An Idea to nerf Kassadin, but also return his bases to a reasonable number.

FuIlmute All·2/4/2015, 9:33:24 AM·1 votes·1,007 views

TL;DR - His damage is absolutely not the problem right now so stop pretending like it is. Fix his insane lategame snowballing and teamfight pressure and revive his damages to an actually reasonable scale

Now I shall begin.

Kassadin has always been a frustrating champion to balance due to his intense snowballing and teamfight presence; being able to continue chasing and slowing enemies even when getting an incredible distance away. Kassadin gapcloses with 700 units using riftwalk and then uses force pulse, having a 700 unit cone; this very simple combo covers 1400 units instantly. A common complaint nowadays though is that Kassadin's damage is just outright lacking, and just for his long history of being perceived OP, Riot has been pretty trigger happy to slap on another nerf that isn't supporting the real issue to keep him in check. This has left his damage butchered, but regardless of it, in a perfectly set up teamfight, he can still devastate the enemy team. Riot has pretty much ran out of reasons to keep cutting his damage, so it's time to cut his utility so that he can actually have decent base damage and have it be on a more fair level.

From my point-of-view, here's what I would like to see for Kassadin to nerf his godlike teamfight pressure, but also give him the damage he deserves when being scaled/leveled.

Kassadin does not have lockdown utility. The only thing is that Kassadin can always continue to deal his damage very effectively with his constant giant gapclosers. Kassadin should still however be deserving of snowballing and dealing actual meaningful damage when appropriately played.

(Basically lower utility to increase damage, but also not have it to be able to repeat until everyone cant do anything at all about it)

Movement speed increased to 345 from 340

Attack speed per level reduced to 2.5 from 3.7

Mana per level reduced to 62 from 70

Null Sphere: Damage - 80/105/130/155/180 > 80/120/160/200/240 Cooldown changed to 11 from 9 Shield duration now lasts 2 seconds from 1.5 (shield value unchanged)

Nether Blade: Damage - 40/65/90/115/140> 40/70/100/130/160 Passive damage is now 20/25/30/35/40 from 20 at all ranks Cooldown changed to 6 seconds from 9

Force Pulse: : Damage - 80/105/130/155/180 > 80/110/140/170/200 Cooldown changed to 12 seconds from 6 Kassadin no longer needs to stack charges to use Force pulse. Mana cost changed to 70/80/90/100/110 from 80 at all ranks Slow duration increased to 1.5 seconds from 1 Slow percentage changed to 38/46/54/62/70 from 50/60/70/80/90 Kassadin now gains an attack speed buff of 30/35/40/45/50 for 4 seconds Active sound effect moved to the attack speed duration Sound effect speed slightly increased

Riftwalk: Range changed to **600/650/700 **from 700 at all ranks Cooldown changed to 6/5/4 from 7/5/3

Cooldown for mana to reset to 75 reduced to 15 from 20

Riftwalk's cooldown is now unchanged from cooldown reduction

From these changes, this will make Kassadin stay in melee range during the fight to keep participating in the fight. It's either that, or he's punished for a long time to wait for cooldowns to join in again. He will be able to waveclear easier in lane, but with his CD doubling in teamfights, Kass needs to rely on his attack speed boost to continue being effective in the fight, thus putting himself at a reasonable risk to continue doing damage.

Now at the end of all this, the values end up being unchanged, but the biggest part to this is that he will not have access to the same utility until level 16, and even then, he wont be able to just spam everything away in a teamfight to just heavily clean house. but even then again, he will have reasonable bases to have a decent innate start to fighting.

Please leave constructive criticism and feedback on what you think about these changes. It's supposed to be a nerf and buff and the same time, but moreso a nerf to being able to chase and ace.

9 Comments

DisasterSola2/4/2015, 9:42:22 AM1 votes

... I think kassadin just needs a new ultimate. A toggle that drains mana, augments his stats, and allows him to move through terrain. His godly mobility is only a problem because he blinks.

Dreadlocks2/4/2015, 9:53:32 AM1 votes

I think you made a good point that Kassadin is used highly for his utility now rather than his damage. Thats not to say once late game hits he cant do a lot of damage but I still strongly agree with this. Idk as If these changes would really do much, they seem like very minor changes in some spots the biggest change would be not needing 6 spells for his E. I think it would be cool to just buff the shit out of his W's Damage and nerf his E's damage.. To me Kassadin should be really good at picking off 1 person. And doing damage to 1 person. So by putting most of his damage on a single target spell rather than his E which is AoE, you can kind of shift his play style from "team fight utility disruptor" to Assassinate and get the fuck out. Now obvoiusly this would be kind of hard to do because then he could just W smash the entire team. So perhaps giving it a high Cool Down would help against this. I think his R is fine.. They pretty much gutted the reset on it a few patches ago. But yeah I would love to see Lich bane be an awesome early game option as it is for Fizz.

Tusutaki2/4/2015, 10:11:16 AM1 votes

I agree with all of this except for the Q. The 2 second shield is fine but having that much damage mid to late game makes him too safe for the type of champion he's supposed to be.

FuIlmute All2/4/2015, 6:49:21 PM1 votes

The CD is also going up. He should deserve to have reasonable damage like everyone else. You just need to hit at his utility to keep doing his damage over and over until everyone is dead and not able to do anything about it.

FuIlmute All2/4/2015, 7:50:56 PM1 votes

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FuIlmute All2/4/2015, 8:03:41 PM1 votes

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FuIlmute All2/5/2015, 4:55:37 AM1 votes

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FuIlmute All2/5/2015, 5:24:11 AM1 votes

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FuIlmute All2/5/2015, 9:03:00 PM1 votes

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