Kalista

xNykyrian ·7/23/2016, 3:14:09 PM·4 votes·1,084 views

So Kalista is a fun champion albeit people say she's not so great at the moment because her nerfs but still can be fun to play and absolutely devastating in the right hands. I think that two changes could make not only more fun but easier to pick up. These changes are just for convenience sake. I think giving her e a range indicator like Twitch's would be right up her alley. I think its ludicrous she doesn't have one already. The other change would be something of an execute indicator. I think the best form of this would be a form of Tahm's e passive. Her spear stacks could turn enemy health to blue indicating exactly how much health Rend would subtract from the enemy's health pool. Whether this is feasible or not i have no idea but seeing that it has been implemented with Tahm it shouldn't be too hard. But what do i know? I really would love to see this implemented in Kalista as they keep focusing on making her less devastating for pros but end up nerfing her for us baddies. This would be a huge upgrade without actually touching her damage

10 Comments

Kaisa is Hot7/23/2016, 3:31:40 PM3 votes

YES, I actually love your propositions. They seem good and non game breaking. I did always wonder why her E didn't have a range indicator. But I never thought of the rend one, kind of like Zed's ult indicator that it will kill someone, or when cho can eat someone to kill them.

Sassmast3r7/23/2016, 4:52:14 PM2 votes

Well, I don't personally use Kalista, but I don't think that allowing her to no longer have to think whether or not her spears will execute a minion/champion/monster is pretty overpowered. The range idea is perfect; it makes it much easier than just guessing how far you can actually go and still be able to detonate it. However, no longer having to try and figure out how many spears she needs to stack to kill you seems like it would bring her a bit over the edge.

Considering how toxic it already is that she can bounce around the map like a rabbit, I don't think that her also being able to know the minimum amount of spears she needs to throw onto you in order to kill you will make her any more fun for people to have to deal with. All that does is make it so that people going against her end up dying even sooner when it's already very challenging to even try to evade her to any extent taking into account her mobility from her passive and her ultimate.

The range buff would be perfect, but the ability to know the bare minimum amount of spears you need to stack on the enemy to kill them would eliminate even more fun from a matchup that's already very frustrating.

VoidStaresBack7/23/2016, 8:35:58 PM2 votes

I can definitely agree with the first one, there's no real reason not to give her a range indicator.

As for the second option... that's a little bit iffier. The champion example you gave, Tahm Kench, has his health bar turn grey because it's something he does to himself, so it's not really a good comparison. A closer comparison would be the indicator beneath champions when they are within Cho'Gath ult range, and even in that case they are different. Cho'Gath's ult has a set damage that you, the player, know and which can be easily surmised by the enemy player (when in doubt, don't stand near Cho if you're low). The fact that it's an ultimate, and thus only levelable at specific times, makes its damage output even more transparent. On top of that, Cho relies on killing things with his ultimate to actually achieve their full potential, whereas Kalista would simply get a kill out of the deal. In the chaos of a fight, it's difficult to check your enemy's exact health, so the indicator allows you to make snap calls on when to ult instead of having to delay to click on them and check their health which could give them time to get away. It's a similar reason, although in the opposite direction, to why Annie has her passive stacks shown since the mid year mage update: previously, unless she had four stacks you had no idea how many she had without clicking on her to find out, which wastes valuable time and doesn't actually contribute anything to gameplay to make it worth not being fully transparent. For Kalista, though, it's not too hard to simply count how many times you've hit the target to judge how many spears you have and make a judgement call off of that without giving the Kalista player unnecessary information.

Curious to hear what counterpoints you may have and a more in-depth description of why you think the kill indicator for her would be a good idea :)

SolidPooh7/23/2016, 3:43:12 PM1 votes

Agreed with all, I used to main her but she's so hard to use efficiently lately

I think a few RIOT employees should see this

xNykyrian 7/23/2016, 4:03:48 PM1 votes

I hope they do. Btw is this the right board i wasn't too sure