Kassadin [Rework Concept]

Stacona··2 votes·165 views

Here is the wiki link for anyone that needs to know how Kassadin is currently http://leagueoflegends.wikia.com/wiki/Kassadin

What I want to do here is not remove that high mobile Kassadin gameplay, but add meaningful weakness, more specifically allowing the opponent to have counter attack measures and cannot have Kassadin just appear out of no where, one shot you, and run away freely. What will be happening is that his high mobility will come at a price of damage, except for Riftwalk's damage which goes up with more subsequent Riftwalks (same mechanic it currently has).

Void Stone (Passive): Kassadin takes 15% reduced magic damage and ignores unit collision.

Null Sphere (Q): Cooldown: 10/9/8/7/6 seconds; Cost: 60/70/80/90/100 mana; Range: 550 units Kassadin fires an orb of void energy at a target enemy to deal 80/120/160/200/240(+80%AP) magic damage, interrupt channels, and lower the magic damage that target deals by 25% for 1.5 seconds.

Nether Blade (W): Cooldown: 10/9/8/7/6 seconds Passive: Kassadin's basic attacks deal 10/15/20/25/30(+10%AP) bonus magic damage on-hit.

Active: Kassadin charges his Nether Blade, causing his next basic attack to deal 80/120/160/200/240(+80%AP) magic damage and gain 50 units of range (200 units basic attack).

Force Pulse (E): Cooldown: 6 seconds; Cost: 80 mana; Range: 625 units Passive: Kassadin draws energy from spells cast in his vicinity, gaining a charge whenever a spell is cast near him (including his own spells). Upon reaching 6 charges, Kassadin gains the ability to cast Force Pulse.

Active: Kassadin can emit a pulse of void energy to deal 80/130/180/230/280(+80%AP) magic damage and slow enemy units by 15/20/25/30/35% for 1 second in an 80º cone in front of him. If a target was affected by Null Sphere then that target is slowed by 30/40/50/60/70% for 2 seconds.

Riftwalk (R): Cooldown: 13/11/9 seconds; Cost: 100 mana; Range: 700 units Kassadin teleports to a nearby location to deal 30/40/50(+10%AP) magic damage to enemy units within 150 units upon arrival. If Kassadin deals damage to an enemy unit with Riftwalk then the cooldown is reduced to 2.5/2/1.5 seconds [as a static cooldown].

Each subsequent Riftwalk within the next 5 seconds grants one Riftwalk stack, up to a maximum of three Riftwalk stacks at one time: Kassadin's basic abilities deal 100%, 75%, 50%, 25% damage at 0, 1, 2, 3 Riftwalk stacks. Kassadin's Riftwalk deals 100%, 250%, 500%, 750% damage at 0, 1, 2, 3 Riftwalk stacks.

Side feedback, this variation of Nether Blade's active effect does not apply Kassadin's attack damage it will replace the damage completely, the passive however is bonus magic damage so Kassadin's attack damage is applied to that.

For the Riftwalk stacks, an example will be Null Sphere deals 240(+80%AP), 180(+60%AP), 120(+40%AP), 60(+20%AP) magic damage at Riftwalk stacks 0, 1, 2, 3 - this is to give a meaningful weakness to Kassadin and allow the opponent to properly counter attack while giving back Kassadin's damage if he sacrifices mobility. While an example of Riftwalk's damage is 50(+10%AP), 125(+25%AP), 250(+50%AP), 375(+75%AP) magic damage at Riftwalk stacks 0, 1, 2, 3. While giving him the moderate cooldown to Riftwalk is to make Kassadin less annoying and less safe and have a better chance of the enemy team to be able to kill Kassadin, while the low cooldown for dealing damage with Riftwalk is to encourage offensive use with Riftwalk.

Overall, I wanted to fix Kassadin, and having him rely on mana on Riftwalk does not solve his problems of why he is a problematic champion, but if his damage becomes sacrificed for his high mobility self and give him a bigger cooldown on Riftwalk if he doesn't damage anything, and a lower cooldown if he does to also give him a jump in, burst someone, and jump out. Anyways, I just want Kassadin to think more of how he wants to use his abilities, and give him more meaningful weaknesses and allow the opponent to counter attack properly.

Another change is to Null Sphere; Null Sphere was once an ability used to weaken the enemy mage, but the silence is too overpowered for a highly mobile mage like Kassadin so it needed to be removed, what does not make sense if Kassadin gaining a magic shield from this ability, so by having the enemy mage deal less magic damage for a short duration will be in line of shutting down the enemy mage's damage output kind of like a silence would without giving Kassadin a silence so that the enemy mage may actually still be useful and still counter attack, just less effectively with the magic damage being at 75% instead of 100%.

~ Stacona

1 Comments

Stacona1 votes

Hello

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