User blog comment:Tridan V2/Ashe Rework/@comment-1330314-20141028113659

There are quite a few positive changes in the rework you're suggesting, though I feel there's also a problem with the focus of this rework: you're giving Ashe a ton of significant and synergistic combat steroids, when her power is supposed to be centered on her utility and crowd control as much as possible.

Barbed Arrows, for example, is an interesting idea for a marksman passive, but isn't particularly appropriate for Ashe's theme or gameplay: may not be the best passive around, but it provides Ashe with opportunities to poke in lane and make very short trades. Even with your kit, Ashe would still be weak in lane, and wouldn't want to stick around long enough to land four consecutive autoattacks.

Turning Ashe's Q into an active rather than a toggle is a step in the right direction towards redistributing her CC, but the ability as you've implemented still functions as a perma-slow with Barbed Arrow stacks and/or a bit of CDR. Additionally, turning Ashe's autoattack toggle into a point-and-click ability feels like a bit of wasted opportunity for more gameplay: granted, Ashe is meant to have fairly simple mechanics, but you could make this ability a lot stronger and more interactive at the same time.

On paper, switching Volley's contribution from an AoE slow to an attack speed steroid may look good, but I think this would have a significant negative impact on Ashe's gameplay while also not contributing to her theme: Volley is currently extremely helpful at letting Ashe kite from a distance, and without it she'd be even more vulnerable than she is now, even if you give her another slow in exchange. I think you should keep the crowd control on this ability, especially as Ashe is utility/CC-focused and not damage-focused.

Having Hawkshot's active briefly slow enemies sounds really interesting, and could encourage new players to use it more, but the change you implemented to its passive is a reversion to a previous, actual iteration of Hawkshot: the reason why the gold bonus was made into a flat amount rather than one that scaled with level is because it was both inefficient and a trap to new players: Hawkshot is meant to be a one point wonder ability, one you're meant to upgrade last, but the gold bonus is one you're going to make the most while hard farming, most of which typically happens before you'll start ranking up Hawkshot. Effectively, players could never make the most of Hawkshot's gold generation because having it increase with rank made it inefficient by nature. I personally think her gold generation should be changed into something that would encourage more active play, particularly in lane (a steroid could work here), but if you want to keep it, it would be a better idea to also just keep it at a constant amount.