Can Cait get the same treatment as Kassa

xScarfy··147 votes·5,224 views

Make each subsequent Yordle Snap Trap within X seconds doubles its cost. It won't hurt her that much at all, except that she needs to think about it first, before spamming these damn traps all over your turret.

101 Comments

the weeaboo53 votes

No they should give it the Azir treatment and make them last like 1/3 the time under turret because having to constantly be aware of where those are UNDER TOWER while also having to dodge skill shots is just terrible.

DireXcon9 votes

I though you were gonna say "remove half her kit and leave her to die"

Drehirth17 votes

That doesn't even make sense since it's a charge system. Not to mention how different a small trap is to a mobility spell.

xScarfy20 votes

I don't see why this should be a problem? But ok, if we compare her charge system to a similar we have Rumble, Vi and Heimerdinger. Rumble and Vi can only have a maximum of 2 charges. Vi still has a cooldown of 1 second ,after she used one charge, before she can use the second charge, while Rumble has a short recharge time of 5 second, but his kit is made for spamming skills as he needs to stay in the dangerzone, but if he spams too much he is punished by his overheat. Heimerdinger seems to be the best comparison for Caitlyns traps, as he also places a unit on the ground. But he can only have a maximum of 3 charges at maximum level and his turrets are destroyable and can be moved by different abilites, while Caitlyn can already have 3 charges at level 1 and 5 at level 5 and her traps are not destroyable or moveable.

Drehirth23 votes

If you place a bunch of traps, and for whatever reason the fight moves somewhere else you cannot immediately place a more traps to cover a large amount of ground; kassadin who would either engage or disengage endlessly makes for a bad comparison.

she has a 10 second cooldown at max rank, with a charge system. This shows that intended use is to save traps up to set up a large amount at once. You think that it shouldn't be that way, but it is set up that way! it's completely illogical to have a nerf counteracting their intended use because if that should no longer be their intended use then the correct way would be to change it's intended use to begin with not nerf it.

You say it's unhealthy to place traps under enemy turrets, so why not change or otherwise weaken them for use in THAT scenario? Why not make them able to be destroyed instead? maybe even only if they are under enemy turrets? you don't even play with that idea? you compare it to kassadins constant engage/disengage and suggest a mana cost increase instead?

You also don't seem to care that she basically has two abilities, and if you cared about balance would suggest power shifts to q or r instead of nerfs due to a comparison that doesn't make sense. It's not well thought out all, and in the end is another example of circle jerking sadly instead of actually using any logic.

Spaceman5pff4 votes

I agree that this is the intended playstyle, but why would the fight move if cait and her team just set up an arc of traps in front of your mid tower?

EXAMPLE: (i'll try to draft teams in the most META and well-rounded way I can, based on my observations of high-elo / recent pro play) Rumble Elise Syndra Caitlyn Braum VS Poppy RekSai Viktor Ezreal Karma Cait and her team set up a trap wall on the edge of your mid t1. You either sit there and get destroyed by poke with high risk involved in engaging, or you go try to contest a new objective, let's say dragon in this case.

So you go to do dragon, and by the time you are over there and 1/2 done dragon, your mid t1 is fallen. You finish dragon, and now are in the unfortunate position of being forced to either A) walk the long way around your jungle to avoid getting caught in chokes - thus losing at least half of your mid t2, or B) you try to move the short route, and force them off mid t2, putting yourself in a choke point and at high risk of losing any fight that breaks out.

Drehirth1 votes

it was to show that it ISN'T infinitely spammable and increasing mana costs does nothing. You'd either rework to not work on a charge system anymore, or you'd just increase the cooldown if you think a trap recharges so fast to not notice it's even a charge system that you need to save up. Preventing her from using the ability a lot in a quick burst is again going against INTENDED use, which is what the "kassadin treatment" is.

Also it does matter (that her traps aren't truly spammable) because it makes her team more vulnerable to flanks from tp/initiators from the jungleKennen Zac Maokai (really any sort of hard engage) when her team tries to siege. (if she chooses to place a bunch of traps to siege, and your tank like poppy or reksai try to sandwich them caitlyn can't suddenly move away from the turret and place a whole new wall; she'd have to fight in tower range to even use the traps zoning potential, but more likely back away from your turret to not get caught)

Even if they knew they were being flanked and changed their positioning she can't immediately set up traps around the new position. Getting that to happen makes her significantly less effective in influencing fights.

For your scenario the most likely and hilarious thing that would actually happen is that Viktor would kill all of the minions until the enemy team realized that a straight on siege would not even work (in other words before caitlyn could even place traps under your tower).

In the event of a baron siege poppy could ult minions and or champions away to either stall (if some of her team was dead) or flank with reksai and try to catch one of their carries (if poppy's ult again were to create a numbers advantage, even with baron the enemy team would have to respect this if the gold was ANYWHERE near close).

Again the only thing cait will influence here on even grounds is that running straight at the enemy team while your tower is being sieged is not the best plan.

In lane it works the same way. Moving where the fight is often much more possibly than you'd realize. If a cait drops a bunch of traps at once you might think it's still imperative to not get pushed closer to your tower, but she just used the traps and won't have them immediately ready to place under your tower (which is the biggest source of frustration). Also depending on jungle pressure hard shoving the waves after she places traps makes it harder for her to do anything back because she has weaker wave clear now.

In short playing around what she wants to do is going to work poorly. Not letting her play her game is going to work better.

That's Caitlyn in general, and people may get mad saying "wow you have to do all of that do counter her!" well not really because having wave clear, and having hard engage is important with dealing with any siege and is what most people are going to have on any balanced composition. All I said is how to use what you should already have anyway(in other words counter play), but people will just blindly run forward and get mad when they do exactly what cait counters.

As far as any significant changes should go it should either be targeted at a legitimate frustration such as placing traps under enemy towers, or a power shift onto two different abilities.

  • her q which has no significant use outside of early game wave clear.

  • her ult which is terrible outside of situations where everybody on the enemy team is squishy and has no heals or shields that just negate it completely.

If these abilities were more powerful it wouldn't justify her traps being so powerful. Remember that her traps were said to be a large part of her identity to begin with, so just being mad at them in general does no more than complaining how much most ranged characters hate Yasuo windwall.

Spaceman5pff2 votes

You make some good points, but they all rely on the statement you made: "Also it does matter because it makes her team more vulnerable to flanks"

Placing a trap wall does not in any way make her team weaker to flanks than if she were to NOT have a trap wall. Due to the arming time, they cannot be used to counter an ongoing engage, as such using them does not weaken you VS flanks.

Due to the complete invalidity of that statement, I have trouble with the rest of what you said.

Drehirth2 votes

You asked why would the fight move. The answer was because you refuse to play her game and force it to move.

Her trap wall isn't something that can be repeated immediately if circumstances change(it is not truly spammable like the OP suggested and this is what i meant by "it" which was not obvious to be fair and I updated it in parenthesis). If a fight doesn't happen around her trap wall then she does not have as much influence in a fight, and if you choose not to exploit that then you are not using the counter play option available.

You'd really have to give an example of who you are talking about to actually "invalidate" that statement because comparing a caitlyn who has a trap wall that she will use in a fight vs a caitlyn who doesn't is most definitely weaker in a fight.

Adcs generally have weaknesses and flanking is definitely caitlyns(and is to many adcs outside of maybe ez or trist I suppose, part of my overarching point is that most teams can deal with cait and she isn't particularly oppressive outside of traps under enemy turrets which COULD use a change, but the change should be focused on that and not anything other than that in my opinion).

Spaceman5pff1 votes

And my point is that if her weakness to flanks and changing fight locations was actually meaningful, then she wouldn't be viable.

Dengeden1 votes

If any champion's weakness were "meaningful" in that sense, they'd be useless. You need to actually set things up to your advantage and then use said weakness. You can't just do the same thing every game to invalidate a champion. That's why you can still play a champion despite their weaknesses.

Cait can neutralize the lane by trading farm, most mid laners do that. That's why she's viable in soloQ and also why Cait QQ is arbitrary.

In competitive play, the rise of Ashe (i.e. hard engage) made her nonviable.

Spaceman5pff1 votes

I don't hear QQ about Cait neutralizing lanes, I hear QQ about her lining traps UNDER your turret and headshotting you from 1.5 screens away.

Give her traps their damage back, but make them targetable when under enemy turrets.

Dengeden1 votes

Yeah give her that pointless flat AP scaling damage back. On an ability that anyone with an Internet connection can dodge.

You are a generous god

I've literally never seen Cait line traps under tower. If that's the QQ, it's even more arbitrary.

Spaceman5pff1 votes

Are you sure about that statement? Because W Max Siege Caitlyn was the entire reason she was played for the past year / year and a half

Dengeden1 votes

Yes! And she used her traps to line it outside of tower range, in choke points. That's how she sieged.

Spaceman5pff1 votes

Actually, in Mid lane she would place them under turret because the tower allowed her to get them closer together.

Dengeden1 votes

In theory, that worked in blue side bot lane and red side top lane too.

But a team, a player(!) with any shred of competence will punish you for standing so close to tower. At the very least they would force her net before she finished.

Drehirth1 votes

That's just being lazy now; half of the reason a top laner is meta is usually because they can do this. I know you may not actually think about the why in that sense, but it doesn't make it meaningless.

Spaceman5pff1 votes

TBH, the toplane meta has been almost entirely determined by Keystone Masteries for pretty much this entire past season, and this preseason.

Dengeden1 votes

If traps fizzled under tower immediately after being placed, it would lower her skillcap and also be the first unit of its kind that dies due to mere proximity to towers.

If towers targeted traps, she could spam them and her team could push down the tower and take less tower shots.

Spaceman5pff1 votes

How about they just become targetable when placed under enemy turrets.

Dengeden1 votes

By champions only? Hm. Food for thought.

xScarfy3 votes

I don't compare her traps with Kassadins ult... I just suggested to give her traps a similar change that Kassadin had received for his ult. This has nothing to do with any similarities one might see in these two abilities. I might aswell just have named the thread “Increase Caits manacost per subsequent trap use“ without mentioning Kassa, but since he is the only champ who received such a mechanic I thought mentioning him might be a good idea, since it can make it easier to get an idea of how it works.

Drehirth4 votes

you didn't address the point that your suggestion completely nerfs the intent behind having a charge system; the entire reason it's a bad idea

xScarfy1 votes

I just wanted to clarify my mentioning of Kassadin as you seem to have misunderstood me there. I think the intended use of the charge system is to be able to set more traps at a short period of time without requiring the ability to have a very short base cd. The change I suggested might be counteracting it to some degree, but you would still have the same charge system as before and thereby you could still do everything you can do right now, just with a higher price sometimes. So the skill would still fullfill its purpose. I thought of making the traps destroyable at first too, but this would be an overall nerf to Caitlyn and my idea was to only hit her aggressive trap spamming and specifically with them being spammed all over your turret. As this mostly refers to the early game the change could also be coded so the extra mana costs will be 0 at level 4 and 5 of the ability. Your idea with the traps only be destroyable if placed under a turret sounds interesting too, but I feel like there would be no reason at all left to place the trap under an enemy turret.

Drehirth2 votes

No it makes no sense. Increasing the mana cost for using it rapidly is in direct conflict with a charge system.

You also make no effort to explain any of your thought process in the OP making this a "upvote if you want an adc nerfed" thread which makes me not take you seriously to begin with.

It doesn't affect her using her traps under your turret (what you complained about)

"it won't hurt her much" means basically nothing because you are wanting her to be punished for using traps as intended instead of (again) what you actually complained about

xScarfy1 votes

{quoted}

You also make no effort to explain any of your thought process in the OP making this a "upvote if you want an adc nerfed" thread which makes me not take you seriously to begin with.

I have explained my thoughts behind my suggestion several times now in this thread (including comments to your posts)? I was thinking of this change as a way to reduce her opressive traps under tower spamming mechanic without nerfing Cait overall. If Cait gets ahead in lane this mechanic makes it even harder for the enemy botlane to catch up. She can push them to their turret and place her traps there, so when the enemy adc goes for the farm he has to avoid her poke, while trying not to get into these traps, as they will hurt them even more, while Cait can get the headshot off from a safe distance. This normally gets worse if Cait has a support like Morgana, Blitzcrank, Zyra, etc. While the only counterplay for her traps is to dodge them or step on them while Cait is not in range. tl;dr: Her trap spamming mechanic removes the safety zone that a turret is normally intended to be.

I didn't wanted to hurt Caitlyn overall, otherwise I would have suggested to make her traps targetable. And I don't think completly removing this mechanic from her is necessary. So with this change she could still pull it off, but with some decision making. Loosing more mana for setting her traps up all at once or saving some mana by waiting (whatever duration they would go for with this change) X seconds, hence giving her opponents some time to breath.

ImmortalBloodCY1 votes

Tch Tch Tch....

Heimerdinger turrets can be hit and thus destroyed. He can only hold a maximum of 1 charge from lvl 1-3 on his Q skill(turret) but he can put up to 3 of them and unless he basic attacks the target(which marks him) the turrets wont focus him if there are minions or more champions around.

Caits traps cannot be hit and you can put them anywhere the map plus they give vision and headshot dmg(which hurts alot by the way).

Rumbles spear(i call it spear cause that's how it looks) is a skill-shot over a fixed range.

Vi's E requires her to be in melee range and to actually attack the enemy as it's a buff on her melee AA that does a cone area dmg behind the target&hitting the target. Also her E has a recharge time of 4-5 seconds at max rank while having a cooldown of 1 sec.

All 4 champions have different skills that work differently so please do not compare them.

The only champion that has similar skill to Cait is heimerdinger since he can hold 3 charges maximum at max rank of his Q. The biggest difference between the 2 aside from the fact that Caits traps are untargetable is that she can put them from range while heimerdinger needs to be close to the place he wants to put his turrets.

Asayake 5150glow1 votes

{quoted}

Tch Tch Tch....

Heimerdinger turrets can be hit and thus destroyed. He can only hold a maximum of 1 charge from lvl 1-3 on his Q skill(turret) but he can put up to 3 of them and unless he basic attacks the target(which marks him) the turrets wont focus him if there are minions or more champions around.

Caits traps cannot be hit and you can put them anywhere the map plus they give vision and headshot dmg(which hurts alot by the way).

Rumbles spear(i call it spear cause that's how it looks) is a skill-shot over a fixed range.

Vi's E requires her to be in melee range and to actually attack the enemy as it's a buff on her melee AA that does a cone area dmg behind the target&hitting the target. Also her E has a recharge time of 4-5 seconds at max rank while having a cooldown of 1 sec.

All 4 champions have different skills that work differently so please do not compare them.

The only champion that has similar skill to Cait is heimerdinger since he can hold 3 charges maximum at max rank of his Q. The biggest difference between the 2 aside from the fact that Caits traps are untargetable is that she can put them from range while heimerdinger needs to be close to the place he wants to put his turrets.

UHHHHHHHHH

Heimer turrets auto target Champions. All the time, not just on placement. This is my biggest issue with him.

ImmortalBloodCY1 votes

They auto target them only if nobody else is near the turrets, that includes creeps.

If you Basic Attack them once you will mark them thus even if there are creeps near the turrets will ignore the creep wave and focus on the marked target.

It Hertz When IP12 votes

As someone who actively laughs at idiots who QQ about Cait's traps under their turret without realizing that her doing so leaves her wide open to ganks... This actually makes sense. Cait players who use their traps to defend won't be too affected, Cait players who use them offensively just to zone or get headshot procs will pay harder. First nerf idea I've seen that does this, nice.

That being said, I don't know if you can have increasing mana costs on a charge-based ability.

Pierce The Veal1 votes

[{quoted}](name=Darien Juranas,realm=NA,application-id=3ErqAdtq,discussion-id=wxPidznY,comment-id=0001,timestamp=2016-12-06T17:28:14.116+0000)

As someone who actively laughs at idiots who QQ about Cait's traps under their turret without realizing that her doing so leaves her wide open to ganks... This actually makes sense. Cait players who use their traps to defend won't be too affected, Cait players who use them offensively just to zone or get headshot procs will pay harder. First nerf idea I've seen that does this, nice.

That being said, I don't know if you can have increasing mana costs on a charge-based ability.

You can.

Just write some code that modifies the mana cost if cast within X seconds. So easy a caveman can do it.

Supreme Senpai691 votes

You can but it wouldn't make sense. The concept of charge is the exact opposite of cooldown. The mechanic is a charge mechanic so why punish Cait for using it? If we're saying there should be a punishment for using them all at once, then aren't we saying using them all at once is too strong? Then why not just say they should have a cooldown?

It seems like a very odd request. Punishing Caitlyn for using the system as intended. You can argue the system is stupid, but... yea.

Pierce The Veal1 votes

[{quoted}](name=Revan Senpai,realm=NA,application-id=3ErqAdtq,discussion-id=wxPidznY,comment-id=000100010000,timestamp=2016-12-07T08:32:09.947+0000)

You can but it wouldn't make sense. The concept of charge is the exact opposite of cooldown. The mechanic is a charge mechanic so why punish Cait for using it? If we're saying there should be a punishment for using them all at once, then aren't we saying using them all at once is too strong? Then why not just say they should have a cooldown?

It seems like a very odd request. Punishing Caitlyn for using the system as intended. You can argue the system is stupid, but... yea.

on that basis punishing kassadin by having a higher mana cost on a low cooldown ability is stupid no, we're arguing for a change to the game, not that she should be punished

Supreme Senpai691 votes

No, Kassadin is meant to spam his ult, that's his major source of damage. You just can't do it freely and have to build the mana for it

Pierce The Veal1 votes

[{quoted}](name=Revan Senpai,realm=NA,application-id=3ErqAdtq,discussion-id=wxPidznY,comment-id=00010001000000000000,timestamp=2016-12-10T11:01:22.346+0000)

No, Kassadin is meant to spam his ult, that's his major source of damage. You just can't do it freely and have to build the mana for it

As a kassadin player, I'd be somewhat fine with having a nonscaling mana cost in exchange for losing the ramping damage.

Pacattack252 votes

[{quoted}](name=Darien Juranas,realm=NA,application-id=3ErqAdtq,discussion-id=wxPidznY,comment-id=0001,timestamp=2016-12-06T17:28:14.116+0000)

As someone who actively laughs at idiots who QQ about Cait's traps under their turret without realizing that her doing so leaves her wide open to ganks... This actually makes sense. Cait players who use their traps to defend won't be too affected, Cait players who use them offensively just to zone or get headshot procs will pay harder. First nerf idea I've seen that does this, nice.

That being said, I don't know if you can have increasing mana costs on a charge-based ability.

At the same time once the traps are down at the turret you really can't get to her without using some escape ability to all-in her with the gank - meaning that sense cait has that escape ability (e) as well she'll just use that when she sees you coming ... and she gets to play both offensively and defensively because those traps last essentally forever if she wants them too...

LordSirChipmunk6 votes

It won't hurt her that much at all

Let's check out the cost of placing 5 traps consecutively. 20+40+80+160+320=620. That's almost an entire mana bar for Caitlyn by the time she's maxed out her Yordle Snap Trap, and she still will need to use her net and Piltover Peacemaker every once in a while. Piltover Peacemaker is 90 mana, and Ace in the Hole is 100 mana. Besides, there's a charge system for a reason. This would be a massive nerf to her, as the traps are kind of essential to her kit.

Next time, just admit that you hate Caitlyn and want to see her burn to ashes in flames.

xScarfy3 votes

You seem to forget that the manacost increase wouldn't be permanent. For example it could be: “Each subsequent use of Yordle Snap Trap within 6 seconds will double its costs.“ And it doesn't necessary has to be double the cost, it could be also like +20 mana on every subsequent use. And as I specifically wanna adress her trap spamming under turret, which refers mostly to the early game, it could also just decrease with every level you put into the skill, maybe even make it 0 extra costs at level 5 of the ability.

Photos of Ghosts4 votes

Uhm the issue is mostly lategame upon sieging

LordSirChipmunk1 votes

If the problem is her early game... 6 seconds for each trap to have cost diminished. 3 traps early on, maybe 4. We'll go with 3 for this example. That's 18 seconds of being an extremely vulnerable, squishy target and possibly losing cs for something that may not even affect the enemy laners for a significant amount.

Also, consider that there's a charge system for a good reason.

Again, I think you should do some calculations and consider how it'll affect Caitlyn mains before you put out thoughtless posts. This would put her in Kalista/Azir situation in terms of nerfs, where she goes from popular and meta to trash-tier for a silly reason.

xScarfy1 votes

I don't think you understood my suggestion. Lets keep the example with a maximum of 3 traps and double the mana cost for each subsequent trap she uses within 6 seconds. So she can use the first trap like she can do right now (so only 20 mana) if she uses her second trap within the next 6 seconds it will cost 40 mana and if she uses her third trap within 6 seconds after using her second it will cost 80 mana. I don't understand how you think of this as “18 seconds of being an extremely vulnerable, squishy target and possibly losing cs“? It would be a total of 12 seconds where she has higher mana costs for her traps. She can still use them tho, it's not like they are on cd for 6 seconds when she uses one. So I don't see how this would leave her as this extremly defensless target and unable to cs like you implied.

Sckullzz3 votes

Cait's traps are utility though. If the traps scaled with ad, then yes I'd agree. But since they actually don't deal any direct damage, that change doesn't make sense. Also, Hiemer doesn't use increased mana when laying turrets.

There is the case with her passive proc with traps. The damage comes from the passive, not the trap. If someone steps in a trap and Cait is dead, they take no damage.

xScarfy5 votes

If you are near Heimers turrets while he is dead you also will take no damage ;) But I get your point. Well of course Heimers turrets aren't exactly like Caits traps, but I think they are the best comparison. Cairlyns traps are a utility tool that will snare and reveal an enemy champion and also give Cait her headshot while near. They are untargetable and thereby can't be destroyed or moved. If Cait isn't near they will still snare and reveal you. She can store up to a maximum of 5 charges. Heimerdingers turrets are a damage tool that will attack near enemies. They are targetable and thereby can be destroyed and moved (turrests will one shot them). If Heimerdinger isn't near they will deactivate for after a few seconds. He can store up to a maximum of 3 charges.

Dengeden2 votes

Not for the (what is it?) 8 seconds after he leaves them. That's how Heimer gets most of his kills.

I didn't know you could just walk up to Heimer turrets and kill them while he has all of them set up. Do be so kind as to send me some replays of you dying after you attempted to do that.

TheHappyReaperz7 votes

The difference between a Heimer turret and a Cait trap is quite large. You can only hold a max of three turret charges, and you can only ever have three turrets down. These turrets are targetable by enemy champions, and take damage from minions and spells. Cait's trap however, are untargetable. This means she can put them anywhere, and there is nothing you can do about, except walk over it with a spellshield.

Sckullzz1 votes

{quoted}

The difference between a Heimer turret and a Cait trap is quite large. You can only hold a max of three turret charges, and you can only ever have three turrets down. These turrets are targetable by enemy champions, and take damage from minions and spells. Cait's trap however, are untargetable. This means she can put them anywhere, and there is nothing you can do about, except walk over it with a spellshield.

Fiora could step in it and use Riposte. If anyone has a hopping ability, they can jump over them and collapse on her. Her weaknesses are close range. If she isn't protecting herself by keeping her traps close, then she is exposed and can be flanked easily.

TheHappyReaperz4 votes

I know that if a Tristana jumps over a cait trap, it snares her, and I believe it works that way for all dashes/jumps, with the exception of cc immune ones.

Sckullzz1 votes

{quoted}

I know that if a Tristana jumps over a cait trap, it snares her, and I believe it works that way for all dashes/jumps, with the exception of cc immune ones.

I don't think it happens with Zac? I'll have to try that out.

SithesisLord2 votes

I think it does because there aren´t actual up and down directions in League. It´s coded as if the game itself was 2d. That´s why Tristana jumping over Cait's traps snare her. Because to League, Tristana is actually walking over the trap, not hopping over it.

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