[Theming] Aspect of the Serpent
This discussion is an outsiders perspective on the theming of Cassiopeia's Passive: Aspect of the Serpent.
The current framing of the passive has the champion assimilating the curse gained from her betrayal of Sivir in the ancient Shuriman tomb into her identity, becoming empowered by it -- the opposite of Amumu; who wishes to be rid of his curse, but continues to be devastating in spite of his desires.
The problem comes from the execution. There is no point in which the passive is detrimental to Cassiopeia; it only helps her (ceteris paribus). I feel this is a missed opportunity for not only theming with the curse; but with serpents, as well. A common legend states that the bite from a young snake is more lethal because the baby can't yet control how much poison they inject into their victim (this is hotly debated amongst biologists: Venom metering hypothesis versus Pressure Balance hypothesis; if you're wondering).
A second problem with the execution -- a much smaller problem, mind you -- is that it is devoid of any mechanic other than refunding stats taken away by the rework and locking skill effects behind arbitrary barriers. The reason this is only a minor problem is because, thematically, it's attempting what is described above, and bland, stat-based passives are part and parcel of League. The current passive is one way to bring the theme to fruition -- Cassiopeia becomes one with her curse and begins to wreck faces.
I will grant the effectiveness of the passive, in that regard; however, there are other ways to achieve the same result. Riot clearly went with a path that did not include patently negative effects, likely due to fear that 'Effects-that-harm-me-are-anti-fun'.
Cassiopeia is supposed to have a weak early game followed by a dominating late game.
A passive that directly harms Cassiopeia in some way, early game, but becomes less detrimental -- or even becomes a boon -- late game would let you keep her [old] stats without locking them behind gates.
Changing her resource system is one option -- a poison meter that is expended by Miasma and Noxious Blast (her abilities that actually deal poison damage) which has its costs reduced as Cassiopeia levels up.
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A problem with this is AP itemization; it would have to have some form of analogue for mana and mana regen so that those stats aren't wasted. Which, in turn, would hurt the passive; reducing the limitation of the passive through item build, much like mana's limitations are reduced.
- A possible solution to this would be to have the costs of Q and W be percentage based and to deal more damage based on poison used. This means that Q and W would deal more damage early game, using a larger percentage of the resource pool, but that Cassiopeia's damage window would be limited to a smaller number of Q and W casts (leveling up, Cassiopeia "learns" to meter her venom output so she can sustain damage over a longer period).
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Another issue would be the potential ramifications for making Twin Fang and Petrifying Gaze resourceless.
Again; this is an outsiders perspective on the theming of Cassiopeia's passive, not a discussion on the balance or success of the rework. The passive, above, is a means of showing that there are other ways to gain the same effect, rather than a suggestion for change on a character that I do not, personally, play.