Kassadin Rework Concept
-
Most important to keep in mind here is that I want Kassadin fair and not frustrating to play against. This has been the biggest issues of him in the past and why he becomes permanently picked/banned unless Riot completely guts his numbers. Every champion should be in a state where they can be viable and played without being considered either overpowered or trash tier.
-
I like his hyper mage-assassin aspect, so preserving this about him and give him ways to get to late game, without winning the early game.
-
Finally, I want to try to make Rift Walk more about who he is and build a kit around it, while trying to resolve its past issues and mistakes. A blink is super hard to do well and be balanced, but for this concept it will be Rift WALK instead of Rift RUN, toning back his overall mobility I think is the best answer - not just for Kassadin, but for other champions as well (I also think more grounds can be introduced into the game as well, like A LOT MORE).
-
Actual last point, I like creating better skill expression for players can choose how they want to play rather be told how to play X champion and how to use each ability in the kit. Let the player explore and discover how they want to play the champion which makes it more interesting for the player after a long period of time over multiple games.
Attack Range: 225 units (his blade will need the extra reach with my ideas) Movement: None
Rift Walk (Passive):
Varying Static Cooldown: 1 second; Range: 335+ units; Radius: 250 units
Kassadin cannot move around normally, instead he teleports to the target location, dealing 15 - 50 (+15%AP) magic damage to nearby enemies. For the next 1.5 seconds, the next Rift Walk deals 15 - 50 (+15%AP) additional magic damage, stacking up to 45 - 150 (+45%AP) total magic damage.
Rift Walk deals double damage against targets with Unstable Matter, consuming it afterwards.
Kassadin can teleport further away based on movement speed enhancing effects and bonus movement speed, following the same restrictions as movement speed. Not traveling the full distance will partially refund the cooldown based on the percentage of distance not traveled.
Nether Sphere (Q):
Cooldown: 5/4.5/4/3.5/3 seconds; Cost: 30/35/40/45/50 mana; Range: 950 units
Kassadin blasts void energy in the target direction, dealing 50/75/100/125/150(+70%AP) magic damage to the first enemy struck and marking it with Unstable Matter for 2 seconds.
Direct execute against the target refunds the cost and half of the cooldown.
Null Blade (W):
Cooldown: 10/9/8/7/6 seconds; Cost: 60/70/80/90/100 mana
Passive: Kassadin gains 15% magic damage reduction. This is disabled while Null Blade is on cooldown.
Active: Kassadin gains 30/35/40/45/50%(+5% per 100AP) magic damage reduction for 1.5 seconds and empowers his next basic attack during this time, causing it to deal 20/30/40/50/60(+50%AP) bonus magic damage, silence his target for 1.5 seconds, and grants 50 bonus range.
Force Pulse (E):
Cooldown: None; Cost: 55/65/75/85/95 mana; Range: 600 units / 80 degrees
Passive: Kassadin stores the energy left behind from nearby spell casts from all targets, excluding Force Pulse, up to 10 charges at a time. Force Pulse can be cast with 1 charge.
Kassadin emits a pulse of void energy in the target direction, dealing up to 50/85/120/155/190(+100%AP) magic damage and slowing for up to 40/50/60/70/80% for 1.5 seconds, based on the charges consumed.
Void Travel (R):
Cooldown: None; Cost: 20+ mana; Range: Global
Passive: Kassadin remembers the last 1/2/3 Rift Walks that he performed.
Active: Kassadin instantly zips back to the last Rift Walk location that he still remembers, applying its damage upon arrival, but placing Rift Walk on cooldown afterwards.
Consecutive casts of Void Travel within 6 seconds increases the cost by 20 mana, up to 200 mana per cast.