Cassiopeia Rework: How I wish that this will be done

chriserit··2 votes·1,067 views

I actually think the Cassiopeia Rework is a failure but i am not one that just say this suck and don't give a feedback. That's why I am making this thread. I'm giving you my idea of how you could rework her and what she must give us.

First one who is Cassiopeia? Is a Venom Lady and as Venom Lady she must be the Queen of the poisons. Her kit must focus on poisoning the enemy, leading him to a slow agony. What do you think would happen if Cassiopeia meet a prey? Well I think she would initially attack him (poisoning him with teeth and fangs) then once she poisoned would stay back waiting he suffer for the poison. Once he is weak enough to no more fight you she would start moving around him attacking with acid by far and then, at the end, she would move near him and kill him. So what should Cassiopeia give us? petrifying (cause she is still "Medusa"), attack while moving (to weak the enemy) , slows (to stay near the prey) and a lot of poisons. Starting by this I make that changes:

Passive: Aspect of the Serpent Cassiopeia gains a stack of Aspect of the Serpent for each second that an enemy champion is poisoned and for each poisoned unit that she kills and every time she hits an enemy champion with Acid Fang. When you kill/assist an enemy champion you gain 10 stacks. Caps at 300 stacks.

50 stacks: +5% ability power and when Noxious Blast hit an enemy Champion restores 4/6/8/10/12 (+10% ability power) health (max 3 enemies) 100 stacks: +5% ability power and Acid Fang can be casted while moving 150 stacks: +5% ability power and all enemies exposed to Miasma gives you 4% of your total mana (max 3 enemies) 200 stacks: +5% ability power and Acid Fang unleash a venom cloud in the impact area increasing the damage done by poisons by 100% for 3 seconds 300 stacks: + 10% ability power and the Petrifying Gaze's cooldown is reduced by 20 seconds.

Q: Noxious Blast ACTIVE: Cassiopeia hurls poison at the cursor's location, which strikes after a 0.6 second delay. All enemies within the 75-radius area are poisoned, taking 70/110/150/190/230 (+45% ability power) magic damage over 3 seconds. Cassiopeia gains a movement speed boost for 3 seconds if Noxious Blast damages a champion. Cooldown: 5 sec
Mana Cost: 40 / 45 / 50 / 55 / 60 mana
Range: 850
Movement Speed Boost: 10 / 15 / 20 / 25 / 30%

W: Miasma ACTIVE: Cassiopeia throws a growing cloud of poison to a target location, granting sight of the area and growing from a radius of 125 to 250 over **5 ** seconds. Enemies in the area are poisoned, slowed, and take 10/15/20/25/30 (+10% ability power) magic damage per second for 2 seconds. Continual exposure renews the poison. Cooldown: 14 / 13 / 12 / 11 / 10 sec
Mana Cost: 40 / 50 / 60 / 70 / 80 mana
Range: 850
Slow: 30 / 35 / 40 / 45 / 50%

E: Acid Fang ACTIVE: Cassiopeia hurls an acid that impact at the cursor's location, dealing 40/50/60/70/80 (+50% ability power) magic damage. Acid Fang can be casted only if you have gained a stack of Aspect of the Serpent in the last 5 seconds or if you have capped Aspect of the Serpent.

Cooldown: 1 sec
Mana Cost: 30 / 45 / 60 / 75 / 90 mana
Range: 800
Impact Radius Area: 65-radius area
Projectile Speed: 900

R: Petrifying Gaze ACTIVE: After a brief delay, Cassiopeia blasts all enemies in a 80º cone in front of her with her gaze, dealing 150/250/350 (+ 50% ability power) magic damage to them. Enemies facing her when damaged are stunned for 2 seconds, while enemies facing away are slowed by 60% for 2 seconds instead. After the cast Cassiopeia reduces the Noxious Blast's Cooldown to 1 second for 6 seconds.

Cooldown: 110/100/90 sec
Mana Cost: 100 mana
Range: 825

Explaining: Passive:

50 stacks: the healing on Q leads to 2 things: you can heal yourself in late game much better, while in early you still will not heal yourself too much (the healing bonus is just too low for a real AP bonus) and you open yourself to the enemy reaction (you must stay near opponent champions to heal yourself)

100 stacks: Acid fang must be casted while moving 'cause if not you will be an easy prey for enemy champions. In addiction your Q's MS boost will be useless and there is an high probability that while you cast E once or twice your prey runned too far to ensure a kill).

150 stacks: The mana issue is the principal problem for Cassiopeia. In the late game spamming your Q and E leads to use all of your mana in 7-8 seconds. This leads you to build not one but 2 mana items (that is pretty weird cause you will not use your 30% bonus AP). That's why you need a strong mana recover spell. Giving it to W it's pretty important because Miasma is a spell pretty important to helps you to survive to a gank. In addiction placing the Q+E combo is harder and for ensure the combo you will need a slowing (W). The 4% mana recover leads you to build one mana items (prob Archangel) and ensure that you will gain mana only if you hit more than one enemy with your W (giving an enormous potential mana recover if placed well and a pretty bad mana recover if placed bad)

200 stacks: The principal damage output: Q+E combo. This gives you an enormous poison damage. Giving it to 200 stacks leads your late game damage very strong while you early game damage is still pretty weak.

300 stacks: The final stack bonus: Ulti's CD reduction and AP bonus. This gives your ulti a pretty good CD for the ulti and gives your spells an enormous damage.

Q: There aren't a lot of changes just an higher CD for an higher mid/late game damage

W: This spell has much more importance due to some changes: increased slow, 150 stacks bonus, W+(Q+E) combo, mana recover and the higher change to survive to ganks. All these changes gives Miasma an enormous importance for her Kit. All this importance leads you to choice how to use it: I will use it to survive to ganks? I will use it for mana recover? or I will use it for W+Q+E combo? Why all to the same spell? 'cause Miasma has an high CD and giving all to same spell don't leads you to be OP (you can't have all this helps at the same time you must choose which one you need time by time)

E: Now it is harder to land but you can use it while moving (that is something fitting better with the Q's MS bonus). In addiction you are able to land it only if you gained a stack of Aspect of the Serpent in the last 5 seconds (added this to remove the poison's cooldown reduction issues) I changed also how to cast it so that the 1 second cooldown can fit better.

R: Now if you succesfully stun someone you have almost secured a kill ... it's more like "a petrified man is a dead man".

Here is pratically all of your goals: a weak early, a strong late game, a good champion identity, weakness and main strong so that the lane is no more oppressive, a good ingame experience and more.

In the end I think you should use the new passive to: increase the damage of poisons in mid/late game, and to decrease the mana problems of Cassiopeia (else you will need 2 mana items in addiction to boots and all your potential damage is lost). In addiction I think is time to change the E. Twin Fang don't fit with anything of Cassiopeia's Kit.

This is my opinion. What do you think about it? I know there could be some problems with the ability's damage (or something similar) but this is the key point of the beta test (test the strength of the champion giving him more/less power if needed) so just focus on the ability changes. Ty ^^

--- I am not english so probably i did a lot of mistake and I am sorry for that :( ---

2 Comments

Spiritun2 votes

So you want to nerf Cassiopeia's early game even more?

The Queen Viper2 votes

Or they could just revert everything back to normal and forget this stupid rework. :/

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