Caitlyn: Thoughts and Discussion
Delete her. Okay, on a serious note I will present ideas that grant some actual feedback to help improve the game overall. There is not going to be complaining or salt or rants; people love assuming I do stuff like this because "I just played against a Caitlyn in solo queue", this is for a greater purpose to try to help improve on her gameplay for everyone:
~ Caitlyn may have a weak mid game, but lane bully hyper marksman is extremely overpowered and one of these has to go.
~ Sniper theme can be better created; as in a new passive since firing shots as fast as possible for the super shot never made sense, laying in wait to line up the perfect shot does.
~ The marksman update trap wall and free resets which removes Caitlyn's low base attack speed element needs to go bye-bye; too overbearing and too frustrating to play against.
~ I feel a dash on a sniper doesn't make sense, there has got to be a better way to create an escape that doesn't involve mobility and makes more sense for a sniper.
~ Instead of low base attack and super early range, level 18 tristana at level 1 isn't really fair and what creates the super frustrating to play against gameplay and lane bully hyper marksman, we can give her super short range that gets super long range sometimes to have her more about a lane bully that can siege towers in the mid game, but not be a hyper marksman. I will showcase a better idea later on.
~ I must state, even though I shouldn't have to, I do focus on something that is fun to play as and try to avoid frustrations of playing against (in terms of Caitlyn, we cannot really make her more frustrating than what she is currently).
NUMBERS SHOULD BE TAKEN WITH A GRAIN OF SALT; I ONLY USE THEM BECAUSE I FEEL THEY CAN HELP SHOWCASE A BETTER IDEA, THEY ARE NOT A MEASUREMENT OF BALANCE WHETHER TOO WEAK OR TOO STRONG.
Attack Range: 500 / 1000 units [from 650 units; don't crucify me yet!] Attack Speed: 0.625 [greatly increased from current]
Headshot (Passive): If Caitlyn stands still and does not basic attack for 1.5 seconds, 0.75 second while in brush, then her next basic attack gains double its range and deals 20% increased damage. Moving removes this enhanced basic attack.
Piltover Peacemaker (Q): Cooldown: 6 seconds; Cost: 50 mana; Range: 1250 units Caitlyn fires a shot in the target direction dealing 20/40/60/80/100(+80%AD) physical damage to struck enemies, 50% increased damage to the first enemy struck.
If Headshot is available then Piltover Peacemaker consumes it and deals double damage.
Yordle Snap Trap (R): Cooldown: 2 seconds; Cost: 20 mana; Range: 800 units Passive: Caitlyn stores a trap every 40/32/24/16/8 seconds, up to a maximum of 5 at a time.
Active: Caitlyn places a trap at the target location for 90 seconds, if an enemy champion steps on a trap then they are rooted in place for 1.25 seconds, the same target is immune to Yordle Snap Traps for the next 4 seconds. A maximum of 3 Yordle Snap Traps can be in play at a time.
Caitlyn's next basic attack gains Headshot against trapped targets and deals 40/60/80/100/120(+60%AP) bonus true damage.
90 Caliber Net (E): Cooldown: 14/13/12/11/10 seconds; Cost: 70 mana; Range: 1000 units Caitlyn fires a net in the target direction slowing the first enemy struck down by 50/55/60/65/70% for 2 seconds and deals 80/120/160/200/240(+70%AP) magic damage. Caitlyn's next basic attack gains Headshot against the first enemy struck for 2 seconds.
If Headshot is available then 90 Caliber Net consumes it and travels a further 500 units after hitting an enemy which pushes, slows, and damages all struck enemies in its path.
Ace in the Hole (R): Cooldown: 90/75/60 seconds; Cost: 100 mana; Range: 2000/2500/3000 units Caitlyn channels for 1.5 seconds and then fires a powerful shot at the target enemy champion dealing 250/475/700(+200%BonusAD) physical damage. This shot can be intercepted by other enemy champions.