Make Corki Look Like a Yordle + Bombing Run Concept

Stacona·7/20/2018, 9:02:57 PM·1 votes·1,181 views

Two Things:

  1. I want Corki to look like the yordle that is supposed to be, instead of like an old man.

  2. He is just outdated. I don't think Corki has any game health issues in his kit, this is a rework concept to give Corki an updated kit, focusing on his mage side and emphasis on making something that plays around Corki being in an air vehicle.


Attack Range: 575 / 450 units Attack Speed: 0.690 +4% per level Movement: 325 units per second Attack Damage: Average


The Big One (Passive):

Corki's basic attacks deal 20% physical damage and 80% magical damage.

Every 4th basic attack will cause Corki to fire the Big One instead, exploding in an area and dealing (+150%AD)(+75%AP) magic damage, increasing by 3% per 1% critical strike chance that Corki has (max (+600%AD)(+300%AP) magic damage). Corki's main attacks cannot deal increased damage, but can critically strike for the sake of items.

This is indicated by a resource bar that all players can see.

Phosphorous Bomb (Q):

Cooldown: 10/9/8/7/6 seconds; Cost: 60/70/80/90/100 mana; Range: 0 / 600 units; Vision: 1400 units

Corki drops a bomb at his location for 2 seconds, revealing the area around it and inside brush and past terrain. After 2 seconds, the bomb explodes and deals 60/90/120/150/180(+150%bAD)(+100%AP) magic damage to struck enemies.

While in Flight Mode, Phosphorous Bomb explodes upon impact on the ground and grants Corki 60/90/120%(+10% per 100AP) additional total movement for 0.75 second.

Valkyrie (W):

Cooldown: 16/15/14/13/12 seconds; Cost: 50/55/60/65/70 mana; Range: 500 units

Corki spews flames from his back exhaust pipes for 5 seconds, dealing 30/45/60/75/90(+45%AP) magic damage per second to struck enemies and scorching the ground for 2 seconds, enemies on the scorched ground take the same damage and are slowed by 30/35/40/45/50%.

While in Flight Mode, passing near an enemy grants Corki 80/120/160(+100%bAD)(+100%AP) shield for 2.5 seconds one time per cast of Valkyrie.

Gatling Gun (E):

Cooldown: 10 seconds; Cost: 50 mana; Range: 575 units

Corki fires his Gatling Gun in the target direction for the next 5 seconds, dealing 2/3/4/5/6(+8%AD) as 50% physical and 50% magical damage every 0.1 second and reducing struck enemies armor and magic resistance by 1/1.25/1.5/1.75/2 for 4 seconds, shredding up to 20/25/30/35/40 per target.

Corki can redirect in what direction Gatling Gun fires in by casting Gatling Gun again.

The Bomber (R):

Cooldown: 6 seconds; Cost: 80/50/20 mana

Toggle: Corki enters Flight Mode, gaining 30/45/60%(+5% per 100AP) total movement speed and able to fly over all units.

While in Flight Mode, Corki loses control of his basic attacks and they automatically attack the closest enemy to him, basic attacking does not interrupt Corki's movement. Corki loses 125 attack range.


Valkyrie here is basically the line skill shot of his current Gatling Gun, but shoots out of the ass of the plane-copter rather than in front of him to teach the player about kiting since the flames linger on the ground for a short period AND makes sense when you combine it with The Bomber (basically I implemented Special Delivery's gameplay to be on the kit all the time, but toned back, I am aware that Pokki gameplay is sacrificed here for the crazy old yordle to go on a bombing run for a more high-risk and high-reward gameplay that is a mix of a mage and marksman).


UPDATE NOTES:

The Big One: Attacks can now "critically strike" for the sake of items, but the main attacks do not deal increased damage outside of Shiv Lightning or Infinity Edge true damage conversion for examples.

Valkyrie: Cooldown increased to 16/15/14/13/12 from 14/13/12/11/10 seconds Reasoning: I forgot about duration + linger time, which means the slow can be 7 seconds long technically, this increase is for max cooldown reduction awareness.


4 Comments

Primaquarius7/20/2018, 9:04:29 PM1 votes

#ANELE

Chembaron Yamada7/20/2018, 9:51:11 PM1 votes

Ah, I remember this rework concept.

You have some really nice ideas, the interaction between his passive and his R is interesting. But the biggest problem with the kit I called out in the past is still there for me.


Your kit encourages Corki to build crit to get the most out of his passive, but the fact that his attacks cannot critically strike punishes you extremely.

item 3095 This item is simply useless for him, since he cannot get the guaranteed crit from it. item 3087 The lightning is able to strike critically, if the triggering auto attack does. He would lose that bonus damage. item 3031 He doesn't get the true damage from this item and it is core on every crit user. item 3085 No crits from the additional bolts, so he loses damage here too.


Another point: you basically borrowed the idea for his R from Urgots W. But here is something missing that he has to make use of it: his abilities mark a target to attack.

As someone who mains Urgot, let me tell you, activating W in lane without having the enemy marked is absolutely awful. The enemy can use minions to avoid your damage, since you are forced to attack them instead.

And if he has to fight more than 1 enemy at once, it is bad to not be able to pick your target yourself. Especially since alot of his power budget goes in this interaction to let him pump out big ones rapidly, it would feel terrible to have so less control over it.

So I suggest you adopt the marking mechanic as well.