User blog comment:Krufix/Ashe Rework/@comment-1330314-20141124222602

Removing the drawbacks to a kit isn't generally the way you go about changing a kit. It's good that you want to remove Ashe's design flaws, but characteristics such as low damage for a marksman or a vulnerability to dives aren't problematic aspects of her kit, rather, they're valid and clear-cut weaknesses that she doesn't need to get rid of. I also don't think you really addressed the core issues with her kit, namely her perma-slow and the low interactivity of her laning phase.

There are several issue with the new passive you gave Ashe: first off, its dependence on crit means that, for a very long time, Ashe won't have a passive to use at all, bar through her W. While has the same problem, she interacts a lot with her opponent during the laning phase, whereas Ashe has few tools to do anything interesting while laning, including with your kit. The other issue here is that this somewhat perpetuates the problem of Ashe's perma-slow, albeit with a slow so short-lived as to be mostly ineffective on its own, and annoying once Ashe gets high amounts of crit at later levels. Even though this passive would eventually build up to a lot of CC over time, its unreliability also means Ashe would have difficulty putting it to full use when trying to kite.

Patience/Focus does too many things at once. Four different variable effects on one single autoattack is too much to memorize for an ally or the player, particularly since Ashe is meant to have a low skill floor (she's an introductory champion for new players), but also dilutes the power you're placing into this skill across too many effects. Ashe doesn't need to shred her target's magic resistance or buff her allies' attack speed, for example, nor does she really need to shred her target's armor or gain an autoattack steroid. There's also no real logical follow-up to these effects: remembering that this ability has a stun that comes up after a resistance shred, right after an attack speed buff, comes down to rote memorization, and not any kind of intuitive build-up. If this ability were a slow that built up in strength all the way to a stun or a root based on Patience stacks, for example, it would make a lot more immediate sense for Ashe and her opponent. Another problem with this is that it doesn't really help Ashe during the laning phase: almost all of these abilities require Ashe to enter extended combat to get their full benefit, when she's super-weak early on and has little to no incentive to do anything but farm and occasionally poke. You'd be better off turning this into something with an immediate, clear effect that Ashe would be able to make realistic use of at all stages of the game.

I don't really think Volley needs to have even worse early game damage output in favor of late-game damage, and I think its interaction with Focus gives Ashe less options, not more. Being able to literally multiply the effects of Focus with W means that you're only really going to be using Focus on Volley, particularly since it outranges Ashe's basic attack, but it also means you'd have to balance Ashe around her Q + W AoE stun, to the point where an autoattack-based stun would feel like a waste in comparison.

While this is only a small change, I don't think it's a good decision to make Ashe's gold generation work on allies. Yes, she can technically work as a support, but I don't think she needs to have her secondary role buffed this way, particularly if it means removing power elsewhere. It doesn't really do much for a marksman Ashe except make her support a bit richer, and just gives her power without any real interaction, which is also a major problem with the gold generation passive in the first place. Hawkshot's gold generation is designed to allow Ashe to rush to a late-game build a little faster, but encourages her to do so through hard-farming, and so effectively tells her to interact as little as possible with her lane opponents. It would be better to turn this passive into something that instead encouraged Ashe to be a bit more active in lane. One big problem with her kit is her super-passive laning phase, and she desperately needs more incentive to interact with her opponents early on.

There are only a few number changes to Ashe's ult, so nothing to really criticize.

Overall, I think you've given Ashe power she doesn't need, and emphasized some of her issues instead of solving them: your Ashe kit gives her a weaker early game and an even stronger late game, plus AA steroids and ally-oriented buffs, none of which she really needs. You largely kept her perma-slow, which is the biggest issue with her current kit, and the tools you gave her still land her with an extremely passive and farm-centric early game. While I may be biased, as I took my own idea of an Ashe update in a completely different direction, I think you need to focus on giving her strong and tightly-focused CC (which your stun can accomplish), and a more interactive laning pattern.