Kassadin [Adding Counter-play Changes]
I am just going to get into my concept ability ideas right away and then talk about them after. A quick preview is bringing back Kassadin's ability to shut down one specific mage similar to a silence without giving (back) a silence, while taking away Kassadin's ability to safely poke/harrass to force him into more of a melee stand-point, and changing Riftwalk to still be that very high mobility champion but changing the spell in a way that offers proper punishment from his opponents when he miss uses this spell.
Void Stone (Passive): Kassadin takes 15% reduced magic damage and ignores unit collision.
Null Sphere (Q): Cooldown: 9 seconds; Cost: 70/75/80/85/90 Mana; Range: 650 units Kassadin fires an orb of void energy at a target enemy to deal 60/70/80/90/100(+50%AP) magic damage, interrupt channels, and apply a mark on the target for 1.5 seconds that causes the target to deal 10/20/30/40/50% less magic damage.
If the target is a minion or monster then Null Sphere deals 120/140/160/180/200(+100%AP) magic damage. If Null Sphere executes a minion or monster then the base cooldown is reduced to 3 seconds and refunds 75% of the mana cost.
Nether Blade (W): Cooldown: 6/5.5/5/4.5/4 seconds; Cost: 30/40/50/60/70 Mana Passive: Kassadin deals 10/15/20/25/30(+20%AP) bonus magic damage on-hit.
Active: Kassadin empowers his next basic attack for the next 5 seconds to gain +50 units range and deal an additional 30/40/50/60/70(+40%AP) bonus magic damage. Additionally Nether Blade reduces the cooldown of the next Riftwalk charge by 10/15/20/25/30%, if the target was a champion then the next Riftwalk charge is reduced by 80/82.5/85/87.5/90%.
Force Pulse (W): Cooldown: 6 seconds; Cost: 80 Mana; Range: 700 units Passive: Kassadin draws energy from spells cast in his vicinity, gaining a charge whenever a spell is cast near him (including his own spells). Upon reaching 10 charges, Kassadin gains the ability to cast Force Pulse.
Active: Kassadin can emit a pulse of void energy to deal 100/140/180/220/260(+90%AP) magic damage and slow enemies by 50/60/70/80/90% in a 80º cone in front of him for 1 second.
Riftwalk (R): Cooldown: 1.5 seconds; Cost: 100 Mana + 1 Riftwalk Charge; Range: 700 units Passive: Kassadin gains a Riftwalk Charge every 50/40/30 seconds up to a maximum of 2 charges.
Active: Consume a Riftwalk Charge to cause Kassadin to instantly teleport to the target location to deal 80/120/160(+40%AP)(+5% max Mana) magic damage to nearby enemies upon arrival. Consecutive Riftwalks within 7 seconds deals 50% increased damage and mana cost, up to a maximum of 100% increased damage and mana cost.
AFTER NOTES: Null Sphere - The 'gutting' of damage here is to make Kassadin not about being this poke/harrass champion, but more about being an all-in mage-assassin and giving Kassadin a risk to his kit and less safe. Now the Q-E combo damage is the same, since the damage I took away from Null Sphere was added to his Force Pulse, more detail on this in a bit. Another thing I wanted for this ability is grant Null Sphere a similar aspect of shutting down a specific mage similar how silence worked, but silence grants too much power for a high mobility champion such as Kassadin so instead the spell grants a debuff for a short time that causes the marked unit to deal less magic damage so the spell is about shutting down a specific (mage) target rather than becoming tankier to all magic damage (his passive already does this). The increased minion (and monster) damage is for that Kassadin has a way to farm without being completely denied early on especially with the rewarded small cooldown and low mana cost for successfully executing the little guys. Nether Blade - First off, removing the mana restore effect means Kassadin actually has mana costs and must manage his spells a lot better to not go out of mana. The most notable point is that the spell does pretty much the same thing as it does now and synergizes with his Riftwalk just the same, but instead of granting an infinite amount of mana he now reduces the cooldown of his next Riftwalk Charge (if he does not have 2 charges readied already), more on the charges later on; but this means that Kassadin can keep on pursuing when he stays in melee range, which is mechanic he currently has. Force Pulse - Not much to say here since the spell is basically the same. The spell's damage has been increased but the overall Q-E burst of damage remains the same, there is an interesting point that this will buff his waveclear and late game teamfights since this is an AoE spell (overall goal is to have Kassadin has a late game hyper anti-mage, mage-assassin). The reason to have the damage here rather than Null Sphere is because this ability allows for more counter play in a 1v1 scenario because of the charges it has to accumulate to be used so Kassadin's opponent can consciously have better spell management to take less ranged harrass from Kassadin. The charges required going from 6 to 10 seems like a nerf, but this is to compensate for the Null Sphere last hitting reward system and lower cooldown on Nether Blade so his 1v1 and solo Force Pulse happens just as often as it does now and in teamfights this spell will always be available because of amount of champions and spell spamming. Riftwalk - The same spell we all love and hate, but the charge system can both allow Kassadin to remain as a mobile champion but with the ability to punish Kassadin very hard if he miss uses the spell because there is a real cooldown attached to the Riftwalk Charges. 2 Charges allow Kassadin to either Riftwalk in, full combo harrass his opponent and have the option to either keep going in or to jump out to safety. While (Kassadin) running away you know Kassadin can only have two Riftwalks so he can be punished greatly and actually caught out if he does something stupid, so playing Kassadin will require actual thinking and skill rather than mindless gameplay more so than Sona (I have played many games as Kassadin, he is pretty face-roll to play, do not think he is a difficult champion despite he is suppose to be difficult).
Enjoy and have a nice day! ~ Stacona P.S. Post your thoughts and ideas, you do not need to be aggressive or passive-aggressive here.
EDIT: Null Sphere - Damage increased to 60/70/80/90/100(+50%AP) from 40/50/60/70/80(+40%AP); minion/monster damage is now doubled instead of tripled; magic damage debuff adjusted to 10/20/30/40/50% from 20/25/30/35/40%
Nether Blade - Active base damage lowered to 30/40/50/60/70 from 40/50/60/70/80
Force Pulse - Damage lowered to 100/140/180/220/260(+90%AP) from 120/160/200/240/280(+100%AP)
Riftwalk - Ratio lowered to 40% AP from 50% AP
It may be fair to say some of my numbers were over tuned and Null Sphere damage was lowered too much (Q-E damage remains the same as of LIVE still). I want Kassadin to be more of a healthy champion so I do not want him to blink out of no where and one-shot someone, but want Kassadin to have counter play when playing against him.