Skip to content

I think Kassadin range reduction is a bad aproach for his undeniable nerf necessity

Red Hypernova··5 votes·2,019 views

It's common knowledge that Kass is a pain in the ass yes. His main problem was always his mobility coupled with his high damage. So, it's only normal that the balance team fix one of those variables, perhaps both.

So they tackled his damage, BUT they made him a mobility monster in the process. Which I think was a really bad move. Kass could go in, deal good ( nerfed) damage, zhonyas, and go out without any kind of possible retaliation.

Because of this Kass was in my opinion never nerfed, but buffed.

I think there are to variables up to debate to nerf him. Damage and Mobility.

Damage is low as is now, except end game (via good ratios), which is good, because you feel good buying AP and setting aside some tankiness.

Mobility should be the tackled, but by increasing Riftwalk cooldoown, not decreasing its range. I think you feel much better riftwalking 700 range every 6 secs than 450 every 3 secs (the duration of the ult now).

The numbers are just explanatory, and of course should be tuned. But my point is, that traveling further is much more satisfactory than travelling more often. If good cooldown numbers are achieved, numbers that make Kassadin a dead Kassadin if he riftwalk incorrectly then we don't need to decrease his range, a change that is horrible (anti-fun perhaps?) for Kassadin players and won't make a difference for his enemies. Riftwalk could remain as a "think before act" tool instead of another spamming ability.

5 Comments

JedenVojak2 votes

Right now Kassadin is a champion who is incapable of properly performing his current role (that is, as an assassin), namely due to the lack of any meaningful damage or utility - the rest of his kit is so ineffectual that it currently forces him to use his ultimate, even if he really doesn't want to. The only reason he's somewhat working right now, is that the changes to mana regen effetively nerfed his preffered targets (mages), so he was able to somewhat out last their poke. Still, he doesn't do a lot of damage, and is really only capable of using his ultimate to chase down and finish low-health extended or isolated targets.

The change they should have made was to increase the cooldown of his ultimate (like to 6 seconds) and up some of his damages again.

Red Hypernova1 votes

bump. does that still works in the new boards?

Sarchiapon3 votes

I appreciate your efforts but at this point, further discussions are completely useless. RioT will never revert this nerf or re-rework Kassadin. MAYBE they will buff him here and then to give the VU some hype, but otherwise that's that.

On the other hand, i would be curious about:

  1. Why they dragged the Kassadin Case for so much time instead to just gut the ult as the FIRST nerf ever to Kassa and be done with it.
  2. Why they brought the Kassadin Case back again these days when, obviously, it was much less of an issue than in the past.
  3. The opinion of the PBE community about this. I mean, the opinion the most of the PBErs gave to RioT about Kassadin.
Red Hypernova1 votes

I would also want to know how the new R feels when extending its range with terrain. It is permissive?

thinking man1 votes

There are Rioters like Statikk who enjoy playing Kassadin so he might get another rework.

Honestly, as a Kassadin player, his problem is his Q entirely. His burst is too high for how powerful his blink is. He'd be way more balanced if he was a sustained damage fighter instead. He's always going to need to be tuned carefully, though, because he'll either one-shot you or not be very useful, and if they rework him, he'll either be a hypermobile duelist who never loses or a mobile waste of purple flesh.

I'm also more attached to Riftwalk's range than I am to his Q doing a shitton of damage so I wish they nerfed that isntead.

More from Gameplay

More by Red Hypernova