Kassadin fix idea

Cindikle··1 votes·515 views

To me the biggest problem with Kassadin is that he is a champion balanced around mana costs. Many champions are like this but he has it much worse than most. I feel like before he can be fully balanced he needs a different resource.

**Void Presence. ** What this will do is work like his E. When a (not himself) uses an ability he gains 50 VP. Up to 1000. This is reduced by half for allied champions. The larger numbers will be explained by his ulti.

Q Cost - 150VP+ 10% of current VP(calculated before the 150 is taken out)

Damage - base unchanged. Scaling is now 0.5+50% of bonus VP consumed. Using at 1000g VP consumes an extra 100VP. Making the scaling 1.0. Shield - Base unchanged. Scaling is now 0.2+20% of bonus VP consumed. using at 1000VP puts it's scaling at 0.4.

Additionally, Q can be used under 150 VP, but deals 75% damage to enemy champions with no scaling. Doing this will reduce Q's cost to 50(or all remaining VP if under 50VP).

W Overall an unchanged ability. AA give bonus damage. Active will restore VP. Granting much more when attacking a champion.

E Cost - 200 + 15% of current VP

Damage unchanged.

Slow starts at 50%. Granting 30% of bonus VP consumed as an increased slow. Using at 1000VP makes the slow 90%.

Ranks will increase duration. 1.1/1.2/1.3/1.4/1.5s

R Cost - 200/150/100 VP + 10% missing VP.

After casting you cannot gain VP from enemy casts for 2 seconds, and reduces VP generation from all sources by 30% for 10 seconds. Increasing by 15% for each extra stack. Meaning 30/45/60/75% reduction on top of the 2 seconds of no generation every cast. This could be a bit punishing and maybe reduce the loss of generation to 1.5 or even 1 second.

Damage overall loses the scaling. Instead it gains 1% damage per bonus VP consumed. If this this is still to weak. Add 2% missing HP damage per stack.

Overall what this means:

  • His early game is overall horrible vs ranged who can harass without abilities. It is possible to watch his VP to see if the enemy jungler is near. If he gain VP from an ally using abilities you could be in for a gank.
  • This is why his Q can be used under 150VP for reduced champion damage. It lets him farm for free-ish. But it means he also cannot harass back.
  • Using R can be very punishing at the wrong moments. If you go in on the enemy team, they have 2 seconds to unleash hell before you gain anything from it. Extended fights will be very punishing without the use of W. Just as he is now. A full R(gap close)QE from 1000VP will use up 2/3 of his VP. Without being able to use his W or his team to cast spells around him his only choice is to R out or R on someone and W. He cannot easily use QER between R debuffs.
  • Usage of R will have a big impact on his mid/late game. And will be hard to use early game.
  • A few things could change if needed. Such as he generates 5VP every 5 seconds when under 300 VP. Allied champions casting around him can increase this by 5VP for every unique champion cast(up to 4 stacks, 25VP/5). Making it so his allies cannot fill up his VP easily by picking a spammy champion.
  • Since he doesn't need to build as much mana, his scaling may need to go down.
  • Bad early game could push him into top lane. Easy farming with Q as a melee will make facing ranged less punishing than most melee. As well as all his ways to counter magic damage.

Of course adjustments afterwords would be needed. I'm taking a bit of a shot in the dark at some of these numbers. Being able to build more mana wont be able to counter his gating. And then balanced around his ability to counter that gating.

6 Comments

MCBiggah991 votes

Uhh, I don't get why you're trying to overhaul him this much just to balance him, it seems like it could be done a lot more easily.

As someone who plays Kassadin quite successfully, I'd say his problem does not lie in his resource (nor his ult, like Riot thinks) but in his Q. His laning phase is too oppressive and his poke/sustain playstyle is very difficult to deal with. This makes it so getting level 6 is a cakewalk, and you can guess what happens afterwards.

My suggested fix has always been, and will always be to reduce his Q shield scaling to just about nothing early on, and make it scale to the normal amount later on.

Cindikle1 votes

With this change his Q's effectiveness is greatly reduced early game. VP wont be easy to gather unless you're getting easy W's off. Early ranks of W wont return much VP unless you rank it first. Meaning Q's damage is minimal.

He can still farm with Q. But he wont be able to harass as much if he's forced to use it to farm on cooldown. Rank 1 R is very costly. Not being able to gather VP will make him unable to use it. If he constantly uses it to harass with Q, that will leave him dry and open to ganks.

If I'm proven wrong the numbers can be adjusted.

I also don't think his ulti is his main issue. It just amplifies it.

A lot of what this change does is to make it so he's not gated by something he can build out of. Making him easier to balance resource wise. Being able to balance his R better so it doesn't amplify the rest of his kit so much is something the current system he runs on doesn't do without a form of gutting.

I may be biased on this though as I did play Dawngate for a while and saw how uninteresting mana really was.

thinking man1 votes

The problem with that type of passive is that it becomes incredibly faceroll against spammy teams while being either weak or barely passable against teams with minimal spells.

Also the problem with Kassadin is his level 6 being too easy to get to since his Q is really powerful. He'd need either a full on-kit rework to make him less bursty, or just a smaller Q rework so that he doesn't mindlessly faceroll mages.

Finally, I'm not quite sure how all of this works with mana but I wanna say that you don't want to give Kassadin any resource aside from mana, and his lack of ability to sustain it himself makes him incredibly team-reliant.

It'd be okay if it wasn't reduced for allies and if he got a big kit rework to better support a more team-based style, but it'd need massive changes.

Cindikle1 votes

That's the reason for having his ulti reduce generation. He will get to a point where using W is his only reasonable way to generate VP. He will still be team reliant to generate VP for most of the game.

If spamming enemies still prove too much. He could gain bonus VP for delays between generation. And lower the base generation.

Currently his only way to sustain his mana is his W for himself. Or through tear. VP system he cannot build to gain more VP or VP generation.

thinking man1 votes

{quoted}

That's the reason for having his ulti reduce generation. He will get to a point where using W is his only reasonable way to generate VP. He will still be team reliant to generate VP for most of the game.

If spamming enemies still prove too much. He could gain bonus VP for delays between generation. And lower the base generation.

Currently his only way to sustain his mana is his W for himself. Or through tear. VP system he cannot build to gain more VP or VP generation.

I think he really shouldn't get the reduction/cap to VP after using Riftwalk since that's when he'd want it most if that rework were to go through.

Cindikle1 votes

It's duration can be reduced if need be. It gives the enemy time to attack without fueling him. A full combo from 1000VP wont drain him so much that he can't R back out unless it's rank 1. Which is when he shouldn't be able to do it. Also landing a W after this combo, assuming he keeps the 40% missing at rank 5, will bring him up quite a bit.

Which overall is how his teamfighting works. He maintains his ability to fight by using W. But he can also gain a bit from his team if they stick with him(or him to them).

His teamfighting shouldn't change much overall.

Main reason I put it in there is he shouldn't get infinite VP just because it's a teamfight. If it's too punishing, landing a W could also take a stack away. Or having his magic shield broken.

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