6.9 Cassiopeia Observations

Crys3s·5/5/2016, 10:08:46 PM·5 votes·1,211 views
Patch 6.9 notes

Just an open thread to document things you may notice off-balance/out of whack.

My observations:

Q: Damage is fairly low at early/midgame levels and cooldown is just a little too long. I understand utilizing this as an amplification spell. Autocast up to max range (like Karthus) was removed and I recommend bringing it back.

W: I actually really enjoyed using W with the exception that it always casted beyond the range indicator. Most likely a bug. But I LOVED being able to slow people who chase my team (like anivia's wall). Damage is pretty low. Definitely more of a utility spell now.** This is another great spell where I would like to be able to autocast up to max range.**

E: Effective but the current balance state puts the majority of the damage output on twin fang. With a .75 CD it doesn't do the skill any justice, .5 I could see being more beneficial. Having the majority of the damage output on Twin fang makes Cassiopeia feel like a 1 dimensional spam champ still....

R: No observations.

I also run oom pretty quick. Makes her a great candidate for tear but I don't think the balance is there yet for expenditure vs damage output.

At max level all these skills seem more impactful and actually do a fantastic amount of damage. Buffs to early skirmishing/mid-game are needed imo.

Feel free to agree or disagree - personally I would like to know the thoughts of the community on her new balance state.

6 Comments

Serpents Embrace5/6/2016, 12:06:23 AM3 votes

The Q range itself was always lowered, wasn't it? It certainly can't perform its duties as a kite or harass tool anymore, and it's pretty much useless.

I found the W horrible, tbh. The range lock making it so far away strips it of one of the more important uses it had: self defense. Being able to drop the pool on yourself to dissuade assassins from jumping on you was MAJORLY important to your lane phase. Currently, she cannot defend herself unless they can only close gaps by slowly walking up to her. Additionally, the inability to cast this over a wall makes her dead weight in the jungle - which is exactly where the Grounded debuff would be the most impactful! I think all the changes to this skill were a disaster.

And speaking of disasters, I think the E overlooked how much she relied on the cooldown reset to survive through her laning phase. The most notiable problem with it is the utter inability to properly trade with an opponent. Even assuming you get off a gimped Q - you can only land one E unless they're going in on you (which you will lose) because they can move out of range of you before it comes back. It makes it supremely difficult to trigger Thunderlord's Decree but also just frustrating to punish opponents who make a mistake in lane and step out of line.

I do agree with you on the ultimate, though. The changes on this aren't a big deal and if anything help opponents who react to your ultimate appropriately. The lowered cooldown is just to deal with the loss of the free CDR from Aspect and I don't think this change negatively (or positively tbh) impacts her overall play. It seems fine.

What I do think is odd is that you have no comment on the passive? The concept of which is interesting, but the execution of which is dreadful. It seems to have been used as an excuse to slow her down considerably, and then hobble her from fixing that as a decision.

Dengeden5/6/2016, 5:33:44 AM1 votes

Yes, a lot of damage stems from her E but the rest of her kit sets that up, I think that's fine.