User blog comment:Darksusanoo/(Champion Rework) Caitlyn, the Sheriff of Piltover/@comment-4996845-20150517142746/@comment-4996845-20150517152607

My suggestions:

Take Aim (Innate): Remaining stationary for 5/4/3/2 seconds (lv. 1/6/11/16) within 1250 units of a visible enemy champion puts a Target mark on them, which is only visible to the enemy team if they have vision of Caitlyn. Dealing physical damage to the enemy champion triggers the mark, consuming it and dealing bonus 100%AD as physical damage. All existing marks are removed if Caitlyn moves more than 300 units or the enemy leaves the range.

A rework of the old passive, it rewards staying in the brush since the enemy can't see the marks if they don't see Cait, while promoting being sniper-ish (as in: stationary and focused on positioning) instead of kiting. Note that the marks can be triggered with skills, so it also promotes landing skillshots.

Piltover Peacemaker (Q): Unchanged from live unless noted'. 'Bonus ASpd reduces the cast time of Piltover Peacemaker at the rate of 1% reduction per 1,5% BASpd. This can remove the windup time to 0 s, but casting will still interrupt her previous orders and the animation will still play.

This removes the cast time in late game while leaving the skill dodgeable in lane.

Headshot (W): (passive): Triggering a Target mark briefly knocks the target down.

(active): Caitlyn enters a sniping stance, rooting herself, gaining bonus 125/175/225/275/325 range on her basic attacks (which become collision skillshots), innate and Q, also gaining 30% bonus Armor Penetration. This stance can be interrupted by stuns, disarming and displacement, but not by silence.

Even more of a rework to Xerath's Locus of Power, this skill should have a mid-to-long cd to force decision making, all the while giving Cait some CC to substitute for the loss of the root on W. Bonus Armor Penetration is there to give Cait some much-needed late-game "oomph" without turning her into a hyper-carry like Vayne or Kog.

90 Caliber Net (E): Unchanged from your rework unless noted. If cast during Headshot stance, the net instead knocks the target back 400 units before applying the slow.

Not much to say here. The extra utility should make up for the loss of damage.

Ace in the Hole (R): (Passive): Target marks provide sight (but not true sight) of enemies below 50% health.

(Active):Unchanged from live unless noted. Physical damage:  250 / 475 / 700 + 100% AD. If the enemy is marked with Target, the mark doesn't fade until the casting is complete.

Why the monstrous nerf to the bonus AD ratio? This is to add a little bit of counterplay to the ult. Note that since Take Aim marks can be triggered by skills, the damage potential is even larger. That said, the enemy will take significantly lower damage if they aren't marked at the time of casting, so an enemy champ that stayed back and didn't get "tagged" can take the shot far easier than before.