Kassadin should be a hypercarry like Azir

KONO RUBICK DA··2 votes·414 views

100% easier to balance than a burst assassin

give him a mana Ratio on his W passive, and give him his old passive with attack speed

9 Comments

thinking man1 votes

not really easy to balance a melee hypercarry

KONO RUBICK DA1 votes

[{quoted}](name=Phane Sorter,realm=NA,application-id=3ErqAdtq,discussion-id=Nm5bB4kA,comment-id=0000,timestamp=2015-08-12T14:44:50.665+0000)

not really easy to balance a melee hypercarry

not really to balance an anti mage who should be the most mobile champion in the game if he is an burst champion. remember season 3? kassadin was mobile and two spells=80% of your hp

Vistha Kai1 votes

Frankly, Azir wasn't ever even standing next to "balanced".

Beoridas1 votes

im not sure how these changes makes him a hyper carry.

Also: a niche pick cannot be a hyper carry. its contradictory.

thinking man1 votes

{quoted}

im not sure how these changes makes him a hyper carry.

Also: a niche pick cannot be a hyper carry. its contradictory.

There's nothing niche about Kassadin when any team that doesn't already have one or two magic sources is just gonna be countered by how retarded armor + mana itemization would be with that kind of change.

Beoridas1 votes

im not sure how armor has anything to do with that but ''there is nothing niche without 1-2 magic sources? '' but thats the definition of niche. its ok to play him as a mid assassin. But he still has a niche nonetheless and cant expect him to be turned into a hyper carry without losing that. And I doubt kass mains (like myself) would like him to lose his identity as an anti caster.

same way galio has a niche. but can be played like an aoe mage. Same way veigar has a niche but can be played as burst mage.

Its just suboptimal. but none of em being picked--while having a niche and be chosen for it can be hyper carries. their kit is contradictory to that.

(Like urgot is a anti carry and need a kit to reflect that) ) (defensive stats, debuffs etc..)

That would actually means that kass cannot keep his R. There is no way anyone that knows/like the champ would want that ever to happen (lose his core self, both his roles in one swoop)

thinking man1 votes

{quoted}

im not sure how armor has anything to do with that but ''there is nothing niche without 1-2 magic sources? '' but thats the definition of niche. its ok to play him as a mid assassin. But he still has a niche nonetheless and cant expect him to be turned into a hyper carry without losing that. And I doubt kass mains (like myself) would like him to lose his identity as an anti caster.

same way galio has a niche. but can be played like an aoe mage. Same way veigar has a niche but can be played as burst mage.

Its just suboptimal. but none of em being picked--while having a niche and be chosen for it can be hyper carries. their kit is contradictory to that.

(Like urgot is a anti carry and need a kit to reflect that) ) (defensive stats, debuffs etc..)

That would actually means that kass cannot keep his R. There is no way anyone that knows/like the champ would want that ever to happen (lose his core self, both his roles in one swoop)

The armor part is relevant because mana itemization is almost exclusively armor so if you were to give him mana scalings like the OP suggested then there would be literally no need to make him more reliable in anything since going against a mage just delays his powerspike while going against an AD just means he spams counter-itemization; there's already viable Kassadin builds that do this.

KONO RUBICK DA1 votes

{quoted}

im not sure how armor has anything to do with that but ''there is nothing niche without 1-2 magic sources? '' but thats the definition of niche. its ok to play him as a mid assassin. But he still has a niche nonetheless and cant expect him to be turned into a hyper carry without losing that. And I doubt kass mains (like myself) would like him to lose his identity as an anti caster.

same way galio has a niche. but can be played like an aoe mage. Same way veigar has a niche but can be played as burst mage.

Its just suboptimal. but none of em being picked--while having a niche and be chosen for it can be hyper carries. their kit is contradictory to that.

(Like urgot is a anti carry and need a kit to reflect that) ) (defensive stats, debuffs etc..)

That would actually means that kass cannot keep his R. There is no way anyone that knows/like the champ would want that ever to happen (lose his core self, both his roles in one swoop) He wouldn't lose his identity as an anti caster, his passive would still be the same.

and making him DPS would make the possibility of returning his silence possible since he wouldn't be toxic (burst without counterplay). he would be more anti -caster

Nekusen1 votes

don't know about being an hypercarry, but it should get mana ratios.

The other day i realized i haven't seen a single Kassading being used in months, so i thought of some changes that could increase his itemization while keeping gold per power point. These changes will somehow help him survive the earlygame as he starts with mana and no AP (duh), while not breaking his lategame. Depending more on mana would make him more unique in that aspect and increase build potential.

  • Passive- Void Stone Kassadin takes 15% reduced magic damage and ignores unit collision.
  • -NEW
    In case Option 1 is chosen for spells: Kassadin ignores unit collision and takes 5% (+5% per 100 ability power) reduced magic damage.

  • In case Option 2 is chosen for spells: Each time Kassadin casts a spell, he gets 1 charge, a charge is consumed when Kassadin will receive magic damage. Consuming a charge shields him from 50 magic damage. 2.5/2.3/2 seconds cooldown between charge production. Kassadin can have a maximum of 1/3/5 charges.

** Q- Null Sphere** Kassadin fires a void bolt, interrupting channel spells and dealing 70 / 95 / 120 / 145 / 170 (+70% of ability power) magic damage to the target enemy while granting himself a shield that absorbs 40 / 70 / 100 / 130 / 160 (+30% of ability power) magic damage for 1.5 seconds.

  • -NEW Fires a void bolt, (silencing (see options below)) the target and dealing 70 / 95 / 120 / 145 / 170 (+7% of maximum mana) magic damage to the target enemy while granting himself a shield that absorbs 40 / 70 / 100 / 130 / 160 (+3% of maximum mana) **damage ** for 1.5 seconds. (**OPTION **2: Change from 70% AP ----> 30%AP + 4%max mana)

(Silence Options) 1- 0.75 silence on target 2- makes the target cast slower for 1.6 seconds, adding a casting time for it's abilities of 0.4 secs. 3- reduce the sight of the target to melee range. 4- shield negates the first negative spell cast on Kassadin (like banshee)

** W- Nether Blade** Passive: Kassadin's basic attacks draw energy from the void, dealing 20 (+10% of ability power) bonus magic damage. Active: Kassadin charges his Nether Blade, causing his next basic attack to deal 40 / 65 / 90 / 115 / 140 (+60% of ability power) bonus magic damage and restore 4 / 5 / 6 / 7 / 8 % of his missing mana (increases to 20 / 25 / 30 / 35 / 40 % against champions).

  • -NEW Passive: Basic attacks deal 20 (+1% of maximum mana) bonus magic damage. Active: His next basic attack deals 40 / 65 / 90 / 115 / 140 (+6% of maximum mana) bonus magic damage and restore 4 / 5 / 6 / 7 / 8 % of his missing mana (increases to 20 / 25 / 30 / 35 / 40 % against champions). (**OPTION **2: Change active from 60% AP ----> 30%AP + 3%max mana)

E- Force Pulse Kassadin draws energy from spells cast in his vicinity, gaining a charge whenever a spell is cast near him. Upon reaching 6 charges, Kassadin can use Force Pulse to deal 80 / 105 / 130 / 155 / 180 (+70% of ability power) magic damage and slow enemies by 50 / 60 / 70 / 80 / 90 % in a cone in front of him for 1 second.

  • -NEW Gains a charge whenever a spell is cast near him. Upon reaching 4 charges, Kassadin can use Force Pulse to deal 80 / 105 / 130 / 155 / 180 (+7% of maximum mana) magic damage and slow enemies by 50 / 60 / 70 / 80 / 90 % in a cone in front of him for 1 second. (**OPTION **2: Change from 70% AP ----> 25%AP + 3.5%max mana)

R- Riftwalk (No changes)

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