Kalista's E QoL

Numpty·8/13/2015, 12:28:47 AM·1 votes·760 views

Kalista is currently one of the few very unique feeling adc's out there.

Almost all adc's have their damage, particularly in the mid-late game, focused entirely on their auto attacks, but this isn't true for Kalista. Kalista's damage at all stages of the game is focused around her Rend (E) ability, which is why I believe it important that this ability get a quality of life buff.

Rend's damage is hard to calculate in game. The in game tooltip used to tell players that the damage was a flat number for the first, followed by another, smaller flat number for each additional spear. Then, briefly, the tooltip told us that each spear increased the damage by 50%. Set aside whatever that means, as it seemed to still increase the damage by a flat value with each spear, now the tooltip says nothing at all regarding how much damage I can expect to deal with Rend!

When a character's main way to kill enemies is a singular ability, it would seem imperative that a player be able to get a simple grasp on how much damage he/she can expect to deal with the ability, but with Rend you just can't. Even before the tooltip was removed, trying to add on the damage of the first spear plus each additional one and then subtract damage for the enemy's armor while attempting to factor in your armor penetration just wasn't realistic. With many abilities it's simple enough to just play the champion frequently and get a feel for the damage they deal, but Rend's damage is fairly unique. It stacks upon itself infinitely, and leaves you wondering "if i pull now, will this Garen die, or will he survive with just enough health to ult me and kill me?".

Rend needs some way for players to judge its damage. The solution could be a flat representation (perhaps next to the spear count) of how much damage it will deal. If this is too hard to code, it could simply tell players the maximum amount of damage this many spears could deal (i.e. not factoring armor). It could even have a kill marker such as the Cho'Gath ultimate or the new Garen ultimate against villains (though I realize the troubles of this with an ability that does not deal true damage). However the solution is implemented, it feels wrong to force players to gamble with a long cooldown ability that constitutes their character's main kill potential. The difference between getting that reset and failing to get it on Kalista is HUGE, especially when you consider that spears don't even start stacking until the ability is off of its significant cooldown.

I'd like to know if other Kalista players have a similar feeling about this ability, keeping in mind that it isn't an actual gameplay change, just a QoL buff for her E. Am I alone in feeling that this ability is too erratic to be the centerpiece of Kalista's kit?

0 Comments