Gating mechanic for kalista

Knight SoIaire ··5 votes·1,157 views

People agree that she is making half of the champion pool obsolete, especialy meele.

So in the end her passive is too strong in certain situations, but is the core of her identity, so we need to nerf it but leave her gameplay almoust intact.

So i think i have a good way of solving the problem. Rend ammo system ... its not an ammo for rend as the name suggest.

  • It gives kalista a cap on her rend stacks, its harsh for her smite but she has loads of places you can put the lost power back

  • The rend cap applies to all the targets meaning that switching targets does not grant you more rend stacks.

  • The rend stack cap is kalistas ammo for her passive,

  • When she activates rend (rips her spears from her foes and takes them back) she gets the rend ammo back, every auto consumes one rend ammo.

  • Ofc rend goes on cooldown if kalista doesnt kill

  • She loses the slow on rend (main reason for this change is to allow meeles to get to her, cc on top of her mobility makes that barely possible)

  • Her spears (rend stacks) persist for a longer time.

  • The number of remaiining jumps is displayed as spears floating near kalista for enemies to see and herself (its hard to click and look above your health bar, which makes the game easier for both players).

  • If kalista kills a target without using rend she regenerates lost ammo with time but at quite low pace giving her some sort of vulnerability period.

Its a mechanic that allows meele champions to drain kalista out of jumps, while kalista can still jump infinitely if played right (resets), also gives kalista some downtimes that enemies can capitalize on, and space for buffs that will equalize her vs champs that arent countered by martial poise. ballance wise it seems a win win situation

Ofc its not a ready change, riot will need to probably check her after such a change, but i think that "rend ammo system" gives her everything that she needs to become healthy while still being herself,

If i didnt cover anthing up or the change sucks in any way just tell me and ill fix it, and as always please discuss.

10 Comments

Darth Pixy Misa2 votes

The range on rend is too far Make Kalista work a little harder, and make it so that flashing away saves you from being rended. Give the active on rend a range of 800. Reduce the dash distance by 25%. This is a good first step before any further nerfs.

Knight SoIaire 1 votes

The range on rend is too far Make Kalista work a little harder,

if my change would get into the game her rend will be much less of a threat

if you chase her and she drains the ammo fully and needs to reactivate it early to jump more, then she has a cooldown on it, so draining her again makes her unable to dash and leaves her defensless

owerall she wont be always able to hold that rend for the kill, she will need to manipulate the ammo to be able to get the most jumps

on top of the removed slow and the cap on the rend stacks

if you want to answer my post please make it more like a feedback right now you just gave me your own take on nerfing her, which doesnt realy help me as far as it isnt composed either of potential problems or solutions. or even your opinions (i need to do all the work of analyzing your post alone, and all you do is just ignore what i already wrote)

DestructoDave1 votes

She needs a nerf to her passive, and a cap on rend stacks. I'm getting tired of seeing people get auto'd 2 times in lane, and not being able to escape back to their turret since you cannot out-run her, and then they get 30-40% executed by rend stacks in the early levels of the laning phase, and there isnt much they can do about it besides flash WHEN they get to the turret, and pray she can't mash rend. It needs a cap of 4-5 like most other things, and they can re-balance the damage around that. Unlimited rend stacks is stupid, and makes just about any fight with kalista an all-in fight, that she will probably win unless you insta-gib her.

We have already seen this multiple times in the LCS, where she lands 1-2 autos on someone and they attempt to run back to their turret, only to get chased down and executed or force to flash/not lane vs her because if she gains the advantage its over. Couple this stupid mechanic with the fact you can barely even touch her unless she wants you to, or you can never escape her without hard CC or kill her without hard CC, and its pretty dumb.

I think its pretty obvious to most people that hte 2 glaring issues is unlimited Rend stacking and her insane mobility with a little bit of attack speed.

Knight SoIaire 1 votes

so in the end you agree with my change or you suggest that it doesnt cover any of the points you made (it does cover like every one) ?

we know that her kit causes toxic and problematic interactions, but we need to fix it instead of repeating ourselves give me your feedback please

Knight SoIaire 1 votes

Seems im getting downvotes from people who dont even read what i wrote. And i think my change is quite well made.

Knight SoIaire 1 votes

bump for the sake of bumping

Knight SoIaire 1 votes

also made an edit to improve the readability

Knight SoIaire 1 votes

and i also made another bump, because why not?

DotEleven1 votes

Kalista has basically the same stats as Vayne (like, almost exactly, the difference is Vayne has 5 more MS, while Kalista has 19 more base health, and 2 more armor at level 18) while HER mobility isn't gated by cooldowns or mana and is actually effected by slows, and doesn't gain 25% bonus to the dash distance while running away.

Knight SoIaire 2 votes

But Vayne can get 90 free ms when she chases on top of all the ad and true damage her kit gives to her.

Owerall Kalista is an adc that is supposed to kite, while other adc's fit other niches (they kinda overlap becuase all of them are about autos, but they are diferent to an extent).

When you compare their stats, you dont take their kits and playstyle into account, Vayne is meant to be a hypercarry who straight out shreds targets and lives on the offense, and Kalista should kite while runninng.

While Vayne should have low stats early because she is a hypercarry (according to riot) Kalista has weak stats becuase her kit lacks exploitable flaws and riot needed to make something about her weak

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