Caytlin's ult is useless. In fact, half her kit doesn't make sense. Let's brainstorm a rework!
As I was basking in the glory of my achievement of unlocking Arcade Cayt, I played her several games and realized... Her ult is useless. Her Q has been bugging me for years now as well. It just doesn't make any sense for a sniper character to fire off... what the fudge is her Q anyway? So, like any other great ideas, I came up with a fun way to make her more viable while making a drop off at the little artist's room. The new kit would have a more appropriate ultimate and fit into the always-prepared sniper fantasy better.
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Let's start with her core play. Firing a sniper at ludicrous 2.5 times a second while moving doesn't make sense. So, for this rework, her basic attack mechanic should use a tactical pistol. Heck, make them two pistols! It would make her more of a femme fatale, and we really need one of those that is a bit more human and doesn't seduce people into eating their souls, or whatever it is that Ahri and Eve do. Naturally, that would mean a shorter basic attack range. Something like 450 to 550 range would make sense. Faster basic attack speed and lower basic damage as well. Now let's get to abilities.
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Passive - Out of Sight: Cayt's AA and Q deal bonus damage if her enemy doesn't have vision on her.
Personal insight: I don't know if this should include vision from wards or not... I mean, it would only be an animation on her AA/Q (won't be indicated with a status icon) and Cayt probably would be in the heat of battle, or with an enemy in range, so by the time she realizes her enemy can see her, she would probably be jumped. Also, this naturally means, that it won't work twice in a row, as dealing damage to enemies uncovers your location.
- Q - Headshot: Caytlin targets an enemy with her sniper at (for example) 1100/1200/1300/1400/1500 range, channels for about a second or two (maybe 1.5 sec?) and shoots a high damage sniper shot (say, 100/150/200/250/300) + Crit chance and Crit damage ratio to amp the damage), that can be intercepted by enemy champs, jungle camps, walls and maybe siege and/or melee minions. CD of about 12/11/10/9/8 sec decreased further with bonus attack speed. Instant (or at least quicker) cast on stunned and rooted targets (basically CC that stops all movement) *Alternate idea: Same, but make it a single target skill shot with a very narrow hitbox. Although this would basically make it Nidalee's Q without the bonus damage at further range and needs to make her stationary for about 1-2 seconds. Could probably auto-lock stunned/rooted targets for the easier and faster Q.
Personal Insight: Since her ultie sucks, let's make it a basic ability. Needless to say, the damage isn't so high as her current ult, though it would have that potential and more with her new ult (we'll get to that later). It won't be too great a poke in the early game, because the damage wouldn't scale off of AD, but Crit chance and Crit damage, which are rather scarce early game. It can also be intercepted by a lot of other variables, and can't go over walls (unless her new ultie is on). CD scaling with Attack Speed isn't mandatory, because ADCs have good CDR items anyway, so that part can be opted out for the rework. If we want the CD scale with AS, maybe remove the CDR on her Q.
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W - Yordle Snap Trap: Pretty much the same as it is now. Having strategically positioned traps makes sense in the fantasy of a combat sniper unit. She can still abuse them in a headshot kind of manner with her new Q because they root targets in place.
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E - 90 Caliber Net: Again, pretty much the same as it is now. Having alternative ammo that helps her a bit with escape makes sense. Since she doesn't have her passive anymore, it would be a bit weaker, but the sole point of the 90 Caliber Net in her new kit would be escaping from hot situations, so revolving her damage around it doesn't make sense. Her damage should be revolving around planning and positioning.
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R - Sniper's Nest: Cayt perches herself on a targeted wall terrain, gaining a large range (maybe 1500/2000/2500) of unobstructed vision. Her Q - Headshot is empowered by matching its range with her new vision radius, halved CD, and minions, walls and neutral camps can't intercept her shot anymore (champs still can). Enemy champions can attack her if they are in range to attack the terrain wall, knocking her down at the side of that wall that is closer to her attacker.
Personal Insight: Being the League's sniper, Caytlin can be outranged by a number of champions, that can also deal more damage at that larger range, which makes her underwhelming in the sniping fantasy. The range of this new ult is nowhere near as ludicrous as Lux's ult, Xerath's Ult, global ults like Jinx and Ashe, and they all outdamage Cayt's current ult as well (well, Ashe's ult doesn't but it brings a lot of CC and also does AoE). Since dealing damage would reveal her, or coming close to her sniping nest, it isn't too hard to counter it, especially with those same long-range ultimates. I am not certain of the CD that this ult should have if any at all. It would make sense for Cayt to take her time while climbing and setting up the nest (something like two to three seconds maybe? Heck, even five!), so repositioning after her location is compromised shouldn't be too easy even if her ult doesn't have a cooldown.
In conclusion: Laning phase would still revolve around brushes because AA does bonus damage out of it. Q would be a cool harass, and since at least siege minions or even melee minions would block it, it won't be too hard to deal with. Laning and lane clearing, however, would be harder now, which would be Cayt's big weakness. Another weakness would be dueling. If caught off guard and no protection around, Cayt would have little to no options of escape, aside from jumping over thin walls with E. (Similar to how she is now). The new weakness of bad lane clearing in early would be balanced with her new strength of bringing high damage at safe distances. If she places her traps well and minds her surroundings with her new 2.5k vision radius, approaching the sniper nest would prove a good challenge, even if you try to ambush her. Counter to that would be other long-range casters (Lux, Xerath, Ashe, Ezreal, KogMaw, Jhin, Pantheon, Twisted Fate to name a few). It takes a sniper to defeat a sniper ;d The new kit would bring high damage potential, that her current ult just lacks at. With late-game build being fully crit stacked, that 300 dmg should turn out something about 600-700 dmg. If her CDR (or AS) half the 8 sec CD and then Sniper's Nest further half that to 2 secs and add 1.5 charge time for targets that aren't immobilized, Cayt can dish out that 600-700 dmg every 3.5 secs, which would now finally be something useful. Since those are late-game numbers, it sounds kinda balanced and manageable for the enemy to deal with. Her first shot would also bring more damage to the table (Sniper's Nest is permanently revealed after that, so it won't go too crazy).
Do you like that new kit? Do you think it's crazy OP in theory? Thoughts and criticism are welcome!