Kassadin; Another Gameplay Update
Kassadin is the biggest balance headache right now and whenever he is strong at the current time he is basically permanent banned since no one likes dealing with him, ever. So I will create a concept "rework" of my own below, keeping in mind his main over all theme as the super dedicated mobile melee mage and anti-mage aspects to him; but even add some cool mechanics where if he consciously did absolutely no mobile functions for awhile (which includes Flash, and obviously his own in kit mobility Riftwalk) he can have powerful moments like some kind of hard cc or more damage, even AoE for waveclear / AoEing down a team, at the cost of no mobility; but mostly adding unique decision making rather than being forced into a one-dimensional playstyle.
Something I must add, I have played many games as Kassadin in the past, as well as against Kassadin; so my ideas are to try my best on some main things: Have Kassadin fun to play as, have him fun to play against (very important), try have my ideas reflect on something that can be easily balanced between patches (whether nerfs or buffs), and keep his mobility side intact as League's premiere mobile champion.
Basic Attack Range: 150 units
Void Stone (Passive): Kassadin ignores 15% of all magic damage dealt and ignores all unit collision.
Whenever Kassadin deals damage with Riftwalk to an enemy champion he ignores an additional 15% magic damage dealt for the next 1.5 seconds.
Kassadin's basic attacks deal 20(+10%AP) bonus magic damage on-hit.
Nether Strike (Q): Cooldown: 16/14/12/10/8 seconds; Cost: 90/95/100/105/110 Mana; Range: 400 / 1200 units Passive: If Kassadin has not used Riftwalk or Flash in the last 8 seconds then his next Nether Strike gains triple its range and hits all enemies in its path.
Active: Kassadin sends powerful penetrating void energy in the target direction to deal 80/110/140/170/200(+70%AP) magic damage to the first enemy struck and ignore 20% of its magic resistance. Nether Strike ignores 40% of its target's magic resistance if the target is currently affected by a mark of Riftwalk.
Null Blade (W): Cooldown: 8/7.5/7/6.5/6 seconds; Cost: 40 Mana Passive: If Kassadin has not used Riftwalk or Flash in the last 8 seconds then his next Null Blade will deal double magic damage and silence his target for 1.5 seconds.
Active: Kassadin empowers his next basic attack gaining 50 units bonus range to deal 30/45/60/75/90(+30%AP) bonus magic damage, disrupt channels, and grant himself a 60/90/120/150/180(+50%AP) magic shield for 1.5 seconds.
Force Pulse (E): Cooldown: 9/8/7/6/5 seconds; Cost: 60/70/80/90/100 Mana + all current charges; Range: 700 units; Cone: 80 degrees Passive: Kassadin absorbs the remaining energy of spells cast within his vicinity [1400 units] from all champions, including his own spells except for Force Pulse, gaining 1 charge per spell cast up to a maximum of 6 charges.
Active: Kassadin releases a pulse of void energy in the target direction to deal 20(+10%AP) magic damage plus 10/15/20/25/30(+10%AP) magic damage for every charge that was expended to all enemies struck and slowing them by 70/75/80/85/90% for 1 second.
Riftwalk (R): Cooldown: 2 seconds; Cost: 75 Mana + 1 Charge; Range: 500 units Passive: Kassadin's basic attacks on-hit lower the cooldown of Riftwalk's next charge by 0.5 second, 2 seconds against champions. Champion kills and assists reduce the cooldown of the next charge by 10 seconds.
Kassadin instantly teleports to the target location to deal 30/60/90/120(+30%AP)(+5%Mana) magic damage upon arrival to nearby enemies and mark struck enemies for the next 4 seconds which multiple marks can be on the same enemy at one time which refreshes the duration of the previous marks. Marked enemies take an additional 15/30/45/60(+15%AP)(+2.5%Mana) magic damage.
Kassadin gains a charge of Riftwalk once every 40/32/24/16 seconds, up to a maximum of 2/3/4/5 charges at one time.
NOTE: Unless directly indicated otherwise, all cooldown/recharge values lower with cooldown reduction.