@RiotRepertoir A few ideas about how to make Cassiopeia feel like a snake should
I saw in an earlier thread you were asking for more detailed ideas on the direction of Cassiopeia, and thus I decided to consider the problem. Now I don't pretend to play a lot of Cassiopeia, but as an Australian, I feel I have a bit to say about snakes and the ways they hunt their prey.
So without further ado here are my ideas for a Cassiopeia mini-rework:
Passive: The stacking mechanic is essentially a time limiter on Cass' powerspikes, which isn't particularly interesting or involving. Perhaps attaching an effect where killing a unit with twin fang grants a stack, and killing a champion grants 3. This would allow good Cass players to hit their spikes earlier by farming well and snowballing their lead.
Q Noxious Blast: The problem with placing too much power into this ability in the form of straight damage essentially turns Cass into poison Karthus. As is I feel this ability would be far more interesting if it were combined with the W, Miasma. Essentially, after the ability pops it leaves a pool of poison that lasts for perhaps a second, allowing Cass to keep her zoning potential whilst allowing her to farm easily.
W Miasma: I find this to be perhaps the most lackluster ability in Cass' kit, used mostly just as another way to spam twin fangs should they insist on sitting in it, with a nice slow to allow you to kite melee champs more easily. I instead propose a choice of two abilities. The basic idea would be a linear skillshot that ignores minions, that upon hitting an enemy champion inflicts the Envenomed debuff. As any Australian who grew up outside a city knows; moving too much causes the snake venom to kill you faster. This debuff could therefore have one of two effects:
**1. ** Using any movement ability such as a blink or dash (perhaps excluding flash) stuns you instead, allowing her to go toe to toe with high mobility champions by essentially shutting down their mobility. As a skillshot this can obviously be outplayed with a well timed ability such as Zed's ult.
2. Creates a circle around the champion based on where the skill landed, that causes the enemy to stay within the zone for the duration of the debuff or become stunned upon leaving it. This could be used as an effective zoning tool against melee engage or as a way to outplay a tower dive.
E Twin Fang: This ability is Cass' bread and butter, but machine gunning someone down with abilities doesn't feel particularly snake-like. I propose a couple of changes to this ability, starting with implementing a charge system, similar to Vi's E, with perhaps a maximum of five stacks. The charges would build up over time, but to allow proper farming, killing a unit with it would grant a charge. Killing a champion would also grant charges, maybe three, allowing you to clean up fights with resets. The second change would be to have the ability deal more damage as a target gets low, by increasing the AP ratio and base damage below a certain health threshold, just as Kog'Maw's ult does. This ties in to the idea that a snake waits for the right moment before striking to finish off its prey as well as the resetting charge system allowing Cass to tear through a team if played right. Obviously the mana refund and cooldown/poison interactions are fine.
R Petrifying Gaze: Not much to say here, I like this ability and feel it fits well thematically.
So hopefully this gives you something to consider RiotRepertoir, and best of luck to pleasing all these annoyed Cass mains.