riot kassadin is being held back by split identities . why he needs to be looked at again
is kassadin the fricken antimage . or is he the voidwalker . making him both just ruins him riot
in his prime we saw how toxic it was having a champion with both those identities . so you toned down his voidwakerness , took away the silence , kept in some antimage qualities with the magic shield
but riot in my opinion . kassadin would be 100x more fun for the community , the game , and all the people who like playing kassadin , if you just dropped the antimage theme and focused on the voidwalker theme
antimages in general are sorta unhealthy for the games "fun" (see: dota 2 antimage) however if the game has just ONE "anti mage" champion i guess its okay to exist in the game . but riot i dont believe kassadin should be that champion
i dont know exactly what i even mean by the term "antimage" ... i guess something super effective against mages but bad against AD ? hmmm i guess thats kinda what i mean... but not exactly... because dota 2's antimage is a god carry that liquidates everything (not just mages) ... but i guess pretty much yeah when i say "antimage" i mean being good against mages and worse against non mages
riot you should remove the "antimage" theme from kassadin . make him "DA MOTHERFRICKING VOIDWALKER" . and maybe in the future design leagues signature "antimage" champion and release him and do a version of the antimage that you try to make fun cool and still healthy in gameplay
league can totally have an antimage champion . but riot . it should not be kassadin
heres my rework idea to make kassadin once again the voidwalker . and no longer an antimage . but we saw how toxic having super damage on a super mobile champion is . so i concluded the only real way to have "the voidwalker" as a champion is to keep him low / medium damage , while being a high mobility fairly tanky monster, with some utility thrown in here is what i came up with
Passive - Void Stone : when kassadins spells deal damage they heal him for 90 + 5xlevel (180 at 18) + 1.0 ap ratio . 10 second cooldown . no longer reduces magic damage. Also, kassadin converts all cooldown reduction from all sources into bonus health. Making the CDR not work (i think CDR would be OP in this kit). Working the numbers myself it seems +120 health for every 10% CDR is around the right gold value conversion (slightly less in fact). But i think its a good number. 20% cdr is around 633 gold, and 600gold is 225 health. meaning 20% cdr is about 250 health in gold value. I think 120 health for 10% is a good value
Q Null Sphere : deals 70/140/210/280/350 magic damage . no ap ratio. silences for 1.5 seconds. 9 second cooldown. when enemies are hit with null sphere they get a buff for 60 seconds that prevents future ones from silencing them. being hit with null sphere while the buff is on you does not refresh the buff. this means kassadin does not get constant silencing harass that the enemy cannot respond to. the silence only applies once every 60 seconds, which is every 2waves. I thought of making it 30 seconds but no thats a silence every wave, too much. 40/80/120/160/200 mana cost
W Nether Blade : no more passive attack increase. on active next attack deals 100/140/180/220/260 extra magic damage and restores mana . restores 10% missing mana on minions / monsters . and 50% missing mana from hitting a champion . 9 second cooldown . no mana cost
E Force Pulse : 6 second cooldown. can now be used anytime. deals 50/100/150/200/250 magic damage in a large cone (the old aoe size). 100 bonus damage to minions/monsters at all ranks. spell counter causes it to have a strong slow (70% for 3 seconds) on its next cast. the spell counter is 3 enemy spells casted within a 10 second time window within 800range of kassadin. when the counter is reached the next force pulse in 15 seconds gets the slow. if not used in 15 seconds, the counter resets to 0. the spell counter has charges that last 10 seconds, 3 enemy casts must happen in a 10 second window to get the slow, if 3 is not reached in 10 seconds the charges will fade one by one, 10 seconds after they are generated. after using a powered up E, kassadin cant gain charges for 10 seconds. Kassadin has rings around him indicating his charges for enemies to see. 40/80/120/160/200 mana cost
R Rift Walk : 100/200/300 magic damage in the aoe. old range is returned . no more increasing damage per cast. increasing manacost per cast stays . costs 100mana and +200 per cast up to 500 mana per cast capped . goes back to 100 mana after 5 seconds of not being casted . no more scaling damage from mana. being hit with rift walk gives enemies a buff that lasts 10 seconds that reduces rift walk damage they take by 50% , being hit with rift walk while the buff is on you does not refresh the buff (meaning every 10 seconds you can get another 300 damage) . 10 second cooldown. If a champion is damaged by rifkwalk cooldown is 4/3/2 seconds instead
so with my new kassadin i removed his AP ratios for dmaage (because having that much damage on something so mobile is unhealthy) . i gave him a AP ratio for healing that is 1.0 every 10 seconds. not too oppressive at all . while kassadins damage can still be increased with AD, triforce , lichbane , liandrys , ludens , titanic , runeglaive , and nashors . however out of all those items i am sure nashors and straight AD are not effective . but the rest would probably be pretty good
the gameplay of this new kassadin will be way more fun than the current kassadin . you would go into teams with a 2second rifkwalk and voidwalk all over them. doing meium damage. hitting your W to restore mana . clowning all over them. spamming your ultimate to dodge skillshots . then voidwalk right out when you done . then go to a different lane or jungle camp and restore some more mana with W and clear some waves . this new kassadin would be able to jungle fine as well as lane .