User blog comment:Willbachbakal/(Champion Rework) Kassadin, the Void Walker/@comment-24795478-20150301091801/@comment-1330314-20150301142453

That's the thing, though: the ability for Kassadin to "get to a target without warning them from 1000 range away" isn't healthy on him, because he can do it over and over again. This is also not a core feature of assassins, at least not something that can't be toyed with: with the above changes, Kass would still be able to surprise enemies, except he'd have to be a lot more creative with his Riftwalking (you'd have to move through terrain into your target's blind spot). I also completely disagree that projectile destruction would make Kassadin a tank, since its defensive capabilities doesn't rely on tanky stats and still leaves him hugely squishy: to say it makes Kass a tank would be the same as saying makes him a tank, which is obviously not the case. In fact, the above kit would make him even less of a tank than he is now, since currently he has a shield and percent magic damage reduction, both of which scale naturally with health and magic resistance.

I also see no reason to buff Kassadin's damage here, particularly since I reduced his cooldowns across the board, and I also see no reason in imposing an artificial limit on how Kass can cross terrain, which would not only be confusing but also pointless, given his mana drain is already there to gate his mobility. I also don't think his mobility should be conditional upon his stacks, and doing so would just create contradictions on his kit (Void Hunger charges are stacks you purely want to get rid of. There is no reason to keep them if you can avoid it, and I'd like to keep it that way).