@Riot Make Caitlyn a good pick

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Tenmar

Senior Member

07-02-2012

Her design is just outdated in relation to the evolution of the game. The point was that her high AA range was to ensure that she would be the last optimal target to attack in a team fight. However, due to all the mobility mechanics that have been given to every champion now her high AA range is terrible and even with her netgun it doesn't do enough to prevent someone who really wants to kill her to kill her.

Honestly everything about her design wise is actually fine but just runs contrary to how Riot wants their game to be. In a game like DOTA she would do fine but I don't think people understand how Riot's own game design choices basically contradict the previous choice when a new champion comes out. Which is why this game may not exactly suffer a number power creep there is certainly a mechanical power creep that is really making this game for most newbies even more unfriendly than DOTA. You see that with how much money they demand from their skins and the elimination of their multiple pricing tiers where now a customer can't even get anything with 5 bucks anymore. Hell it doesn't even make sense because gamers actually like recolors so why not keep that 520 RP price point for those who might not have the deep pockets.


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Dicey

Senior Member

07-02-2012

Quote:
Originally Posted by Tenmar View Post
Her design is just outdated in relation to the evolution of the game. The point was that her high AA range was to ensure that she would be the last optimal target to attack in a team fight. However, due to all the mobility mechanics that have been given to every champion now her high AA range is terrible and even with her netgun it doesn't do enough to prevent someone who really wants to kill her to kill her.

Honestly everything about her design wise is actually fine but just runs contrary to how Riot wants their game to be. In a game like DOTA she would do fine but I don't think people understand how Riot's own game design choices basically contradict the previous choice when a new champion comes out. Which is why this game may not exactly suffer a number power creep there is certainly a mechanical power creep that is really making this game for most newbies even more unfriendly than DOTA. You see that with how much money they demand from their skins and the elimination of their multiple pricing tiers where now a customer can't even get anything with 5 bucks anymore. Hell it doesn't even make sense because gamers actually like recolors so why not keep that 520 RP price point for those who might not have the deep pockets.
Finally a well thought out opinion


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Dicey

Senior Member

07-02-2012

bump


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Dicey

Senior Member

07-02-2012

bump


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Azcax

Junior Member

07-02-2012

Cait's skill set is simply different, and in fact it would be boring to see every ad carry played in the same way. Not every ad carry is meant to tumble and buckshot you in the face. In fact a while ago cait was a top pick because of how good her farm/harrass and late game output is, and this was during a time where there was graves/vayne. It's simply because team composition are changing and bot is becoming more aggressive. Specially as high elo players starts playing more aggressive bot lanes, lower tiers starts to mimic, and all of a sudden you start seeing everyone playing blitz/taric/ali graves combos. This gets people frustrated as they see themselves farming while at the same time their opponents keep putting pressure on their face. Eventually they give in, and engages with a lvl 4 cait... bad move. It is very tempting, but the trick with cait is to try to slowly lower their health, through carefully planned brush headshots while outfarming enemies, by menacing them with powerful harass if they attempt to close in. Furthermore, Cait's q has one of the longest skill ranges for AD carries, and careful positioning can give you some very nice harassment while remaining safe. Her trap and net complements this philosophy well. They are skills that can maintain your safety as long as you were safe before, but not skills that can get you out of safety. Similarly, supports that can play this "safe" game mix well with Cait, instead of other more aggresive supports like blitz.
In the end, it's a matter of taste. Bot is getting fairly aggressive these days, and just because Caitlyn cannot match the same level of aggressiveness does not mean she is a bad pick. You simply need an awesome team, that has a good mid/top that can dominate early/mid so that cait can come out and shine late game. As people start to find new ways to play bot more safely, people will look back at Cait again and then cry she is OP. It will happen, just a matter of time.


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Furied

Member

07-03-2012

Having traps strewn out across a battlefield can be incredibly detrimental. If you place traps in even half decent places people are almost always going to walk on them, and its the melee who are usually moving the most and hit them. They are visible, but people still step on them all over the place.

Caitlyn should be the 450 IP "Recommended" ranged AD instead of ashe. Ashe needs a good ult initiation and teamwork to be top notch. Caitlyn is more suited to newer players or players who aren't experienced with ranged AD. She can account for a lack of wards by making a trap wall on the edge of her lane. She can AOE push a wave from a safe distance and she has an escape that is essentially twice as effective against melee. She doesn't have that late game destroyer capability but that's just not her role.


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Dicey

Senior Member

07-03-2012

Bump


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Jatt

Associate Game Analyst

07-03-2012
1 of 1 Riot Posts

Hey guys, I just wanted to give some updates on the state of Caitlyn. In the past She has been immensely powerfull in competitive games. The nerf that took her out of viability was 20 damage off of Q at max rank and a 15 radius reduction on her traps. Obviously, other factors have contributed to her demise; however, I want to stress the fact that she is extremely close to being competitively viable.

Let's talk about what Caitlyn does well:

Caitlyn has 650 range, 50 higher than all other champions at level 1. Q also has 1300 spell range. Caitlyn has enough range and safety that she can sometimes hold 1v2 lanes by herself.

Caitlyn's snap traps have amazing area denial. Back when people played her in pro games, a common strategy was to place 3 traps in middle lane, making it nearly impossible for the enemy mid to manouver around the lane. They are also great scouting tools for bottom lane brushes, or for suspected gank paths from the enemy jungler

Let's talk about where she is weak:

She doesn't have the damage output other AD carries have. straight up. This is an intended trade-off for having a sniping ultimate and the highest base attack range in the game.

When new aggressive laners close to her (Graves!) she doesn't have the damage to fightback, nor the speed to retreat (E has a slow cast time/long delay)

Her ultimate, while doing alot of damage to low armored targets, is a slow channel and is easy to block by tanks.

Solution?

We're lowering the cast time on E to be more responsive. If Caitlyn wants to retreat from aggressive laners she can do so much more rapidly. Conversely, if she sees a window to attack she can go in for a kill and get more damage out faster.

Ult cast range going up, channel time dropping. While Ace in the Hole had a long range already, it had been failing to deliver on the "sniper" feel that was intended. Making it a faster cast time that can be channeled from further away, should both increase the fun and the effectiveness of that ability.

tl;dr Caitlyn is a unique AD carry with defined trade-offs. As always though we'll monitor what you guys think of these changes once they go live, and make more adjustments if necessary.

Happy hunting!


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JibblyJibus

Senior Member

07-03-2012

poops


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Communist

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Senior Member

07-03-2012

she's better than draven and varus imo...


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