Caitlyn Rework Concept
Straight to the point:
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I want Caitlyn to not be pull-your-hair-out frustrating to play against and offer some kind of fairness to go against. Also remove effects from being purely just great and grant her an actual identity.
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I want Caitlyn to feel like a proper hunting-sniper ability kit, while offering skill expression for the player and less one-dimensional gameplay, and have her kit flow better with itself. Keeping in mind addressing pain points when against her, she can be allowed to be strong, but it needs to not feel cheap from the opposition either.
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Caitlyn can either be for the early game lane bully or late game poke-marksman. The initial pass will be creating the kit and then seeing if people would prefer it to be early game lane-bully or late game poke-marksman (so further changes to the concept), no more hyper lane-bully marksman (that phrase alone should indicate how broken it is, she either gets an early game or late game, but not both).
Attack Range: 475 units Attack Speed: 0.700 +2% per level Movement: 335 units per second Attack Damage: Average
Headshot (Passive):
Caitlyn's first basic attack against an enemy champion deals 5% - 12% (+4% per 100AP) [based on level] of its current health as bonus true damage.
Going out of sight from enemy vision will refresh this effect.
Piltover Peacemaker (Q):
Cooldown: 2 seconds; Cost: 14/17/20/23/26 mana; Range: 700+ units
Caitlyn fires an attack in the target direction, stopping at the first enemy in its path and dealing 130/135/140/145/150%, 100%, or 50/60/70/80/90% damage based on if the attack hits the target's hitbox in the centre, near the centre, or at the outside. This counts as a basic attack and consumes your attack timer. Minions and monsters are dealt 170/190/210/230/250% damage.
This ability's range is your attack speed, multiplied by 1,000.
Yordle Snap Trap (W):
Cooldown: 0.5 second; Cost: 12/19/26/33/40 mana; Range: 1000 units
Caitlyn places a trap at the target location that arms after a 0.75 second delay and lasts for 60/120/180/240/300 seconds, maximum of 3 traps can be in play at a time. Placing a trap briefly reveals the area around it.
If an enemy champion steps on a trap, they are immobilized and revealed for 1.7/1.9/2.1/2.3/2.5 seconds, afterwards the same target is immune to traps for 4 seconds. Targets currently trapped are dealt 80/70/60/50/40% physical and 20/30/40/50/60% true damage from Piltover Peacemaker.
Caitlyn can store up to 2 traps at a time, creating a trap every 20/19/18/17/16 seconds.
Tactical Movement (E):
Cooldown: 24/22/20/18/16 seconds; Cost: 40 mana
Caitlyn turns invisible for 2 seconds and gains 12/24/36/48/60%(+12% per 100AP) bonus movement speed. Placing a Yordle Snap Trap during this time will not break invisibility and causes the trap to have invisibility for 0.5 second while arming.
Ace in the Hole (R):
Cooldown: 120/90/60 seconds; Cost: 100 mana; Range: 3000 units
Caitlyn channels in place and takes aim for 1.5 seconds and then fires a powerful shot at the target enemy champion, stopping at the first enemy champion in its path, suppressing it for up to 1.75/2/2.25 seconds based on its current health and dealing up to 300/400/500(+300/375/450%bAD) physical damage based on its missing health.