Assassin Redefining Rework - Katarina Concept
I believe League of Legends assassins should be split up into three sub-classes and focus on them doing only one of those things for better game balance, grant assassins something that only they can do, an uniqueness that they provide, and opens up opportunities for cool new ideas to design assassins for they are actually different and not reskins of each other. A huge goal with this is rather than have super overloaded kits that are all about high mobility and instant killing, they can actually be balanced and fair to go against, more team reliant and thus more team useful - allowing them to be good and picked, without being too strong.
The sub-classes for assassins will be Executors, Disruptors, and Distractors.
Executors:
This class is all about executing targets, cleaning up low health targets through high run speeds rather than through dashes, or simply through reset mechanics like with Darius or Pyke, with Warwick and Quinn being two other examples at running at people to clean up low health targets (not saying these champions are balanced, just bringing up examples of what an executor can look like).
The goal with this sub-class is their inability to get targets low and reliance on their team to get them really low, and then they clean up the fight by chasing down the scattering low health enemy team.
Disruptors:
This is all about making a target useless through disabling crowd control, so things like silences, disarms, and blinds are very important with this sub-class.
This class is not about damage whatsoever, they are about making someone useless so that their own team can deal the damage, they enable their team by disabling the enemy team's damage output through their non-kill crowd control and usually point-and-click CC too - sometimes granted damage-less suppression or damage-less stuns.
This sub-class is a very support heavy class, so you will not see it as a solo laner.
Distractors:
This is basically the tactical and clever class and high-risk poke champions.
This sub-class is about skirting around the outside of a fight through either stealth or mobility to get in close, to the enemy damage, poke them and get them low, but cannot execute targets at all. They make their target useless by making them afraid to get in close to deal damage since they are so low and can fall over and die at any moment, allowing your team to either clean-up the low health targets or take an objective with the power play opportunity since they need to go back to base and heal up.
It is about in and out harass damage, chipping away at health bars. No way to easily finish off their kills and rarely have forms of chunky burst damage, most of the damage are low impact nukes, but the constant chipping eventually wears them down and forces them to retreat or die to your own executors or other sources that can finish off targets.
The other part to their utility is annoying the enemy team by getting the enemy team to divide their attention or cannot focus on dealing damage to your own team, hence why they will be called distractions. You either make the enemy damage to be too scared to deal their damage by getting them low or cause them to lose focus and pay attention to you rather than your team.
Katarina here will be focused as a Distractor as it fits her theme the best and play around her as a dipping and dodging champion that pokes out the enemy with throwing daggers and a lot of them rather than a bull shit blinking all-in or nothing champion, either she dies or has no counter play to her kills, everyone should be allowed to play the game with Katarina's presence in it and enjoy their time.
So the idea here is make her think a lot more to getting around the fight to chip away at the enemy team, including giving her anti-healing and shield ignoring abilities for she can actually get chip damage in and her chip damage to have greater effect with that anti-healing. She will be very fun to play as, hopefully fair to go against (though probably annoying), and offer team usefulness that does not rely on feast or famine gameplay or her raw damage output, even when behind she can still be useful.
Mobility innately is very fun for the player, so it does not need to be linked with absurd amounts of damage as well. This is a player vs player game, so the opposition's enjoyment must be thought about as well and the player needs to still feel useful regardless if they are fed or not - feast or famine is never good game design for a PvP game since someone is guaranteed to not have fun in this instance.
Attack Range: 125 units
Voracity (Passive):
Katarina has a persistent attitude and a lust for blood. Whenever she damages an enemy with her attacks or daggers, she heals for 10 - 30 (+20%AP) health, 10% healing against minions and non-epic monsters. Occurs once per attack or dagger.
Throwing Dagger (Q):
Cooldown: 3.5/3/2.5/2/1.5 seconds; Range: 900 units
Katarina hurls a dagger in the target direction, dealing 50/65/80/95/110(+50%AP) magic damage and dealing 20% less damage for each enemy it passes through, down to 40% damage. Enemy minions and epic monsters below 50% health take 20/30/40/50/60(+40%AP) bonus magic damage.
Struck enemies receive grievous wounds for 1.5 seconds.
Crippling Dagger (W):
Cooldown: 10/9/8/7/6 seconds; Range: 600 units
Katarina hurls a poisonous dagger at the target enemy, dealing 6/7/8/9/10%(+1% per 100AP) of its current health as magic damage, slowing by 35/40/45/50/55% and grounding for 1.5 seconds.
Shunpo (E):
Cooldown: 14/12.5/11/9.5/8 seconds; Range: 425 units
Passive: Katarina gains 8/11/14/17/20%(+5% per 100AP) bonus out of combat movement speed and when casting Shunpo for 1.5 seconds.
Active: Katarina dashes in the blink of the eye to the target location.
For the next 1.5 seconds, landing Throwing Dagger against an enemy champion refunds Shunpo's cooldown. This can occur once every 9/8/7/6/5 seconds.
Death Lotus (R):
Cooldown: 60/45/30 seconds; Range: 1000 units
Katarina tosses 10 daggers over 1 second in the chosen direction, stopping at the first enemy struck and dealing 30/45/60(+30%AP) magic damage each and ignoring shields, dealing 1% less damage per 1% health the target is missing.
If struck enemy champions die within 10 seconds, then Death Lotus' cooldown is refunded.