I had two thoughts I'd like to share on Ashe's Passives:
- In regards to her actual passive, I like the idea of her being slow resistant (if not immune) to targets she has put a slow on. That annoying jungle Yi with red buff comes running at you? Be doomed no more. That Lulu support is launching a glittlerlance? Be not 'snared' my fair lady Ashe! You are the original master of slows in League.
All joking aside, as Ashe's slow is only 15% at level 1 and scales up to only 35% almost every other champion in the game with a slow has a stronger slow. Sure Ashe can perma-slow a target, but when every support is bringing a stronger CC than that and even Caitlyn's 90 Caliber Net slows for 50%, the fact that Ashe can constantly apply hers is irrelevant. She gets hit by a greater slow, knock up, knock back, snare or stun, and she is out of range by virtue of the fact that she has been slowed more (at the very least).
Her perma-slow only becomes really useful in a teamfight where she can then effectively kite enemy front lines but even then she is hugely vulnerable if she gets hit by so much as a stray Mundo Cleaver. This passive would compliment her natural kiting while still preserving her inherent low mobility and reliance on skilled positioning to play.
A viable alternative I read recently is remarkable in it's simplicity but effectively solves all of Ashe's damage scaling issues throughout the game:
Slowing a target with a Frost-based Slow (or her spells/Q only) gives X stacks of Focus. X scales with ranks in Q and/or levels [Paraphrased].
Full credit goes to ProfDrDeath for this idea, and I thought it such an elegant solution I just wanted to reiterate it here. I offered a couple of refining points, such as this passive could only proc on already slowed targets (i.e on someone hit by her volley or the subsequent attack to one that applies her frost shot) and that it can have the buffer of Ashe's crit chance.
- Her E passive - because an extra 600 gold in 20 minutes (assuming you're a god at farming) really doesn't help her survive, her utility, or her damage potential - when chances are every other ADC/support combo will bully you around so much in lane that this will do little more than equalize the gold.
As Ashe's not the hardest scaling of ADC's, this passive also really doesn't do much for her late game either. So I'd like to propose an alternative that would make Ashe a little more relevant that I have shamelessly borrowed from Jinx, and hopefully in all of your most wonderful and informed opinions, isn't too OP:
Hawkshot (new) Passive Ashe's attack speed increases with ever subsequent attack to a slowed target by: 6/10/14/18/22% stacking up to 3 times, for a maximum of: 18/30/42/54/66% [Stacks do not transfer between targets].
I felt like this change to her E (or something like it) will help supplement her late game some so, while not being a hyper carry (and getting nothing like Jinx's 130% AS boost on 'Pow Pow') it would give Ashe a little more late game relevance, while also not making her able to just melt squishies based upon the limitations she will have in repeatedly auto attacking them to get these stacking Attack Speed bonuses.
Also, I think, this kind of bonus allows her to itemize more uniquely, like Muramana and Forzen Mallet again, without being forced into an entirely generic attack speed and crit item build to just be able to hold her own.
Alternatively, or in addition to this passive effect Ashe could also gain a small CRIT DAMAGE increase [Riot is slowly phasing out low % crit chance (less than 20%) items, passives, and I suspect runes as well soon, because of the unpredictable and hard to interact with nature of crit at low % chances with how it is coded - see Morello's comments on crit: http://boards.na.leagueoflegends.com/en/c/live-gameplay/hbEj1jWi-can-we-finally-phase-crits-rngesus-out-of-the-game?comment=002f00000000].