Skip to content

Suggestions for Karthus, Twisted Fate, and a side note on Stealth Detection

Magician Hisoka··1 votes·418 views

Twisted Fate and Karthus both have complete globals: that is, ultimates that hit all champions regardless of range or the player's accuracy. This means that they both have an issue that may be hilarious for them, but for others is completely maddening: They can screw opponents by accident. So here's a set of ideas for both champions.

Twisted Fate: Remove the complete detection from Destiny. This is an incredible powerful ability that can stop gank attempts completely by accident even if TF is heading in the opposite direction. There's plenty of ways to fix this, and some would make the ability even more powerful in its intentional us. It could be set to reveal all around the target destination and/or Twisted Fate himself. It could be made global again, but without the detection, meaning wards or good ability to predict the enemy's movements are important to the spell. As it is, its ability to randomly screw over gank attempts or stealth abilities even when Twisted Fate has no intention of ever going near the fight is ridiculous and frustrating.

On a side note: Quicksilver Sash does not seem to remove true sight, which for stealth champions can be the most crippling debuff in the game. Perhaps this is a recurring bug, but if something is a debuff, and if an item removes all debuffs, it should be cleared by using that item. This needs to be either fixed, or clarified as an exemption.

Karthus: Karthus's ult has two major issues: First, it sometimes requires the Karthus to do math just to figure out if it'll be effective. In its current state it does 250/400/550 damage as well as 60% of the targets AP. As this is lowered by magic resistance, this can be frustrating to figure out when Requiem should be used. Especially early on it can be a headache just figuring out if the spell will finish the enemy, and the Karthus player often gets raged at for letting an opponent go even when he knows that the spell wouldn't be able to finish them off. Second, it suffers the same issue as Destiny in that it can kill by accident. This last problem isn't easy to balance around without changing the ability completely, here are a couple of suggestions. The ult could be changed into a % of the targets health as true damage, perhaps 15/20/25%, but not scale with AP or do so poorly. This will make CDR the only way to make the ult more annoying for the enemy,which is awkward since he does not particularly want it, but it will also let both Karthus players and all others in the match know about when his ult will reach "kill" level at a glance. Additionally, I suggest making it so that only enemies who are currently visible to Karthus at the initiation of the cast be struck. It could also be set to a timer, and so if Karthus and/or his allies saw an enemy within the last six or so seconds, his ult could affect them. While these won't prevent all cases of accidental Karthus kills, there should never be a case where the jungler is too low and gets randomly nuked, or someone who got completely clear of a fight dies even if no wards are around.

5 Comments

MCBiggah992 votes

So basically randomly nerf two reasonably balanced midlaners because fuck globals?

nty

Prospector Pete2 votes

Karthus's ult is completely fine.

Ralanr1 votes

They have large cooldowns do they not?

It's not like they constantly gain map knowledge.

LadyRenly1 votes

QSS doesn't affect Destiny, Banshee's Veil does.

I don't really understand your argument about Karthus needing to do math. Wouldn't that logic apply to, oh I don't know, every champion in the game? From Riven's execute to Caitlyns ult to Ziggs?

Magician Hisoka1 votes

{quoted}

QSS doesn't affect Destiny, Banshee's Veil does.

I don't really understand your argument about Karthus needing to do math. Wouldn't that logic apply to, oh I don't know, every champion in the game? From Riven's execute to Caitlyns ult to Ziggs?

My reasoning is that Karthus has the time and reason to do so. His ult is on an immense CD, and so if he wastes it, he has to wait around three minutes before he can cast. Early on, if someone shows up as only about 20% of their health left, and you fire but they've grabbed an MR item, you just blew your ult, and are screwed out of it for a relatively long time. Yes, you randomly harass 4 other people, but depending on the situation that is either awesome, or completely pointless. The idea is to make his ult clearer for him and the enemy. As for the QSS/Banshees point, I'm talking about the true sight debuff that destiny applies, which QSS should clear. It's a debuff, and an item removes debuffs, so it should be removed. It's a simple thing that either shouldn't have exceptions, or should at least have those exceptions be listed.

Also, for the others, the Karthus changes aren't necessarily nerfs. They might weaken his ult's scaling and its ability to kill squishy champions, but that also gets changed into damaging durable champions even more and allowing the karthus to more easily see when he should ult regardless of champion. As for Twisted Fate, the idea was to keep his identity while getting rid of the random screw-overs. In the case of giving vision around him, the idea is to keep his ability to use his ult to break stealth and hunt down targets while not messing with those he's not after. As for the case of removing the vision and giving him a global ult, it allows more options for movement and means he can always get into any fight if he needs to and in its case, may be a buff for him personally, even if it helps his team less. In addition, anything here is meant to be rough ideas. The overall point of this arguement is that both champions are able to randomly screw over their enemies even if they aren't actually after them. No player skill is involved in those weird situations: if a TF reveals you before a gank because he's heading in another direction and the enemy takes advantage of this, it's literally just bad luck. The only other case of pure bad luck, rather than bad prediction, is critical strike, but that is something that is tied to going after a specific set of champions. In a match with either of these, it can happen at any time, regardless of who you are attempting to deal with, and even without the spell-users intent. That is my problem with both abilities.

More from Gameplay

More by Magician Hisoka