Cassiopeia Rework [Some Feedback would be nice :) ]

Warden Karma··8 votes·993 views

#Hey there :)

I have thought about Cassiopeia, one of my first mained Champions, and came to the conclusion that her condition is still sad since her rework. And since I do like to think of reworks and stuff I tryed to do so.

I do not like the Passive given to her currently that much, but I left it out this time. Looking over my last approach, which had found some positive replies, I changed some things according to the Feedback I gained.

With these suggestions I want to remove the burden of spamming E and give Cassiopeia a more "combo" based kit (Abilities combined way stronger than on their own), whilst preventing her to have a "toxic" poke in lane [Numbers aside for now].

And please tell me what you dislike/ like so i can make it better :)


#[Q] Noxious Blast

http://vignette1.wikia.nocookie.net/leagueoflegends/images/5/54/Noxious_Blast.png

[New] Enemies inside the inner circle [30 Range] take 35% increased Damage. **[New] ** If the Enemy is poisoned by Miasma, Noxious Blast Damage is empowered by 10%.

It needs a lot of precision to hit enemies with the center of this Ability, so it should not be a out of control and unfair poke in lane.


#[W] Miasma

http://vignette4.wikia.nocookie.net/leagueoflegends/images/7/7a/Miasma.png

Size: Initially 125 --> 75 , Maximum: 250 --> 350 [New] The Damage is increased by 10% for each consequent Second the enemy is effected by Miasma (maximum: +60%). [New] If the Enemy is poisoned by Noxious Blast, Miasmas Damage is empowered by 30%.

Decreasing the initially range and Increasing the maximum range makes it easier for enemies to dodge the cast, while making sure the Ability feels impactfull for its lifespan (Size and Damage wise).


#[E] Twin Fang

http://vignette1.wikia.nocookie.net/leagueoflegends/images/a/ad/Twin_Fang.png

Active: Cassiopeia fires fangs at an enemy; dealing 55 / 80 / 105 / 130 / 155 (+ 55% AP).

[New] If the target is poisoned, Twin fang consumes 1 tick of Poison damage, adding it to its damage [Slow/Speed up/Stacks for passive/ For Ult not effected/lowered by this]. Q: 25 / 38.33 / 51.67 / 65 / 78.33 (+ 15% AP) + up to 45% W: 10 / 15 / 20 / 25 / 30 (+ 10% AP) + up to 90% Twin Fang can be casted again after 0,5 Seconds if the target is poisoned before going on regular cooldown (maximum 2 casts /+1 per rank?).

If Twin Fang kills the target, it refunds its mana cost (+ 1.5% maximum mana). Maybe (?): Casting Twin Fang apllies Deadly Cadence to Cassiopeia, reducing her Manacosts by 10, each subsequent by 5, stacking up to 2/3/4/5/6 times for 6 Seconds.

I am removing the E spam here, while giving E not necassary more damage since it only "triggers" the posion damage instantly and not more. It is now a tool to quickly inflict high damage if you used your poisons properly in a short time, but can not be used infinetely long anymore. Also E should be working better with her kit instead of being the only real damage source. I moved the amplifying Poison to Q and W, making each other stronger if both are troubling an enemy.


#[R] Petrifying Gaze

http://vignette2.wikia.nocookie.net/leagueoflegends/images/5/5f/Petrifying_Gaze.png

**[New] ** Enemies hit by Petrifying Gaze while poisoned, will take instantly and in addition 20% of the remaining Damage of Noxious Blast's and Miasma's ticks.

I think this would be the icing on the cake for Cassiopeia. The Damage should be "feeled" now and also be rewarding using all of her kit. > Little Note here: If you used E before on the target before ulting, the ult will still do bonus damage, because the "ticks" are separated.


What do you think? Which Ideas are good and which are bad? What should I change?

#Thanks for the Feedback :)

9 Comments

Canastus2 votes

You've already done a far better job than Stashu with this, after all your focus is on her actual poison-damage compared to his nonsensical single target damage spam which absolutely doesn't work on a squishy, immobile short ranged caster. Do you have any plans for her passive or do you intend to keep it?

Because if you ask me, her new passive is the main reason for her horrendous state due to it forcing certain builds onto her just to properly make use of the free deathcap she gets. Also let's not forget her total inability to reach 40% cdr without going beyond or staying under the cap.

Warden Karma1 votes

Thanks :)

I think the Passive does not really fit her so I would like to change it.

Snake theme based she could get Movementspeed when she hit an enemy with one of her Abilities but I think that would be too much (yet still I like that idea).

And I doubt that Riot will consider to give her back her old Passive [which she wouldnt need if she would be changed like that] so I guess we have to think about a new one then ^^

One thing that feels good about her current Passive is: it interacts with her Poison, but thats it mostly. Currently it feels like the one who came up with this Idea played too much the game "snake" ^^

I am unsure if Cassiopeia should get any sustain for poisoning an Champion as it would be too much as well.

Edit: Well a crazy Idea would be that her Passive allows her E to work like Runaans if multiple Poisoned enemies are close but... well... I think I do not need to go in detail here

The Yetii Rider2 votes

Part of the reason for the mana restore, as well as her old passive, is that her mana costs are high and she needs help. If you just remove the mana restore on her E without compensating she will fail to function.

Warden Karma1 votes

How about a mini Deadly Cadence on her/Twin Fangs?

Casting Twin Fang apllies Deadly Cadence to Cassiopeia, reducing her Manacosts by 10 each subsequent by 5, stacking up to 2/3/4/5/6 times for 6 Seconds.

The Yetii Rider1 votes

{quoted}

How about a mini Deadly Cadence on her/Twin Fangs?

Casting Twin Fang apllies Deadly Cadence to Cassiopeia, reducing her Manacosts by 10 each subsequent by 5, stacking up to 2/3/4/5/6 times for 6 Seconds.

That's not a great solution. The reason Deadly Cadence worked was because it triggered at the beginning of Cassie's combo. You're going to want to poison someone at least once, if not twice and ulting, before you start dropping your E spam, and at that point, you've already eaten through half your mana bar.

Warden Karma1 votes

Cassio has this problem right now too (since Twin Fang only restores Mana on killing a unit). But yes I see the Problem.

Some Mana restore might be unlocked via her Passive; e.g. start with Mana restore when she hits a poisoned enemy with Twin Fang, later on a Mini Deadly Cadence.

Edit: Example:

0 Stacks: If Cassio hits a poisoned enemy with Twin Fangs, she will gain 15 + +3% max mana. (Remember: Riot said they do not want an endless poke in lane if i remember correctly + with my suggested changes she can not spam E endless) **100 Stacks: **+5% AP, Twin fang heals 250 Stacks: +10% AP, +20% CDR (lowered by 5%), casting Q,W or R will grant Cassiopeia Deadle cadence, reducing her Manacosts by 5%, stacking up to 3 times. **500 stacks: **+30% AP

The Yetii Rider1 votes

{quoted}

Cassio has this problem right now too (since Twin Fang only restores Mana on killing a unit). But yes I see the Problem.

Some Mana restore might be unlocked via her Passive; e.g. start with Mana restore when she hits a poisoned enemy with Twin Fang, later on a Mini Deadly Cadence.

Edit: Example:

0 Stacks: If Cassio hits a poisoned enemy with Twin Fangs, she will gain 15 + +3% max mana. (Remember: Riot said they do not want an endless poke in lane if i remember correctly + with my suggested changes she can not spam E endless) **100 Stacks: **+5% AP, Twin fang heals 250 Stacks: +10% AP, +20% CDR (lowered by 5%), casting Q,W or R will grant Cassiopeia Deadle cadence, reducing her Manacosts by 5%, stacking up to 3 times. **500 stacks: **+30% AP

Or you COULD just lower her mana costs...

SaltyToplaneGoat1 votes

Well, she really needs a second rework... but I think your kit is a bit... overkill when you get all the poisions on, but on the other hand would have to be total mush when you don't hit it all. I really want her to be focussed around poision, but you just use poision = damage over time, which is not using the potential this thematic has.

Several months ago I posted a version of her kit, also focussed around her poisions: http://boards.na.leagueoflegends.com/en/c/gameplay-balance/dFlOPvrN-can-we-pretend-that-the-cassio-rework-never-happened-and-put-her-back-on-the-list

Passive: Poision Affinity

All poisions stack on the enemy. They stack faster the more different types on posion there are on the target. Cassiopaia gains movement speed around poisioned enemies, increased after a certain minimum of total stacks on target and when moving towards them. Stacks slowly decrease when not hit by a poision for X second.

Basic attacks do not apply poision, but reset the time until the stacks start decreasing.

Q: Neurotoxic Blast: Projectile Skillshot, small AoE on impact, deals damage and applies neurotoxin, lowering the target's vision with every stack. At over X% maximal stacks, their minimap is disabled and they no longer share vision with teammates. Hitting an enemy with that that is already suffering from another poision refunds X% of this abilities cooldown.

W: Petrification Poision: Breaths out a cloud of poision that slowly moves towards a certain direction. This poision damages and slows. The more stacks there are on the target, the stronger it slows. At over 50% of maximum stacks, attack speed is also affected. At maximum stacks the enemy is turned into stone for 2 seconds.

E: Acid Pool: Creates a constantly growing zone of AoE damage that applies corrosive poision: The longer enemies stand on it, the more they lose armor and resistance. Also they are damaged as long as they are standing on it.

R: Noxian Gratitude: This skill requires a minimum of X poision stacks on the enemy to be used. Point&Click, Cassiopaia coils around an enemy and roots them for one second before stabbing the brutally with a dagger, removing poision stacks and dealing massive damage, depeding on how many stacks were removed.

Explanation and discussion to that is in the thread, feel free to dig it up now or start discussing here ^^

Quepha1 votes

I don't like it, the large number of % damage bonuses from stacking things means that Cass will only deal relevant damage when the enemy is sitting in miasma AND she lands her pinpointed Q's, poking with a single Q would have to feel even worse than it currently does for this kit to be balanced. E consuming poison duration for more damage would turn her into a burst mage with setup more than a poison mage because damage now is always better than letting it tick out.

The current mechanic where E increases DoT damage does a better job of making her feel like a poison mage than what you've done. You should double down on THAT mechanic instead of removing it.

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