Destroy Assassin Fizz/Ekko: Potential Assassin Scaling adjustment
Curious what people's thoughts would be to introducing mechanics that echo the unique cooldown mechanics of Yasuo's Q: CDR scaling linked to a non-normal stat.
For example -- what if Ekko's dash cooldown were raised from 11 / 10 / 9 / 8 / 7 to 11 at all ranks, reduced by 0.007 AP? That's 0.7 second reduction per 100 AP, putting him at the current 7 seconds when he reaches 600 ability power. You could scale the values a bit if needed to have diminishing returns if you wanted a slightly tankier build to be possible as well.
The big thing this could do is put multiplicative scaling on AP carries and assassins, so that they have to rely less on powerful base values. Yes, it's a single stat that's multiplicative with itself, but you still get a ramping power curve that makes it harder to build tank and still dish out comparable damage to the AP case. If you balance the AP damage then, a tank will inherently be unable to reach similar damage levels.
Take Fizz -- we adjust the Playful/Trickster cooldown up by 2 seconds at all ranks, but reduce it by 0.007 AP (maximum 4 seconds) when he hits an enemy target. He needs at least 600 AP to pull this off, but he gets a 2 second REDUCED time from the current when at maximum AP and being aggressive. His hit and run is nerfed, but his hit and STAY IN COMBAT is buffed, encouraging him to play riskier. His counterplay rises, as you can punish him significantly by dodging the jump's damage.
Thoughts? Is this an avenue that's worth exploring more and actually putting forth some serious suggestions on?