@Stashu - New Live Cassiopeia
@Stashu Observations (feedback):
I will state that (personally) im skeptical about the 'Stacking Passive' of being effective as a passive for Cassiopeia. However, witnessing the pushing, of this idea and still seeing it through every update, well, seems that i can only push myself to give feedback about it in the way/s it is/are implemented.
Her scarling is better, the mana cost on her [E] hits her early and reduces her sustain in lane (don't know if it is intended). The [Q] cooldown still prevents her for farming/poking. Damage on [Q] also prevents her a good early, there will be no late game at this rework rate/match rate (personal opinion in the overall early).
Main problems i see [4.21]:
1. Wave clearing (during all the match). Early is already a struggle, she needs a 'something' for farming what she couldn't farm. Even if you get a perfect CS during early game (which i highly doubt due to enemy pressure) the mid game does not change much, and, you gotta be with your team sometimes if enemy forces a team fight which favors them due to Cassiopeia's bad mid game-mid late. If she falls back, the comeback is slight probable and unlikely. Just as a reference: Cassiopeia (old version) could just [Q] long range minions (the 3 on the back) during waves (& clean them) and just W + Ex3 the 3 front melee ones (& clean them). Time required? like about 5-6 sec. New Cassiopeia can't at early game, nor mid game, nor mid-late game. This is a drawback for a mid laner. A huge one. CS is vital for a APC.
2. Early game is a struggle lvl 1-6. Early game farming is still too 'steep'. Currently, CS its dictaminated by the enemy capacity lane proficiency (i.e. strong early, strong poke, burst, sustain, etc). Passive rewards should be available for mid game (at least). Meaning, the pace reward via passive should be changed. Currently, having a bad early dictaminates a bad mid game. The stacks do not even fulfill the role of APC even less Hyper-Carry. The enemy can even forget about you and just neutralize a heavier menace during early and mid game. Cause: they already neutralized you by denying/spoiling farm proficiency during lvl 1-6.
3. Unsuitable pace reward via passive. She needs a faster reward pace (in my personal opinion), meaning, that it shouldn't be 75 the first cap stacking. It should be like 35 the first, 75 the second, 105 third, 135 fourth (like every 30-35 CS) and of course changing the current rewards. This is for at least having a mid game. If not, there will not be a late game for her. Also, your team is relying on you. They need you as APC. At this rate, the matches will be snowballed from early to late game with current Cassiopeia as the mid laner.
4. Rewards via passive. The first Reward is not a bad idea, however is still a little bit far from achieving its utility purpose: laning phase/early-mid game/match overall (in second instance). Early would be the best phase at wich this implementation would work. Why? to have a sustain in lane even if fairly poked. If we see Nasus as a reference he has 10% Life-steal during his matches, which i see as a very suitable explanation for his passive in the pursuit purpose of what he becomes in the mid-late/late game.
Positive aspects:
-Utility from E heal has impact, but it still misplaced in time (personal opinion). -Damage buff on E somewhat helped, but still needs balance to make it worth in the your current desired path of leveling & Hyper-carring. -Minimizing the CDR on her R helped her to a certain degree, however she still only becomes an "stun utility champion" with "stun requirements".
There's still a downside (on R): [R] - Any player that has ever faced Cassiopeia know: "that if they don't approach carefully or with some degree of CC (of their allies), they would be likely get stunned". Enemies already foresee how to counter her. And without mentioning that R does not have its full potential. There still more competitive champions out there, she's still behind (if you ask me).
Suggestions:
- Base damage buff to R.
- Extra damage buff for Q against CSing. Or as an early passive Reward (35 stacks~ or something).
- Mana half-refund if enemy champion is poisoned (for early defense).
Changing subject.
Comments (and questions) about experimenting on the Cassiopeia PBE prototypes:
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Did you still consider giving her W the experiment of "toxic" DoT buff? or have you quit on that? i was expecting to see it (live) after you mentioned it on a previous post pre 4.21 release.
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Do you still consider adding something extra in the shop for her (instead of the passive or in synergy with the passive)? its has already be mentioned, but don't know if you quit that idea. And if so, what would you add the the item?
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Why is her theme being considered as a second goal achievement instead of a priority? will she ever regain what she is or @Rito is just concerned on gameplay/balance performance?
Thank you for reading.
PD. At least try to answer the Last 3rd question if possible (theme related). Really need to know.