A Solution to the Caitlyn Traps

Drynin·8/2/2017, 3:53:02 PM·1 votes·303 views

So I've seen a lot of people complaining about the various issues they have with Caitlyn, and the biggest one always seems to be her traps, especially when W is rank 5 and she can lay out a line of 5 every ten seconds warding off pretty much all enemies. The PBE seems to be trying to to deal with that by reducing the bonus damage they add to headshots (EDIT: Thanks for pointing that out. Missed that change), but that definitely doesn't deal with the issue players seem to be having with them, so this was my thought for a fix.

First, Riot says they want her to be a poke and siege champ, so it was clear that the wall of traps was kind of intentional in their rework of her. I also feel, as the quintessential long range but slow attack champ, she needs the safety of her E movement. Maybe adding the free headshot with the E was overkill, so that's a point where things could be trimmed on her.

But to address the wall of traps, my feel is we should just make it that, a wall. And to keep with her being from Piltover, the tech hub of Runeterra, the Effect would be thus.

Active: Caitlyn sends a robot target distance in front of her that then splits into two, anchoring at the nearest terrain (or 1000 units, whichever is first. Think a split like Vel'Koz Q.). Any enemy passing through the line created there will take full damage from her Q for 2 seconds.

In addition, there is a slow moving, visible sensor that moves between the two ends. If an enemy comes in contact with the sensor, they are rooted for 1.5 sec, and take the bonus headshot damage and range. Ranks 3 and 5 of the ability, an additional moving sensor appears in the field.

I feel like this wall would be a healthier version as it could easily have a fixed time for being out (like say 10 seconds, but halved if it is partially in an enemie turret range) while still giving the zoning abilities of the traps and extra headshot potential, but giving the enemies counter play in the form of a pendulum axe game. So even at rank 5, if the wall is used on a sufficiently wide area, there should still be visible holes in the field that enemies can jump through, but placing it in the jungle can still create an impassible barrier for a brief time. Also, with the two-phase projectile effect, it creates a long arm time that is very clear for the opponents to get ready for.

Also, for a simpler solution to the traps, I always felt we can keep the long lasting effect and ammo set-up, but greatly reduce her distance for placing them. I think part of the problem is that she not only can she set up that impassible wall, but she can do it from relative safety at a range of 800. So reduce that by about 200-250 units so placing them at least puts her in AA range of some other ranged champs, and so the 5 seconds to set up that wall suddenly becomes more dangerous.

Thoughts?

4 Comments

Michael7028/2/2017, 4:53:54 PM1 votes

Reduce the traps from 5 to 3. She shouldn't have enough traps to block an entire lane.

LostFr0st8/2/2017, 5:11:08 PM1 votes

They removed the scaling root and changed the headshot bonus damage now :/

M00ndanc38/2/2017, 5:11:56 PM1 votes

they just reduced the amount of bonus damage her head shot does whenever you step on one but reduced the stun duration to 1.5 instead of the scaling up to 1.5 from .9

Sukishoo8/2/2017, 5:14:13 PM1 votes

Just cut the timer from 90 to like 30, that'd be the BEST thing to do for her traps.