Thoughts and Ideas for Kled
(First (Second?) time using the forums, so sorry if I do/did something weird (moved from concepts board - right place now thanks to an anonymous Rito Employee!\o/))
So basically, after reading the "/Dev: On 2016's New Champs" thing I started thinking about how my personal favorite champ in terms of personality and playstyle (Kled) could be improved. My thoughts after about 5-10 minutes of thinking about it are as follows:
Playstyle:
Kled was designed with "HAAAAAAAAAM!!!" in mind -- in other words, you go forwards, forwards and then forwards some more. However, in my experience it's more like "forwards, whack them a couple times if possible then run away" for most of the laning phase as your abilities are your only damage and their cooldowns are too long to stay close. When you get dismounted, this typically turns into "q to get away since you'll die before you can hit them enough times to remount" rather than the original statement by the devs of "GO MORE HAM!!" (you do get a speed boost towards enemies while dismounted, but most champs are still faster than you so you easily get kited = huge risk no reward). In short, it seems odd to me that someone that is supposed to "GO HAM!" usually (in my personal experience) has to act completely passive during his long early cooldowns, and can even be weak to bullies.
Having said all that, I must state again: I F@$%ING LOVE THIS GUY, but I find that his intended personality/playstyle aren't entirely in sync with his kit. I feel that in order to match the way he acts, rather than "GO HAM FOR 5 SECONDS THEN GTFO!!!" with his trusty e/dismounted q, he should usually be more like "GO HAM TILL DEATH DO US PART!!!!": or in other words, rather than pinning down an enemy to, he should be able to stick to and semi-constantly hit them if they don't have a good escape, and have little in the way of escapes himself (note, by this I mean his weakness is needing to consistently hit them and being weak to kiting if he can't, whether from cc or because they're Faker). This leads to my ideas on what this may look like.
Revised Abilities: (keep in mind these are thought of in less than 15 minutes by a Kled fanboy, so take it with a handful of salt and know that I understand they aren't perfect)(p.s. I especially understand that by gaining utility they would need to lose damage or change cd and etc to be balanced, but attempting to pick the numbers myself would take a long time and probably be pointless anyway)
Q. Currently: Bear trap on a rope/pocket pistol
Mounted: Current abilities basically amount to: (skillshot) small damage and meh slow + good damage and pull if you keep them close enough for a bit (typical engage combo is e-q, this ability is a pretty big chunk of your overall damage so you can't really engage without it)
Not: (Short/mid-range cone skillshot with short-range back-dash) decent damage with small backwards dash that can go through walls (used more as an escape or getting skarl back while under turret due to the slow recharge at early levels) (p.s. this skill is hypocritical imho. You have to either give up to damage and passive charge to get closer, or move farther away. Since you usually can't stick to them even if you get closer, it's a no-brainer)
Revised: Revised: Dashing bear trap on a rope/ BEAR TRAP ON A ROPE!!
-Mounted: (Dash/Skillshot) Rather than tossing a light underhand at the enemy, you charge forward and PITCH that damn thing at them while you're at it! Anyway, it would probably look similar to the current e-q combo but combined into one and making sure that when you engage, you ENGAGE! (maybe drop the slow for reasons stated later)
-Not: (Skillshot/dash-on-hit) Instead of a short/mid-range cone with a BACKWARDS dash, you take up your trusty bear trap on a rope and pull YOURSELF to THEM! (less damage than mounted version, but immediate pull on hit (may or may not hit minions unlike the mounted one? could be used as a weak escape that way))
W. Currently: Violent tendencies (Most of your damage)
(passive) procs on auto attack to ANYTHING, wears off on its own after a set time from first hit if you don't use them all -- large AS buff and small flat damage buff for first 3 hits, then mid-large(mid base, high scaling) %hp damage added onto the 4th (I like it and all, but the long cd early on gives him that hit-and-run playstyle rather than HAAAAAAAAAAAAM!!!)
Revised: Same
-(passive) same as above, but in exchange for lessened damage and raised cd, actually HITTING things reduces the cooldown, probably by a % of total so that you don't have 100% uptime in lategame. I'd assume that minions/small monsters would give less cd than hitting champs/large monsters, to encourage HAM! -- this makes it so that if you can avoid his abilities and/or cc him to keep him from proccing the cd reduction (kiting) he... well, he's screwed. Basically, high mobility and/or cc champs counter him.
E. Currently: Jousting:
-First: (Short/mid-range free dash) Insignificant damage, short speed buff, displacement effect on minions? Mainly used with Q to engage or as a small hop like nid or riven, but if you can hit an enemy champ the second proc is nice to help stick or to escape if you play it right.
-Second: (Fixed target dash) Same damage, but will always pull you to and through the champ hit with first proc (assuming first one hit if you hit many?) so it can be used either to go back from whence you came, or saved for a bit and used to stick.
Revised: (Insert Good Name Here) (I haven't really thought out the specifics here, but basically: you stick with it, not escape with it.)
Mounted: (short-range auto-target dash) Charge to target (champ only? also, not sure how to pick target to make it need skill to use. closest enemy, last enemy hit by an auto/damaged by kled?) and carry them back a small distance (so that if they're running you'll prolly end up helping them if you aren't careful) "stunning"? both of you for the duration of the knockback effect so you dont get in a free aa? (and if they get far enough away at any point, you wont be able to use it. ((IMPORTANT: reset or reduce cooldown from hitting them with w procs. maybe even make it so that the 4th W hit and a successful Q hit leaves a debuff that makes e target them. THIS IS HOW YOU STICK. This is also why you can drop the slow on Q))
Not: maybe move pistol to here? dunno, the biggest problem of his dismounted state is solved with new q, but the old q is so damn adorable... and I can totally see some sick plays where you use q to get to them and past them, then use the pistol to both hit them AND stick to them instead of wasting potential both ways? If you take away the ability for it to send you through walls, it should be ok.
R. Chaaaaaaaarge!!! (this one's mostly the same)
-(not sure how to describe this, but w/e) I love this ability to death, but it also seems out of place in that you build up all that momentum and just bump someone back a bit.
REVISED!!\O/:
-(CHAAAAAAAAAARGERERERERSER12WREDSATFGSGTF!!!!) same concept with going faster as you move along, but a couple changes to the details:
create a shockwave behind the target hit (at point of impact if you hit someone, teeter around (stun basically) if you reach the end without hitting an enemy
impact knockback(carryback?)/damage and shockwave size/damage varied by distance traveled, definitely needs to be smaller than the current impact damage though. maybe make it current hp instead of max, or flat damage for shockwave? dunno.
shield probably needs adjustment, but it seems like it would be neat to have it be increased by # of enemies damage by the shockwave
Summary: As I said before, this probably isn't viable as is, but I believe that the concepts in this kit suit Kled more as someone that will go HAM, HAM!!! AND HAAAAAAAAAAMMMMMMMMM!!!!! -Q is for picking and engaging -W is for doing enough damage to actually go ham -E is to give a bit of a boost so you can keep hitting them -R is to give him some AoE damage for teamfight potential (didn't give this one as much thought, so it probably needs more trade-offs to not be broken)
, which is something i don't see people doing. I typically have no trouble winning lane against even the likes of Rivens.
on Kled.