So anything Cassiopeia players can look forward to in 4.22?
Or is it like a 5.20 kind of thing? Or worse, an
kind of thing?
We are not done here, but I'd like to really get a good feel for the effects of 4.21 before deciding which path to take. When that happens, I'll be sure to raise the discussion here (on boards), get some preliminary feedback, and then get the take-aways form that into testing on PBE.
and
Hyper carry: They flatten scaling ratios/utility and weight them considerably towards the early game. Further, the changes strictly add power to her at all stages of the game (including the early game) with the E debuff. Again, these changes don't reverse her power curve, but they significantly flatten it.
Single target: Okay, 4.21 doesn't really address the single target concerns, so, maybe it's not aimed at all of your concerns. True.
Direct damage: The changes do, however, undeniably get at the direct damage concern. The changes lower Twin Fang's best case damage (late game ratio down) and add some indirect damage (poison amp). The indirect damage amp depends on hitting E, yes, but, at the end of the day, that's solely a buff to her indirect damage. We're not done looking into Cassiopeia, and I know these changes won't entirely fix the problems you have, but I do want to point out that we share at least some of your concerns, and I think it's clear that we're in the process of addressing them.
You certainly did flatten her a bit which is something that needed to happen very VERY badly. You could flatten her even more by replacing that Passive with something better.
You admit you haven't fixed the issue of her being a single-target only mage. Aaannd...I still don't agree with your claim regarding making her more poisonous. All you did was make her E even MORE important.
To repeat what's been said a hundred times.
Here is a concept a great deal of players are confused over.
Viability =/= Satisfying+Thematic Consistent
The sole exception being if said champion is stupidly OP(release
sure was satisfying), in which case, it's not so much viability as it is fun to have free wins.
. Not all of these examples are DoTs, but the targeting mechanics and zoning power are pretty similar. Meanwhile, E is a button with only one analogue
, and even that one is only a kinda-sorta-similar-ish thing.
and occasional temporary
main, I can instantly tell you what went wrong with those two champion's evolving designs that I specifically made sure to avoid with the Cassiopeia suggestion I made.