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One of Ashe’s problems is that she has a weak early game (Except that first attack… yay?) and a ridiculous late game (assuming you can actually get farm and the game lasts that long). It is possible for an Ashe to do nothing during the entire game.
Lets look at her play style. Ashe is all about control over her area. Volley and Frost Shotare there to allow you to peel and determine who goes where. She can even say NO with your ultimate to someone if they get too close, or are trying to run away. She even has Hawkshot to scout her area to make sure no intruders are going to catch her off guard.
I believe Ashe’s hawkshot is to blame for her issues. It has an enormous cooldown and is highly situational. While its range is fantastic and grants her much map awareness, Ashe relies so much on her team already that…. well…. WE HAVE WARD TOTEMS AND SCRYING ORBS WE SHOULDN’T NEED THIS ABILITY. Vision was overhauled in season 4, which is why I think this (A vision ability) NEEDS to be changed in some way.
Here is the original ability.
One change I might suggest is this.
I removed the scaling range and put power into the cooldown. This would give her better control over her area, while sacrificing her ability to scout. This might even make players level this up a few times during the laning phase for several reasons. The vision is useful enough in lane (now), and for scouting jungle to see if a gank is coming. It also grants gold… I guess…
A lot of people have been discussing her lack of damaging abilities in a recent post. (http://leagueoflegends.wikia.com/wiki/User_blog:Contractas1/Ashe_-_The_most_ignored_concept_of_a_carry%3F)
Now this has interested me. Ashe does have a highly spammable AOE spell, but it does minimal damage. Her real damage is in getting close enough to auto attack the enemy a few times. But wait a second… Didn’t she say that “I do some of my best work from afar” Well volley has a decent range (I guess) and the giant arrow of doom is pretty cool, but that hardly makes her a high range champion. Volley’s range and speed are only useful against people who are either running at you, or are close enough to attack any way. So I took the liberty of drafting up a few substitutes for hawkshot that still grant vision, but can also deal damage. BTW the gold passive is removed from these.
But that is pretty boring right? Nothing has really been accomplished, and it’s range is still not THAT crazy.
It has a reduced AOE, which makes it take a bit more skill, however that attack will be very nice.
But there are problems with this. That problem being Focus. Yes. It is too OP in this instance, which is why I changed it slightly, and gave more incentive to level it up.
I even added in a mana cost and reduced the cooldown to 30 at all ranks.
Okay, even with the damage reduction, at one rank, and with maximum focus, you are going to deal 140% of your AD on this attack. Not that impressive, but it is the range of this skill that make it better. With that pesky gold passive lost in the dust you can focus on more important things for a carry… Like damage.
One more thing, I thought of a TOTAL replacement for the ability.
This ability can be a bit toxic due to enemies always escaping early game and enemies never escaping late game. I altered it a bit here.
Decreased range and cooldown, marked ground is at 300 all ranks, can critical and applies on hit effects. Not sure where I was going with this.
Here are some suggestions from the comments that I put some numbers to. I put the user who suggested the abilities name in parentheses.
That is all for this post. I hope you liked some of my ideas, but more than that I hope you comment and tell me what you thought.