Balance Brainstorming: Kalista

Frankley Karles·2/26/2015, 8:13:48 PM·2 votes·1,047 views

Alright, people. It's time for some theorycrafting. Riot's taken a step in the right direction with her recent nerf (at the cost of Kassadin, but we can discuss that another time), but I feel that there's a lot more that could be done to curb Kalista's over-mobility. I've got a few ideas, and if you guys have any feedback/balance ideas, by all means, please fire away.

Let's start with the big problem: The passive.

Martial Poise (Passive): *Remove the distance boosts from T2 boots and when hopping backwards. Kalista already has plenty of overall mobility, both offensively and defensiveley. *Prevent Martial Poise from vaulting over terrain. The hop is more akin to Grave's Quickdraw in terms of animation, with little altitude to allow for such movement.

Pierce (Q): *Killing a unit with Pierce will no longer carry Rend stacks to the next target, for reasons explained later. **Controversial change: Shrink Pierce's hitbox/speed when Kalista moves using Martial Poise: as she is moving while aiming, her accuracy could be hindered, reducing the reliability of the projectile while giving incentive to remain neutral for an accurate shot.

Sentinel (W): *Passive: Reduce the percent damage, or make it a flat amount. 12-20% max health in damage is a bit extreme in lane trades, and flat damage would scale more reasonably in late game teamfights. *Active: Honestly not nearly as bad as other parts of her kit: the cooldown I find is reasonable for what it does.

Rend (E): *Revised mechanic: Kalista's autoattacks apply stacks of Rend to her target, stacking up to three times. Upon inflicting max stacks on an enemy, Kalista can activate Rend, dealing bonus damage and slowing for a flat amount. Rend can only stack up to nine times across multiple enemies, after while new stacks will replace old ones. Secondary targets with less than 3 stacks applied when Rend procs recieve 1/3-2/3 of the base damage/slow (for 1-2 stacks, respectively.) **This should impact the consistency of her last-hitting through Rend, while removing her absurd objective control. The stack cap will also curb the effects of Runaans.

Fate's Call (Ultimate): *Kalista and her fate-bound ally will undergo a brief channeling animation on cast, which can be interrupted by damage or CC. Additionally, heavy CC/death before the second cast will cause Kalista to "drop" her ally, causing no knockup. If the ally does not select a target location, they will be dropped off in a similar manner (mostly to prevent turret/fountain trolling).

Alright, that's all I've got for now. I hope to try this again for other champions. Let me know what you all think!

1 Comments

AyRe CoNteMpT2/26/2015, 8:59:25 PM1 votes

to be honest, everyone posts their shit on the boards but on your suggestions i will agree fully. really smart and really a big step in the right direction. cant even add anything to it. rito sign this guy up.