Corki Preseason 6 feedback

manacannon··2 votes·330 views

I am not on PBE so I cannot post on those boards. Therefore, I am posting here instead!

I like the reworks for the ADCs (being an ADC main myself) including the changes to CorkiCorki , but I have the following concern:

Corki's special delivery seems to be trying to do 2 things at once, and may fail at one or the other (depending on the numbers). I would expect that, if the field is much more dangerous and has a slow that Corki would want his enemies on the field dealing damage, not away from it. But the bombs knock players away from the field and thus away from the danger (albeit, possible into his team) and that seems counter-intuitive to me. Under the current rules it seems Corki will not be able to use this ability for (very much) damage but mostly for zoning, enemies will have to opt into the damage that it deals. This could make it hard to balance the ability between how much damage and slow it will usually cause and how much damage it will cause at max.

Some suggestions:

  • Have the bombs suck in, placing enemies on the field that Corki just laid down. This reduce's the zoning potential of the ability but magnifies the slow giving his team time to catch up while also dealing a sizable amount of damage.
  • Enemies knocked away and enemies that walk on the field gain a burn mark, taking damage over time and being slowed for X seconds (similar to being hit by red buff). While enemies are on the field the mark resets. This allows some of the damage and slow to impact those that are knocked away making the ability more satisfying for Corki and giving it a baseline slow utility to all of the enemies hit, not just those who choose to walk on the field.
  • Allocate some of the damage of the field to the damage to the initial hit, leaving the slow on the field. In this case, enemies hit initially get hit with a sizable amount of damage from the initial hit so Corki still gets a meaningful base line of damage off on the opponents he hits. You may already be doing this but if you are then you should adjust the description to include how much of the power budget is spent the initial hit.

That is my 2 cents. Thanks for reading!

2 Comments

TheLastShadow451 votes

I don't think the knock back will be very far. Might be as much of a displacement as Dravens stand aside.

lofi n chillhop1 votes

I don't know the changes, but the first sounds sort of counter-intuitive I mean a sort of "gravity well bomb" is very cool and does exist in fantasy flavour, but flavorfully it's different so if that were the adaptation I imagine the change might impact the flavor of the kit and that might require other tweaks. like I said I don't know his entire kit yet so that's all I can say, maybe.

for the second I really like that :) like, it always feels weird when there's a knockback that doesn't have anything at the end of the knockback, like the physics of it feels very "video game" and not very "alternative world" but if even for a split second at the end of the knockback there is a slow or a stun, then it feel more natural.

the third idea also would make sense too, I mean it only makes sense that if you're pushed around by a bomb you're damaged by it xD

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