Kassadin changes that should be considered (more in depth than last post)
... Everyone is currently talking about how weak he currently is and how he should receive some buffs. I agree to most claims but in order for this to work, some of his weaknesses need to be expanded--slightly.
These changes that are listed below are to primarily make his early/mid game stronger while keeping his late game from becoming too strong. They are relatively similar to the previous post that I made a few days before this one. I hope that this gets the attention of the Rioters that work on balancing champions:
General Stats
Health per level: from +76 >>> +85 (When Rod of ages lost 150 hp from 10-stacks, Kassadin was slightly weakened in the defensive category and has been shown to be quite weak in team fights) This is one of the few changes on here that I think are essential to make him more viable
Mana regen per 5: from 6.019.6 >>> 8.520.0
(Kassadin needs a larger mana regen at the start so that, if he is forced to defend himself due to being harrassed, he is not thrown out and put behind so easily)
Base Armor: from 23 >>> 25.5
Armor per level: from +3.2 >>> +2.6 (In order for some buffs--such as the hp per level--to keep from making him overbearing, his normal weakness against AD assassins in the late game should be increased slightly)
AD per level: From 3.9 >>> 3.5 (slightly lowers his insane power with Sheen/IBG/LB in the late game)
Base Attack Speed: from .640 to .665 (makes him more viable when building attack speed items like Nashor's Tooth since he passively deals extra magic damage with his W's passive)
Base Movement Speed: from 340 >>> 345 (increases his base mobility slightly so that he is not so sluggish in the early/mid game)
Passive: Void Stone: Kassadin passively ignores 15% magic damage and perpetually moves through units.
Furthermore, as he battles, he slowly increases his resistance to magic, increasing his resistance to 18/21/24% and his Null Sphere's spell shield's duration by .5/1/1.5 seconds (levels 6/11/18)
(I originally wanted him to receive SOME of his magic resistance per level back, but I felt that his passive felt bland and gave players no reason to want to rush to level 18. The passive 15% spell resistance used to be not too strong, but not weak before his MR per level was removed in season 3. His Q spell shield should only last a small period of time early/mid game, but as late game roles around, it feels absolutely useless, so I want the duration to be steadily increased so that it can feel a little stronger.)
Nether Blade: W Passive: from 20 >>> 10 base damage (remove AP scaling) New Passive effect: Deals a bonus of (+1.25% per 100 AP) of the target's maximum health as magic damage.
Active: Base Damage: decreased from 40/65/90/115/140 >>> 40/50/60/70/80 New effect: After initially striking the target, deals 12/14/16/18/20 (+10% AP) damage over 2 seconds (damage is doubled on movement impaired units. Mana restore (on enemy champions): decreased from 20/25/30/35/40% >>> 20/22.5/25/27.5/30% missing mana Cooldown: from 9 >>> 6 seconds
(This passive and active change fits into how Malzahar's abilities work. Kassadin and Malzahar were both humans who were corrupted by the void, so having at least one or two similarities in their abilities should be expected. The change to the active also makes it so that there can be more viable items that can be built onto Kassadin, such as Rylai's and Liandry's)
Force Pulse: E Slow effect: Decreased from 50/60/70/80/90 >>> 50/55/60/65/70% Slow Duration: Increased from 1/1/1/1/1 >>> 1.1/1.2/1.3/1.4/1.5 seconds
Cooldown: from 6 >>> 8/7/6/5/4 seconds
(adds onto his CC in team fights. a 1 second slow is not enough to turn the tide of a team fight and especially since he needs everyone around him to cast spells to be able to use abilities, he needs to be more of a threat)
Riftwalk: R (this is a change that I think should open up new ideas for what could be done for Kassadin's stacks and isn't entirely serious. It should make Kassadin more of a threat despite having larger mana costs)
Base Damage (at maximum stacks): Decreased from 360 to 120 Range: from 500 >>> 600 units
New effect (with visual effect, please!): The Preserver of Valoran: at maximum stacks, Increases movement speed by 20/30/40, Nether Blade's active range by 20/35/50 units and Force Pulse's range by 50/75/100 units
Mana cost: from 50|100|200|400|800 >>> 70|140|280|560|1120
The majority of these changes are needed to put Kassadin back into the meta. He was weakened while most mages/AP assassins were strengthened by the AP item changes and was hurt by the buffing of MR items and fighter/tank champions. Kassadin desperately needs some changes that are going to last until the long term and he needs them soon.
