User blog comment:Emptylord/Caitlyn the Chief of Police/@comment-7709681-20180706200607/@comment-3974211-20180707015711


 * One in the Chamber
 * Technically, at no point did I describe her innate as a "reload". I explicitly rebranded her weapon as a hextech rifle so that her "reloading" wouldn't actually involve any reloading - it's a cool-down period. Thematically, I feel it makes perfect sense that a more powerful shot would generate more heat and thus need to cool-down longer before being safe to fire again. I digress the name might be mis-leading - I was just going with sniper-puns.
 * As for gameplay, the goal I was aiming for was Nova's Armor-Piercing Rounds talent (Heroes of the Storm). This talent increases her damage by 250% but reduces her attack speed by the same amount. However, her actually "time to attack" doesn't change - it's not like trying to attack someone while Nasus is withering you. Instead, her weapon glows red _after attacking_ for a longer period of time. Having played a lot of Nova (she's my main on Heroes) and Jhin - the two mechanics don't feel comparable at all.
 * The reason her values are so similar to Jhin is because the logic behind Jhin's numbers are still valid. The attack speed scaling is obvious - it's to off-set the time they aren't attacking due to having to reload. I would have given Caitlyn a (100% bonus attack speed) scaling, but I didn't want attack speed items to be the superior choice - so I gave her a base modifier of 50% and halved the AS scaling, which doubles to both encourage early AD purchases and discourage stacking AS items. As for Critical Strike Chance, I had considered using the Ashe model (and am still considering it), but the current variant is simply to compensate RNG. Failing to crit on a champion that needs to reload means that failing costs them more - which makes lower percentages less valuable. In writing this, I think I'm more inclined toward the Ashe model - since having consistent DPS means that there's no RNG-one-shotting.

Jhin only has the damage-dampening against structures because he can critically strike structures in the first place - no other champion can do this. Also, considering that Caitlyn doesn't have the fourth-shot, reducing her critical strike damage probably won't be necessary - even if I do keep the RNG crits on her.

The mobilty could be reduced - requiring her to be in melee range of the terrain, for example. It's going to be mobility either way - there's not really any way to avoid that, except maybe forcing the reactivation to drop her back off on the same side.
 * Sniper Nest

As for the camoflague, what issue do you have with it being unbreakable? She's immobile during the effect, and you can still see her by moving within the detection radius. I could make her be briefly revealed, like Twilight Shroud, or shimmer - but I couldn't actually think of any gameplay differences, and so I opt'd for the version that was the most thematically statisfying. That is to say - very few champions have targeted abilities with more range than the detection radius, so whether or not she's revealed briefly makes no difference.

Alas, a lack of rank incentives isn't uncommon for my suggestions. There's plenty of spells in the game where the only level-up insentive is a completely irrelevant part of the ability - such as a medicore amount of magic damage on an otherwise AD champion, and consequently might as well be a one-rank-wonder anyway. My design philsophy is, generally: fuck that. If an ability has a function/provides utility that is static - why complicate things. I could make the slow or armor reduction on her traps scale - but that either makes them useless without being ranked, or they scale to be obnoxious late-game.
 * Rank Incentives

Maxing Q then R is pretty much every champion in the game, though, so in all seriousness I don't really follow why it's an issue.