Why Cass rework IMO, is the wrong direction.
So from title, you know what this is about, and the usual, OMG WHO THE HELL CARES will be had. But if you dont provide feedback nothing gets better. And I think alot about champs in my free time, so I have a lot of feedback.
The whole design system around a stacking passive on Cass I find weird and frustrating. Its good if its done right, bad if its not. Cass's is right in the middle. It has the potential to be good, but I dont think it will work.
Reason 1: Its a permanent power gain for the sacrifice of early game power. Boom. Headshot.
Cass was all about the poison harass, to the point where it was obnoxious. Blue buff cass was a poke monster, constantly refreshing her passive. Issue yes, Needed nerfs yes. Done right? No.
All of her power has been moved to Twin fang. This is a HUGE no-no. Firstly, its expensive. 90 mana at max rank. For a spammable ability, Thats kfcbsfdgf.
And whats a big glaring issue now? Her build path has become homogenized. There is said it. You NEED mana now. No more passive optimization for cheap mana $$$
Reason 2: The only difference between a good player passive, and a bad player passive is the minor difference on when they finish stacking.
Pretty self explanatory.
Overall, I dont think Cassiopeia suits having a PERMANENT stack passive. Something that is much more her style and Theme, is a temporary stack passive. Why?
Because its about optimization. A good Cassiopeia will try to ensure that they have the passive up as much as possible, while a bad player will try to actually get it. And thats what I believe Cass should be. Slowly building up poison, then unleashing it all at once, getting stronger, and then fading if you dont carry on. If she gets on you you should be preparing to bend over. Not playing Farmville with Desperado. And thats what a lot of players dont like about the new Cass. If they wanted to play a farm champion, Nasus. Veigar. You pick Cass for fast paced in you face action. Oh boy poison. EEEEEEEEEEEEEEEEEEEEEEEEEEE
So heres what I propose. None of this permanent stack stuff. Good ol conditional temporary passives.
Passive: When Cass poisons an enemy champion, she gets a stack of Aspect of the serpent. Each stack gives her a decaying movement speed buff, and reduced ability costs. Lasts 3 seconds. MAX STACKS: 30 ; Stacks per second; 2/3/4/5
Easy. Now she gains her passive by poking enemy champions. She can still use it to farm, but if she misses, Bye bye mana </3. Reduces early game bullying by making it more tactical as well. If you spam and miss,you do nothing. If you hit champions. Snake Lady GP 2015. Good shit.
Q: Deals damage and marks the target causing twin fangs to heal her for X*Level amount.
For my idea, the overall damage would be reduced by 20% from PRE REWORK state. But since the MS is on the passive now, and more accessible for baddies, we need something else, Saw that she has healing from her new passive, so I carried it on here.
W: Creates growing poison cloud that slows by XX%, The closer Cass is to the cloud, the faster it grows. Up to 50% faster
Deals less damage just like Q, but this time 15% less than PRE REWORK. Also added a function to give Cass a chance against In yo face Assassins. By making it so that the cloud grows faster when shes near it, She can plant it at her feet to get a large zone where she can get consistent close range poison while getting cut up into snake sashimi.
E: Fires fangs dealing damage, and supercharging her next basic attack. Her next attack deals bonus damage, and increases subsequent poison damage by 5% for the next 7 seconds. Stacks 5 times.
This is what I think fixes her issue of being too big of a lane bully. Q+E, free damage. Now in order to deal maximum damage, you have to walk into damage range. But, if you stick with it, you can and most likely will out damage your opponent. Fitting for a snake now isnt it? Poison fangs to overpower your target. Pew Pew. Q+E is still a chunk of damage, But its weaker now unless you start the steam train.
R: As is really.
Nothing needs to be changed here, its a good ultimate.
What does my idea accomplish? It keeps her as she is in playstyle but makes her limited by player ability. Old Cass had so many safety nets, that allowed her to be as she is. Which can be a hair tearing experience if you face a scripter. Fix pls Rito. Now she has to manage things to be strong. Aka, A solid champion idea.
Now if you excuse me, Gotta go watch the Snake GP 2015