I propose that the following changes be made to make it easier for Cassi to survive the early game and make it to the late game:
Q: Reduce cast time from .65 to .5 seconds, and boost AP ratios to .4
W: Increase base damage to 15/25/35/45/55 while keeping the AP ratio at .10. Decrease cooldown to 10 seconds at all ranks.
E: No change. It is better than before the change, but it should not be the entire focus of her kit. Too damn binary and severely limits play styles.
R: Increase cone width close to Cassiopeia so that close range stuns are easier to land. Also, remove cast delay. It takes too long to wind up and execute, and while some might scream "counter play!" I disagree. There are plenty of ultimates that have AOE CC and are not limited by a cast delay. In fact most are instant, and leave no room for counterplay other than "not being there".
Her passive is incredibly stupid. I mean stupid...stupid. While yes it does have a free death cap, it takes forever to get it, and then the power spike it far too pronounced. I say we do this with the stacking since we know that they aren't going to get rid of it:
**Passive: **Increasing Potency (Name Change)
As Cassiopeia damages champions her poisons become more and more potent, providing stacks that increase her lethality. She gains one stack for poisoning a champion per second. Cassiopeia does not gain stacks from poisoning multiple champions. Upon reaching the stack limit, Cassiopeia becomes more deadly, gaining increased Ability Power, Cooldown Reduction, True damage, and Spell Penetration.
50 Stacks: 5% Additional Ability Power, 5% Cooldown Reduction.
75 Stacks: Cassiopeia's Twin Fang now heals for 6/8/10/12/14/16 (+10% AP) at levels 1/4/7/10/13/16.
100 Stacks: 5% Additional Ability Power (10% Total)
125 Stacks: 10% Cooldown Reduction (15% Total)
150 Stacks: Casting Twin Fang on Poisoned Targets now deals an addition 5/7/9/11/13/15 (+.05% AP) true damage at levels 1/4/7/10/13/16.
200 Stacks: 5% Additional Ability Power (15% Total), 5% Addtional Cooldown reduction (20% Total).
250 Stacks: 5% Addtional Ability Power (20% Total), 5% Additional Cooldown Reduction (25% Total).
300 Stacks: 10% Spell Penetration.
So at 300 Stacks it would look like this: 25% CDR, 20% AP, True Damage, 10% Spell Penetration.
By removing the ability to gain stacks by last hitting minions with Twin Fang it encourages Cassioepia to constantly harass her opponent in order to increase her power. Doing this also allows us to cut the maximum stacks from 400 to 300, which will more likely reach a 25 minute power spike versus a 35 minute power spike. Adding True Damage (albiet at a low ratio) makes her Twin Fang more satisfying to use in the mid game, and although its not a lot of true damage, every little bit helps. By removing 10% additional ability power, it allows us to add spell penetration instead, afterall nothing helps a late game mage melt tanks like Penetration. This also makes her feel a little bit more powerful. Yes, seeing 900 something AP seems cool, but why not have 850 AP and dish out more damage?
Overall I think these changes will do a world of good for Cassiopeia by not only providing a little bit more early game damage for her harass, but it makes stacking a much more achievable goal by providing more milestones that are easier to reach. The QoL buff to her ultimate will increase her feel and make her less wonky to use. Adding a little base damage to W makes it a little easier to wave clear, and actually provides an incentive for a champion to not just stand in it.
What do ya'll think?