7.1 patch Kalista

stayshock·3/17/2017, 2:57:26 AM·1 votes·783 views

7.1 patch......I think with Kalista on this patch everything works. I just wish they would give a little more of that distance when you jump back when throwing a spear.

Besides that everything seems to be fair

7 Comments

DeadTrannies3/17/2017, 3:12:20 AM5 votes

The distance she jumps back right now is far superior to any kiting skills you possess anyways.

Brutalitops013/17/2017, 3:12:43 AM1 votes

I would actually be glad to sacrifice some of her early power (don't jump as far back, possibly speed jump up though) but make jump distance scale with movement speed, like how the jump speed does. When paired with the right support, she can be one of the strongest early game carries in the game, but she falls off late game because her basic attacks only scale with 90% of her AD, which makes her weaker late. Adding this bit of extra scaling would help.

That being said, for longer term things, she needs a fair amount more work. Here's how I think Kalista could be changed:

  1. More interaction with the Oathsworn: Instead of just getting a bit of bonus damage, attack speed, and the ability to use her ultimate, I think her Oathsworn should interact with her more directly. Say something along the lines of making W cause their next basic attack or ability to slow the target and apply a debuff, and if Kalista gets 3 basic attacks on them before the debuff expires, she gets an attack speed steroid for a few seconds and the target is stunned/snared (this in place of the Sentinels).

  2. A different ultimate: I like Kalista's ultimate, but it needs either some changes or a full rework. Her ultimate is strong, but it's strong enough that it has to pull back power from the rest of her kit (autos dealing 90% AD instead of 100% AD). Either a complete rework or taking off the knockup would definitely make it so that they could add that power back in to her autoattack damage.

  3. (You guessed it) basic attacks scaling with 100% AD. This will allow her to actually exist in late game.

  4. Cut some early power from E, potentially limit its stacking (though total possible number of stacks would still be high). Currently, it's actually limited to 250 stacks, but more than 8 is actually pretty unreasonable for a Kalista to get in most fights. I still say to keep the potential higher than that so she can deal with tanks better, maybe somewhere around 30, but cut some of her early damage with it so that Kalista isn't getting absurd lane leads and give her some late game scaling in auto damage. This makes it so that Kalista not only doesn't get early lane leads anymore, but doesn't need them to function in the mid game and she won't be useless when it comes to everything except taking dragon/baron in late game.

Team Phoque3/17/2017, 3:14:42 AM1 votes

Fine as is like someone stated earlier her distance atm is better than what 90% of players are capable of on other adc's.