Kleptomancy Fix Idea

CatgirI Ezreal·11/13/2017, 4:44:37 AM·2 votes·515 views

Alright, As an Ezreal Main watching him become Flavor of the month (Neither dissatisfied nor enjoying the 30% Play-Ban Rate) It's pretty obvious when something is too strong for him. Except Not Quite in this case. You see, Characters like Gangplank, Fate, Karthus, Even Soraka can all do what Ezreal's doing, As from most of my games, I tend to end with around 500-1000 Klepto GP depending on my performance when I take it on other champs.

HOWEVER

I do feel like a lot of Kleptomancy is way too strong. For reference Elix A = Adaptive/LVL (18 at max) Elix W Travel = 15 AD Elix S Travel = 25 AP Elix I Travel = 150 HP Oracle's Extract = 15-40 S Elix Skill = Lvl Up Spells Potions Biscuits Wards Etc.

I feel like this is, In it's current state, too strong and too perfect for almost any champion who can pick up a sheen, and even those who don't!

I'm thinking of some minor Edits to reduce RNG and Raw Power:

Change: Every X Kleptomancy Procs that hit a champion, You'll gain an Item rather than Randomly. This reduces the luck aspect while also keeping the power similar Strikes to get an Item: 6 At 1, (During Invades), 5 at 2-6, 4 afterwards.

Buff: Let you see exactly what you'll receive on your next Kleptomancy strike, This doesn't change much, but knowing what you'll recieve can help you a bit, -Let enemies see what you'll receive too.

  • The Item Will Reroll after Four Sheen Procs that Don't hit a champion. Someone Could prime this before a trade to get what he wants, but he'll also disadvantage himself by wasting those procs in the first place. This adds a small mental counter, as a smart player could bait out the sheen proc or force the enemy into a trade/make them lose CS, while a risky player could engage for a 100-0 burst, knowing the Kleptomancer would take the shot for the Item.

Travel Elixirs: If a Champion has More than one Travel Elixir, Only the Strongest Stat of HP, AD or AP will be buffed, this dampens the effects of the other two while still giving the other passives like Lifesteal, True Damage and Tenacity, Iron: Lower Tenacity Slightly, Increase size only if HP is the strongest stat, as the size increase can open you up to skillshots and if you're not a tank thats a bit unwanted. Wrath: Lower Life Steal. Sorcery: Lower True Damage Oracles: Reduce Duration closer to Oracle's Lens Skill: Idk Adaptive: Keep the Same Biscuits: Turn them into Pilfered Biscuits and Reduce the %HP and %Mana Sack of Gold: Remove the roll for them and receive them alongside all other Items, but have them be used automatically and set the gold to 30-50g. This puts them at a little more than Creeps, while also adding up quite nicely in the end, Land a nice amount and you might end up with a Kills worth of gold, instead of getting the same in 2 minutes and going dry for the rest.

I love Kleptomancy Already, but It's already shown to be too strong and unbalanced, and While the RNG is nice, It'd be nicer to have a way to master it and counter it besides praying to your preferred deity.

1 Comments

CatgirI Ezreal11/13/2017, 4:47:16 AM1 votes

While I am fine with Kleptomancy in his Current state (200 Games Ezreal Main =p Don't Kill me) I would like to keep it balanced so that it doesn't just completely steamroll every game and put a massive gold lead on everyone who takes it through Sheer RNG.