[Kalista] Have Slows Reduce her Hop Distance
Brilliant suggestion is brilliant.
Special mechanic, much wow.
X% slow could reduce hop distance by X% or some ratio'd Y%.
Obviously, appropriate rebalancing elsewhere would be required.
This change alone would give her appropriate counterplay, however.
Rito's favorite buzz word.
We tried this during her development. There were two problems:
Scaling dash distance off speed was easily broken through speed buffs, making her completely unassailable (which meant we had to cap it, which made MS feel like a useless stat).
More importantly, it undermined one of the core games we ask the Kalista player to play. One element of Kalista's passive is the fixed distance nature of the effect. Much like Tumble, the player doesn't have complete freedom to choose the exact place to which they will travel. They can only opt to stand still, or to move to any point on the perimeter of a circle centered on their starting position. Combine this a few times and it leads to some interesting pathing decisions in a fight, since your first dash may be better cast 45 degrees off from your ideal travel direction to maintain optimal spacing from enemies. This is similar in some ways to planning out the knight's movement across a chessboard.*
In the end, we chose a model where hastes/slows changed the speed of her dash (specifically, the dash speed is MSx2.5)...
I suppose that accomplishes virtually the same goal, however, I think you guys must make the negative effect (slowing) more crippling/potent.
The positive side is fine as-is, the negative 'counterplay' aspect needs buffing.
It's hardly accomplishing its goal.
Also, you should apply this dash-slowing effect to all dashes in the game... mobility creep solved.
But you're CertainlyT, of course you wouldn't want to risk fixing your broken, overloaded kits on something healthy for the game & it's balance. Would you?
. Kalista is not going to be able to kite me when I keep hitting my cleavers, which is pretty easy to do, since she pretty much has to hop straight backwards in order to create enough distance.
for details), there are champions that do not have damaging ultimates but are considered too strong by the public (look at
) and then there are those who are not allowed to get too powerful (see
for details).
may have a lot of AA power, but if another champion like
were to also go as AA against Twitch, he'd lose in a heartbeat because of her own range and her more useful (damaging) kit. Same with every other ADC. True, Twitch can deal some great damage with his ultimate and critical and his Q is his major ability but with nothing else, any other ADC can beat him.
and
would be her hardest counters.