User blog comment:Willbachbakal/(Champion Rework) Caitlyn, the Sheriff of Piltover/@comment-25343084-20150906155338

This champion rework looks great at first, but with further analysis, it becomes apparent that the changes are completely broken.

First off, the initially prohibitive cooldown on the ultimate means that early game, you're only going to be using it to convert your passive to true damage at close range. It is unreliable and has an unusually high cooldown early game, and is extremely hard to hit from range.

Her 90-Caliber Net is a fine change, except the net should still go twice as far as her dash distance, which would make the most sense both in regard to physics and in regard to stopping enemies from getting too near to her.

The charge system and damage removal on Yordle Snap Trap is a fine change, although I would keep the true sight.

Here's the broken part: Perch and Headshot. Not only are these numbers are way overtuned, but they are also inherently broken in functionality. First off, the passive at rank 3 Ace in the Hole means that Headshot crits for 300% of your AD. Not only that, but because of the Critical Strike from her passive, it means that she doesn't have to build any crit items (except for IE). In analyzing this, a possible optimal late game build could be Berzerker's Greaves, Bloodthirster, Infinity Edge, Zephyr, Last Whisper, Guardian's Angel, and an Elixer of Wrath. In addition to standard 21/9/0 masteries (with Double-Edged Sword), because of the way that critical strikes are inherently calculated with modified bonus Critical Damage, Caitlyn would take Crit Dmg Reds and Quints, Armor Yellows, and MR per level Blues. Her Headshot damage becomes a whopping [(1.0 + (2 * (1 + 0.5 + 0.3345)] = 466.9% AD. Her total attack damage at level 18 is [150 + (1 + 0.05) * (80 + 80 + 25 + +40 + 14 + 25)] 427 AD. Factoring in an average 30% damage reduction from armor as well as the Havoc and D-E Sword Masteries, a Headshot auto does [(1.0 + 0.03 + 0.015) * (427 * 4.4669) * (0.7)] 1,395 damage. That's RIDICULOUS damage. With her true damage ult, an auto would do 1,993. ONE THOUSAND FOUR HUNDRED damage is already ridiculous enough for an auto attack, but it doesn't stop there. With 1.325 attack speed at level 18, and a rank 5 perch, a high APM player can dish out 1,395 damage at a range 100 greater and a projectile speed TWICE THAT of an Ezreal Mystic Shot, with a cooldown of less than 1 second at no mana cost. Instead of being a sniper, Caitlyn becomes an ultra-long range turret that blasts the enemy down.

The changes that I would to apply would be:

-Combine Headshot and Perch (which obviously also fits the theme better, as headshotting from the hip is illlogical)

-Change the bonus damage of Headshot to be 40/50/60/70/80% based on ability level and remove the need to hover the mouse over the target, and allow it to Critically Strike.

-Change the range on Perch to 850/950/1050/1150/1250

-Keep her original AA projectile speed and decrease Perch's projectile speed to 3000

-Give Perch a .5 second cast time

-Give Perch a flat 50 mana cost

-Give Perch 3 shots at two/thirds of Caitlyn's attack speed or until Caitlyn recasts Q, then put it on a 10/9/8/7/6 second cooldown and give Caitlyn a 50% movespeed bonus for 1 second

-If an enemy uses hard CC on a Perched Caitlyn, put Perch on its full cooldown and don't give Caitlyn the movespeed bonus

-Give Caitlyn a new passive-One Shot, One Kill (on-target cooldown: 10/9/8/7/6): Caitlyn's basic attacks on enemy champions ignores 50% of their bonus armor. If shot from brush or out of enemy vision, the autoattack also critically strikes.