% for every 25 stacks, up to a max of 375 stacks. (Old Passive removed)
At 50 stacks, Twin Fang now heals Cassiopeia for 6/8/10/12/16 (+0.1 ability power) At 150 stacks, Cassioepeia gains 30% CDR At 375 stacks, the AP bonus from Aspect of the Serpent is doubled.
#[Q] Noxious Blast
Damage: 70/105/140/175/210 (+0.35 ability power) Damage: 75 / 115 / 155 / 195 / 235 (+0.8 ability power) Movement speed: 10/15/20/25/30% Movement speed: 15 / 17.5 / 20 / 22.5 / 25% Cooldown: 4 seconds Cooldown: 3 seconds Mana cost: 40/45/50/55/60 Mana cost: 35 / 45 / 55 / 65 / 75 Delay: 0.65 **Delay: 0.6
#[W] Miasma
Damage per second: 10/15/20/25/30 (+0.1 ability power) Damage per second: 25 / 35 / 45 / 55 / 65 (+0.15 ability power) Cooldown: 15 seconds Coldown: 9 seconds Mana cost: 40/50/60/70/80 Mana cost: 70 / 80 / 90 / 100 / 110 Slow: 15/22.5/30/37.5/45% Slow: 15 / 20 / 25 / 30 / 35%
#[E] Twin Fang
Damage: 55/80/105/130/155 (+0.4/0.45/0.5/0.55/0.6 ability power) Damage: 50 / 85 / 120 / 155 / 190 (+0.55 ability power) Mana cost: 30/45/60/75/90 Mana cost: 50 / 60 / 70 / 80 / 90 Utility: Now refunds its mana cost plus an additional 3% of Cassiopeia’s total mana when it kills a unit. Usability: Now has additional checks in place to see if target was poisoned.
#[R] Petrifying Gaze
Damage: 150/250/350 (+0.5 ability power) Damage: 200 / 325 / 450 (+0.6 ability power) Cooldown: 120/110/100 Cooldown: 130 / 120 / 110
Now, to the problems:
#[PASSIVE] Her old passive was bad, in my opinion, it was a noob trap and to be honest you still ran out of mana quickly in the early game. As for the new passive, it has its pros and cons, I have a few suggestions:
At 50 stacks, Twin Fang now heals Cassiopeia for 6/8/10/12/16 (+0.1 ability power) Remains as it is.
NEW At 125 stacks Cassiopeia's skills refund 5% of her current missing mana everytime they hit an enemy unit (a skill can't proc the effect more than once, i.e. if her Q hits the entire minion wave it will only restore 5%, not 30%. Reason: Cassiopeia is a really mana hungry sustained DPS champion, much like Syndra, so let's make the math comparing the two: In 4 seconds, Syndra uses in her full combo: 80 + 100 + 50 + 100 = 330 mana In 4 seconds, Cassiopeia uses in her full combo (with multiple Twin Fangs): 60 + 80 + 90*(4) + 100 = 600 mana (NOTE: without spamming the E the mana cost would be the same) So you can see why a champion like Cassiopeia needs innate mana regen.
NEW
At 225 stacks, Cassiopeia gains 10% CDR
Reason: Cassiopeia is really not a champion that needs CDR, the only ability that really benefits from it in her current kit is the ultimate, also 30% CDR negates several possible build paths for her, I for one think that Athene's is necessary on her 80% of the time, with the current passive her only viable build option is going for tear and maybe RoA if you want more mana, otherwise you're just overcapping that CDR, which is a waste of money.
Some people would argue that the CDR as a whole can go away, I'd like to know what you other Cassiopeia players think. Personally, the only CDR item I ever build on her is Athene's and WotA (some people don't like it, but I love it on Cass, unless there's a strong healer in the enemy team, but I'm aware some people like Morello.
NOTE: by the time she reaches 225 stacks most Cassiopeia players will already have completed Athene's, so it would basically still be a 35% (with mastery) CDR in the late game.
At 375 stacks, the AP bonus from Aspect of the Serpent is doubled. Remains as it is
First of all, the changes to Cassiopeia's kit made it so her only viable skill to level up first is her Twin Fangs, because the damage for the other ones was so drastically reduced, so...
#[Q]
NEW Damage: 75/110/150/180/210 (+0.6 ability power) First of all, I made the base damage a bit higher, because one of her main problems right now is that her early game damage is a lot lower. This has always been Cassiopeia main harass skill and the one with most potential to kill enemies, her E offers more dps, but it's not a safe skill for two reasons: 1) you have to land a poison first for it to be effective; 2) the range is much smaller than her other skills. By changing Cassiopeia the way you did you FORCE her to get in the enemie's face to do damage AND due to her poor scalings she's FORCED to build as a glass cannon, that means no more tankyish Cassiopeia, which in turn means that the "getting in your face" play pattern is even less safe now, sure she has a heal, but that doesn't mean much if she gets instabursted (and before anyone says "BUT SHE HAS HER ULTIMATE", I'll get there.) NOTE: for comparison purposes, Syndra's Q ratio is also 0.6 and she does 235 base damage at max rank. NOTE2: her Q damage would still be a little smaller (even at full stacks of her passive), but not the dreadful small damage it does with the current rework.
Movement speed: 10/15/20/25/30% Ramains as it is
Cooldown: 4 Remains as it is NOTE: some people would argue this should be changed from 3 seconds, but, to be honest, with the passive and an Athene's, this skill has 2,6s Cooldown, which means that late game she can still spam the skill as much as she would before, note that the poison lasts for 3s, so it's more than necessary to perma-poison your enemy during late game and it's only a 0.8s without spamming for a level 1 Cassiopeia (considering 5% CDR).
Mana cost: 40/45/50/55/60 Remains as it is
REVERT Delay: 0.60 Reason: there's really no reasonable explanation to add a bigger delay to this skill, it's already big as it is.
#[W] The changes to this skills are laughable. You added 10% more slow and in return drastically decreased her damage and increased her cooldown. Pick ONE. Lower mana cost is nice, but I dare you find anyone that prefers the mana cost over cooldown or damage.
NEW Damage per second: 20/30/40/50/60 (+0.1 ability power) Reason: her damage is still lower, but not as drastically as before.
NEW Cooldown: 13 seconds Reason: 15 seconds is just too much. For comparison reasons, at max rank Syndra's E offers A LOT more damage and utility and damage and is only 12 seconds. Unless you make the math considering the enemy champion will dance on your miasma for the full 7 seconds, which is just unrealistic, even combined with her ultimate.
NEW Mana cost: 60/70/80/90/100 Reason: I feel like this should cost more mana considering the changes above.
Slow: 15/22.5/30/37.5/45% Remains as it is
#[E]
Damage: 55/80/105/130/155 (+0.4/0.45/0.5/0.55/0.6 ability power) Remains as it is
NEW Mana cost: 50/60/70/80/90 Reason: considering the overall changes I made, allowing her E to be 30 mana at rank 1 would be too OP. (Still same at max rank)
REMOVED Utility: Now refunds its mana cost plus an additional 3% of Cassiopeia’s total mana when it kills a unit. Reason: I moved something similar to her passive, at 125 stacks. Note that a good Cassiopeia will get to 125 stacks very early in the game.
Seriously? Usability: Now has additional checks in place to see if target was poisoned. This should've been changed a long time ago. I cannot believe you guys are treating this as a buff when it's just a Quality of Life change she should've received from the beginning.
#[R]
Damage: 150/250/350 (+0.5 ability power) Remains as it is
Cooldown: 120/110/100 Remains as it is
Now, the problem with this skill is its unreliability:
- Any enemy with a gap closer can deny her ultimate by simply getting in her face because the hitbox is problematic;
- The delay on this skill is so big that it's rather easy to deny her stun if you know how to play against a Cassiopeia;
- The range is so small that for it to be team-effective requires more of the enemie team's mistake than your skill. For comparison reasons: Syndra's E has a 1.5 s area stun with a 1100 range and it's almost instant, for only 12 seconds of Cooldown. Basically, a good Syndra has a much more reliable Cassiopeia ultimate every 12 seconds, the only difference is that the cone has a more acute angle (which more often than not doesn't make a difference, distance range if more important than cone range), and the stun is 0.5s smaller;
- Any enemy with a displacement can easily deny her stun by throwing her, e.g., several times I've been ulted by Tristana and my ultimate went to the side instead of the direction I aimed (and because the delay of the ultimate is so big, it's really not hard to do this), similar to Lux's ultimate.
So for changes:
- Fix her hitbox
- Range buffed to 1000
- I feel like decreasing the delay is not so much of a good idea, considering the turn-power of this skill. The delay is similar to Orianna's and other ultimates that are just as powerful in team fights, but Orianna's much easier to hit. I thinking that fixing the hitbox and buffing the range a little bit is enough to make this ultimate reliable.
Reference Threads: http://boards.na.leagueoflegends.com/en/c/champions-gameplay/tJtrQMms-cassiopeia-rework-the-hard-numbers-and-why-its-not-for-the-best http://boards.na.leagueoflegends.com/en/c/champions-gameplay/miAxAAz0-riot-please-rethink-your-approach-on-cassiopeia