Natural Talent as an Inspiration Keystone

bluegolisano·9/20/2019, 6:30:45 AM·1 votes·1,396 views

Preface - Yes, this will involve a game that isn't League, but who said I was original in any way? There is an equippable mod from Warframe called Natural Talent. This mod, at max rank, causes spells with animation cycles (such as Radial Blind on Excalibur or Saryn's Miasma) to have those animations quickened by 50%, but does not effect channeled spells with animations (such as Mesa's Peacemaker or Harrow's Thurible I think? not sure, might) that drain mana/energy over time (or deal sustained damage over time).

I once discussed adding this to League a while ago with a former LCS player (S4 as a backup for TSM at Worlds) and his younger brother (who I met in HS; complete Yasuo one-trick hardstuck Plat for about four seasons now iirc?), and their opinion was that the initial scaling I suggested - which I lost somewhere in my room, not even kidding. However, the idea still persists in my head slightly as a conceptual thing; how would this play out?

Well, let's work backwards from the max level (not accounting for URF) having spell animations go, say, 50% faster. What I did was set the baseline casting animation - the animation at the start of a spell - go 10% faster, gaining another 2.353ish percent per level, (rounded to nearest thousandth for brevity, the math being a maximum of 50% dropped to 40 and divided by 17 levels past first came out to a p long chain of numbers) up to a maximum of a 50% faster casting animation.

Now, keep in mind, this DOES NOT alter projectile flight speed and/or sustained castings, such as Nether Grasp (Malzahar Ultimate) or Life Form Disintegration Beam (Vel'Koz Ultimate), but will effect things like Hextech Ultimatum (Cammile Ultimate) or Final Spark (Lux Ultimate).

What this means is that you would be looking at percentile changes to certain values, and on some champions this is BS strong and on others it's... weird. Almost a nerf, in a sense, but makes them stronger.

For instance, Final Spark (Lux Ultimate) will have it's cast time before dealing damage reduced from 1s (holy crap that's shorter than I remember, someone check to make sure the wiki's right please?) to .5s at 18th level. However, at 6th, it would only be reduced down to .83s, which would probably only be noticed by higher ELO players or anyone on a connection below 100ms.

Another example - one that could potentially be a massive negative to the players involved - would be Fizz. This is where Playful / Trickster (E) get really... well, tricky. This effect does not change the duration that the little aquatic shitstain is pogo-sticking in the air, invulnerable as he is. No, this instead changes the animation speed of the dashes themselves, which I could only describe as going to be absolutely derpy.jpg when seen in game. Imagine seeing Fizz' jumps go 50% faster on the animations.

Now imagine this keystone on Graves. Or Yasuo. Animation cancelling becomes very much a difficult thing to do with this, but the things you could abuse with this. 50% faster Renekton stun animations. 50% faster Irelia Q dash animations. 50% faster Jhin W E or R setup animations (throwing for the traps but you get the point).

Hell, 50% faster Karthus ultimate animations.

The parameters for disqualification are as follows;

  1. The spell animation deals damage over time from the start to the end of the cast, not including items (Nether Grasp does not get effected, for instance)
  2. The animation is not a Spellcast (things like Jhin's Reload or Auto Attacks would not be effected)
  3. The animation is for a projectile (no, this is not projectile flight speed, though that could be a devastating keystone as well come to think of it...)

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