So rito is going through with those kassawin change no compensation
meanwhile


meanwhile


Mana cost reduction
It's not going to, nor is it meant to, be a net neutral change but he most certainly did get a compensation buff
kassadin doesnt have mana problems rofl, do you even play him?
It, in theory, should also reduce the scaling mana cost with each R.
So instead of 75/150/300/600/1200
it would in theory be 60/120/240/480/960
So it's not all about sustain, he can also use R more often with less max mana. Casting Riftwalk 5 times costs 465 less mana overall.
Again, it's not meant to be a neutral change. It's supposed to be a nerf.
I thought people said champions that got nerfed didn't need compensation? Or is it that champions that people whine about that get nerfed aren't THAT much of a problem or aren't THAT bad? I can't keep track anymore.
Why then Ahri got buffed because her being part of the problem that made DFG go in the pit of dead items meanwhile for the same reason Morde and Veigar are getting "compensation" changes?
Whereas the former didn't actually need to build DFG as core item to fulfill its role meanwhile Veigar and Morde 100% needed it?
Mordekaiser didn't need DFG to kill, he really didn't. So says someone who took Mordekaiser to Diamond without using it. Also, you are proving my point, I thought people said champions that got nerfed didn't need compensation?
Yeah its certainly meant to be a nerf, you can check the post I just made about this for what I believe are some of the insights into the nerf. http://boards.na.leagueoflegends.com/en/c/gameplay-balance/xLoIJ6Au-balanceteam-is-my-insight-to-the-kassadin-ulti-range-change-correct
nerf to decent elo kassadin game, nothing changes for bronze because people play frontline adc anyway
You forgot

I think it's a fine change right now, reduced to 450 from 700 unit range. It's a non linear ability that doesn't require a straight line. The use of
Rift Walk will still allow him good escapes because in comparison to the range on
(400 units) he'll still be able to clear walls but just need to position better. I even went about comprising a list here of other champions with linear/non linear movement abilities with conditional/non conditional (non conditional doesn't require a target or some sort of secondary activation)
(Non conditional)
Q-Decieve Range: 400
(Non conditional)
E-Arcane Shift Range: 475
(Non Conditional)
W-Distortion Range: 600
(Non Conditional)
W-Pounce Range: 375 (750 if marked)
(Conditional-ish)
R-Spirit Rush Range: 450 (1350 three casts)
(Conditional-ish)
Q-Urchin Strike Range:550 (conditional)
E-Playful/Trickster Range:400/400 (Non conditional)
(Non conditional)
E-Glacial Path Range: 1050 (requires 2nd cast, can be interrupted)
(Conditional)
Q-Dragon Strike Range: 770 (requires E-Demacian Standard)
Kalista (Conditional) Passive-Martial Poise Range: Forward comparable to Quickdraw (425)
(Conditional-ish)
W-Living Shadow Range: 550 (requires 2nd cast, can be silenced)
(Conditional)
Q-Sonic Wave/Resonating Strike Range:1100/1300 (requires target enemy/neutral)
W-Safe Guard Range: 700 (requires ally)
(Conditional-ish)
E-Tunnel (burrowed) Range: 250 (creates a tunnel/requires a tunnel, tunnels have 12cd between uses)
(Conditional)
E-Shunpo Range:700 (requires target unit)
(Conditional)
Q-Leap Strike Range:700 (requires target unit)
Some here are listed in response to "you forgot" and "mean while", because if you check out the differences is that currently the highest NON conditional gap closer/distance is actually Kassadin with an first cast requiring 75 mana.
(Yes I even included some other examples that are even less, as far as Lissandra her's has the max range of 1050 but can be interrupted from 2nd cast to gain that distance.)
This change to his R range will EFFECT his game play but create a healthy counter play measure in the long run so as allowing him to not just hit R twice and easily get away. Keeping it in line with Flash creates for healthy non linear gap closer/distance game play. IMO.
I think it's a fine change right now, reduced to 450 from 700 unit range. It's a non linear ability that doesn't require a straight line. The use of
Rift Walk will still allow him good escapes because in comparison to the range on
(400 units) he'll still be able to clear walls but just need to position better. I even went about comprising a list here of other champions with linear/non linear movement abilities with conditional/non conditional (non conditional doesn't require a target or some sort of secondary activation)
(Non conditional) Q-Decieve Range: 400
(Non conditional) E-Arcane Shift Range: 475
(Non Conditional) W-Distortion Range: 600
(Non Conditional) W-Pounce Range: 375 (750 if marked)
(Conditional-ish) R-Spirit Rush Range: 450 (1350 three casts)
(Conditional-ish) Q-Urchin Strike Range:550 (conditional) E-Playful/Trickster Range:400/400 (Non conditional)
(Non conditional) E-Glacial Path Range: 1050 (requires 2nd cast, can be interrupted)
(Conditional) Q-Dragon Strike Range: 770 (requires E-Demacian Standard)
Kalista (Conditional) Passive-Martial Poise Range: Forward comparable to Quickdraw (425)
(Conditional-ish) W-Living Shadow Range: 550 (requires 2nd cast, can be silenced)
(Conditional) Q-Sonic Wave/Resonating Strike Range:1100/1300 (requires target enemy/neutral) W-Safe Guard Range: 700 (requires ally)
(Conditional-ish) E-Tunnel (burrowed) Range: 250 (creates a tunnel/requires a tunnel, tunnels have 12cd between uses)
(Conditional) E-Shunpo Range:700 (requires target unit)
(Conditional) Q-Leap Strike Range:700 (requires target unit)
Some here are listed in response to "you forgot" and "mean while", because if you check out the differences is that currently the highest NON conditional gap closer/distance is actually Kassadin with an first cast requiring 75 mana.
(Yes I even included some other examples that are even less, as far as Lissandra her's has the max range of 1050 but can be interrupted from 2nd cast to gain that distance.)
This change to his R range will EFFECT his game play but create a healthy counter play measure in the long run so as allowing him to not just hit R twice and easily get away. Keeping it in line with Flash creates for healthy non linear gap closer/distance game play. IMO.
What people don't seem to understand is that it already does laughable damage, scales up to insane mana costs, and has already standard range, but it's his fuckin ultimate, Ultimates are suppose to be what makes a champion strong, nerfing to 450 range will make it feel more like a basic ability that a champion might have, they should just rework him already, this is the final nerfs I think they are gonna give Kass then realize that it did nothing before reworking him.
There's no guarantee that he'll be left without compensation. Yes, he's getting a nerf this patch, but he may get a buff elsewhere for next patch.