Suggestion for Kassadin
I was just reading through the patchnotes and saw the section on Kassadin. They explain that Kassadin is difficult to balance all game and so they penalize him early so that hopefully he sucks enough later to not be a power house... but 10 base damage off of Q is not sufficient. I understand that they said "We'll be kicking of investigations in the future[...]" so I figured I'd just throw in a suggestion for Riftwalk. Since Rift Walk is his ultimate ability, it should be powerful no doubt, but right now Kassadin can just dump on any squishy carry in one combo and walk away. I think if the damage is nerfed and more utility is added, we could bring him around and even make him more fun.
Idea 1: First of all, I'm gonna start by mentioning that I hate Kassadin's E mechanic; that spells have to be used in order to cast it. Thematically it might make sense, but I think that mechanically it's just silly. So for the first idea I suggest his E is changed to something similar to Lissandra's W that pushed all champions away from him (like Xin Zhao's ult but not as strong) and little to no damage. Each person hit with E would be given a stack similar to Diana's Q (I'll explain why this is relevant to Kassadin's kit and mechanically sound later). This is where Riftwalk would change. Give Riftwalk a higher base CD but with two charges. Kassadin can cast R again 1 second after the first cast and Riftwalk in any way he pleases within an allotted time (4 seconds for example). If he procs his E by Riftwalking onto a champion affected by it, he immediately gains another stack. This allows Kassadin to be incredibly mobile in team fights and reduce his escape capabilities in lane and through the jungle. If Rift Walk was on a 30-60 second cooldown with 2 stacks, Kassadin could R onto a lane opponent, E to apply stacks and knock them backwards, R again (Like a double Distortion) to proc the E, and then with the new stack from E, Rift Walk out or again onto the opponent for 3 full instances of his ult. This gives him the mobility he needs when he needs it and the damage he needs when he needs it rather than every 6 seconds. This makes him more susceptible to ganks, and less of a fraidy-cat when his lane opponent gets tired of his &%$#). Riftwalk can either deal reduced damage to somebody that has been hit by it recently or just have low base damage (it also might be more assassin-like of him to deal less damage if he hits multiple targets). With a low base damage, Kassadin will be more of a high-risk high-reward assassin because he will need to proc as many ults onto his targets to deal max damage, keeping him in close range. In a team fight scenario, Kassadin could jump into a fight and E, knocking all opponents backwards in relation to his position (Kassadin is essentially a Gragas ult). This splits their team and allows Kassadin to focus on the champion he wants to assassinate. All champions affected by E now have a stack. If their team is shoved in a perfect circle around Kassadin, he can Riftwalk between each one and then get out. This can also set up some neat jukes in the jungle. I understand that this might seem powerful from a glance but with adjustments to damage, it is likely to be more mechanically balanced and (at least I think) it makes his kit more true to his role.
I will post more ideas to this thread later because I don't have the time now.
"Balance above all else."