I just KNOW kallista will be QQed about because of the NA LCS this weekend, so.....

FyreNinja·2/1/2015, 1:57:12 PM·3 votes·1,372 views

Being a kalista/adc main myself, I can agree that Kalista is a bit OP, not because her raw damage or mobility are ridiculous, but because of small things, like her W passive, where a target receives bonus damage equal to a percentage of their health (MAGIC DAMAGE: 12 / 14 / 16 / 18 / 20% of target's maximum health), or the way her E (Rent) stacks upon baron and dragon, making it impossible to outsmite her team as the enemy jungler.

So. I think kalista needs small nerfs, but before Riot goes overboard and nerfs something ridiculous and part of her kit, like her jump passive, or her rent, I propose a nerf that makes sense, because as an adc, she shouldn't be outsmiting junglers. Capping Kalista's rent active at 700 dmg to minions/monsters does nothing to hurt her dueling or teamfighting potential, and it takes away a needless source of power for her.

Please like/comment if you agree. I for one am very worried seeing one of my favorite adcs in the game played so much, and I hope the boards do not explode over her. Have a great day and enjoy the Superbowl/LCS

EDIT 1:

I like your comments, it is clear that I missed a bit else on her gameplay, and while I want her core kit, the thing that makes kalista herself (namely her passive) unchanged, you guys brought up a number of good points, especially

slows need to affect her jump distance, also back dash jump bonus needs to be removed, they it is now if she can land even one auto she will be gone no amount of cc will hold her still and she's immune to slows pretty much.

I agree that her jump frequency and range should be tied to the effects of soft-cc on her, especially as hard-cc is currently the only way to counter her atm, but I wouldn't change much more than that concerning her passive.

However, I respectfully disagree with this opinion

Her overall mana costs are absurdly low and need to be increased, 20% of max hp every 6 seconds is just stupid=> from max% to current%, heck i would even lower her attack range to at least 525 and gut attack speed per lvl to 2%.

Her mana costs in lane are actually quite high, especially when she is forced to use Q and E to cs under tower, something that is not as unlikely as you might think, considering her already short AA range (She has a below average AA range of 575).

TLDR; while she may need more changes besides the REND cap (Thank you, Hagane No Arashi), Riot should not be overagressive in her eventual nerf. She has an identity as a mobile adc and a unique ultimate, and I respectfully ask Riot not to change that. -FyreNinja Kalista

6 Comments

RazorTS2/1/2015, 3:05:50 PM3 votes

slows need to affect her jump distance, also back dash jump bonus needs to be removed, they it is now if she can land even one auto she will be gone no amount of cc will hold her still and she's immune to slows pretty much.

Her overall mana costs are absurdly low and need to be increased, 20% of max hp every 6 seconds is just stupid=> from max% to current%, heck i would even lower her attack range to at least 525 and gut attack speed per lvl to 2%.

Knight SoIaire 2/1/2015, 3:18:49 PM3 votes

first things first its REND not RENT

second thing is that kalistas kit is too volatile on her own and capping rend wont do anything to her problems

she counters one mechanic that riot tries to push on everyone (skillshots), and is countered by one mechanic riot tries to remove (point and click abilities)

she is a failure design wise, and her capabilities ate tied to tightly to enemy team comp

Rozzeta2/1/2015, 3:28:03 PM2 votes

In a game where mobility creep is a thing, I really question what where they thinking when they made Kalista's passive, specially since one of her skills allows her to jump without having to hit anyone. At the very least, I believe that her bonus jump when running away needs to go. There's no reason to give her that much of an advantage against melee, specially when Riot's mentality is supposed to benefit interactions. Kalista simply removes any interaction a melee can have, and does that while going towards the safety of her tower.

disregardable2/1/2015, 2:53:43 PM1 votes

Irrelevant to this discussion, but do you have any tips on having more of an impact on the game? I'm a Jinx main, and it's so easy to just dominate with her. Not having that experience with kalista at all. I can do a pretty good job at making their adc useless (at least until mid/top/jg feed them), but I can't do anything to positively help my team win. I rarely even get more than 5 kills.

Retillin2/1/2015, 3:02:03 PM1 votes

Her numbers are a bit high. As you pointed out her W numbers are just crazy high. I understand they are there to try and cover the fact she does no damage with her ult. But up to 20% max health really really high. But her AD ratio on Q (1.0) might need to come down a bit as well. Maybe to a .8 or .9.

Granted I also think having hurricane apply her on hit makes her a lot stronger and harder to balance.

FyreNinja2/1/2015, 5:48:09 PM1 votes

I like your comments, it is clear that I missed a bit else on her gameplay, and while I want her core kit, the thing that makes kalista herself (namely her passive) unchanged, you guys brought up a number of good points, especially

{quoted}

slows need to affect her jump distance, also back dash jump bonus needs to be removed, they it is now if she can land even one auto she will be gone no amount of cc will hold her still and she's immune to slows pretty much.

I agree that her jump frequency and range should be tied to the effects of soft-cc on her, especially as hard-cc is currently the only way to counter her atm, but I wouldn't change much more than that concerning her passive.

However, I respectfully disagree with this opinion

Her overall mana costs are absurdly low and need to be increased, 20% of max hp every 6 seconds is just stupid=> from max% to current%, heck i would even lower her attack range to at least 525 and gut attack speed per lvl to 2%.

Her mana costs in lane are actually quite high, especially when she is forced to use Q and E to cs under tower, something that is not as unlikely as you might think, considering her already short AA range (She has a below average AA range of 575).

TLDR; while she may need more changes besides the REND cap (Thank you, Hagane No Arashi), Riot should not be overagressive in her eventual nerf. She has an identity as a mobile adc and a unique ultimate, and I respectfully ask Riot not to change that.